Two great powers came together here, clashed, and now the dust is beginning to settle on a world that has been deeply changed by the conflict.
Round 6 Challenge: This round you will design four cards. They are thematically related to your previous cards, but from a new set. You can do a mechanical reboot* like AVR/ROE if you want to.
Use these cards to show how your world has changed in the wake of battle. Have you and your allies turned aside the forces that seek to destroy you? Has the world been crushed into submission by an undefeatable enemy?
— Design one "pair" of cards that show a before-and-after contrast à la Blinkmoth Nexus > Inkmoth Nexus. They must have the same card type, mana cost, and rarity.
— Design one card that represents a major physical feature of the environment. Examples: Helvault, the Ravnica guild halls, Roiling Terrain, etc. This card can be any type and rarity.
— Design one splashy mythic as a preview for this new set.
*: Your "before" card in the matched pair should be from before the reboot, if you do one.
Order of the Defiant1WW Creature - Human Rebel Knight (uncommon) x,t: Search your library for a Rebel permanent card with converted mana cost of less than X and put it onto the battlefield. Then shuffle your library.
As long as Order of the Defiant is on the battlefield or in a graveyard, other Rebel creatures your control get +1/+1. "O Captain!, My Captain!" 2/2
At the beginning of the war, they led the Ramosians against the invaders from the underworld portal.
Order of the Avenger1WW Creature - Human Rebel Knight (uncommon)
First strike
Order of the Avenger gets +1/+1 for each Rebel creature card in your graveyard.
"But I, with mournful tread, will avenge all my kin that have fallen cold and dead" 2/2
During the war, the Ramosians were devastated. It is up to the Avengers to save what they can save.
Mercadia, Yixlid Necropolis Legendary Land (rare)
Mercadia, Yixlid Necropolis has all activated abilities of all land cards in all graveyards. Though Mercadia has sunk onto the underworld, it is still the bustling city that it once was.
Yixlid Recruitment5BB Sorcery (mythic)
At the beginning of the next end step, each player sacrifices all creatures he or she controls.
As long as Yixlid Recruitment is in your graveyard, whenever an opponent sacrifices a creature you may pay X life where X is that creature's converted mana cost. If you do, return that creature onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types. It's easy to create betrayers from the betrayed.
Detethering Field1UU
Enchantment - Aura (U)
Enchant Aura
You control enchanted Aura. 1U: Attach enchanted Aura to another object it can enchant.
FuryblindR
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't block.
Linger R(R: Return this card from your graveyard to the battlefield attached to a permanent it can enchant. Exile it at the beginning of the next end step or if it would leave the battlefield.)
Prayers Unanswered3WW
Sorcery (R)
Search your library for up to four Aura cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest onto the battlefield attached to a creature you control. Then shuffle your library.
Rootswarm Forerunner2GG
Creature - Plant (R)
At the beginning of each player's upkeep, that player sacrifices a noncreature permanent. If he or she does, put a +1/+1 counter on Rootswarm Forerunner. The silent stalks spread with alarming speed from the crater where Candaluve had once stood, tearing through Ardonia's thick aetherscape.
1/1
Season of the Swarm5GG
Sorcery (M)
Each player exiles all permanents he or she owns, then puts a 0/0 green Plant creature token onto the battlefield with "This creature enters the battlefield with a +1/+1 counter on it for each permanent its owner exiled this way." Near the heart of the Rootswarm, where no traces of civilization remained, the plants began to feed on each other.
Budding Decay2G
Enchantment (R)
Whenever a nonland permanent is put into your graveyard from the battlefield, you may return a land card from your graveyard to the battlefield.
Vander's Chicanery1R
Instant (U)
Put an Aura or Equipment card from your hand onto the battlefield attached to target creature you control. Sacrifice that card at the beginning of the next end step. "Wouldn't you think having that many tricks up your sleeve would make your arms awfully heavy?"
-Kraush, dwarven stoneshaper
Lathorn, Herald of Ages Past1WW
Legendary Creature - Human Monk (R)
At the beginning of your upkeep, if Lathorn, Herald of Ages Past is in your graveyard or on the battlefield, you may return target permanent card with converted mana cost 1 or less from your graveyard to the battlefield.
2/2
Summary: A huge seed streaks out of the heavens, destroying Candaluve, the capital of a major enchanter's kingdom. The plant life that emerges, known as the Rootswarm, consumes the arcane weaves that are the foundation of Ardonian society, transforming the land itself into strange new plant forms. Some planeswalkers and dudes like that must venture into the heart of the seed to attempt to reason with its mysterious consciousness.
Before: Candaluve, the Charmed City
Legendary Land (R) T: Add 1 to your mana pool. T: Add one mana of any color to your mana pool for each enchanted land you control. Every thread in the spellweave finds its way here.
The "third set twist" in this block is that the powerful aetherscape of Candaluve has induced strange properties in the Rootswarm, resulting in enchantment-based life that has choked out all traditional life in the area. There are no normal creatures, only enchantments that animate things, including themselves, and tokens. The mixed, uncontrolled magic is also represented through hybrid mana.
After: Candaluve, the Cursed Crater
Legendary Land (R) T: Add 1 to your mana pool. ,T: Tap target enchanted permanent. Its controller loses 1 life. The frayed ends of the broken spellweave lash out in agony here.
Landscape: Athenaeum Fronds(G/U)(G/U)
Enchantment (U)
At the beginning of your upkeep, exile the top card of your library facedown.
You may look at cards exiled with Athenaeum Fronds.
If you would draw a card, you may put a card exiled with Athenaeum Fronds into your hand instead.
Mythic: Intangible Realm3(W/U)(W/U)
Enchantment (M)
Each creature is an enchantment with "You may pay 2 to ignore this effect for this permanent until end of turn." (It will return to being a creature until end of turn.) Once a thriving city, the ruined landscape still teemed with life, but of a wholly different variety.
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.
Congratulations (nameless one) too bad we didn't catch more votes or comments.
The "before/after" guys didn't seem close enough mechanically to me, although I understand the transition flavorfully. "less than X" is very strange (as opposed to equal or less than), although I get that it fits the normal costing for Rebel search. The Order of the Defiant is very powerful for an uncommon, setting up your whole army, but it's nice that it flips into a single large threat with the Avenger, although he seems weaker.
Mercadia is fun, no problems there. I wish it could escape being legendary.
The delayed effect on the sorcery is a bit weird, but I think you did a good job limiting it to stealing sacrifices, it would be pretty nuts if you could just discard it and grab their guys off a sweeper.
It feels great to go against and stealing wins from the best (as seen on your trophy count :P)
The before and after cards were supposed to be a homage to Lin Sivvi, Defiant Hero. This is evident on the before card. The after card was supposed to have Sivvi's 3 ability with something else but changed it because it was too similar with my sign up card.
I have to admit, the before card was powerful but I took the liberty of bumping it down to uncommon because there isn't really much Rebels in the game (compared to Elves, Goblins, Soldiers and Zombies).
The landmark card was supposed to be the mythic feature card but I can't think of another landmark card. I think Mercadia being legendary was fine because there's only one Mercadia. I also kept the Legend rules change in mind.
My initial thought with Mercadia was its a rainbow land with a drawback (similar to City of Brass) but I keep finding ways to abuse it. I wish WotC would print a land with the same template.
As for my Mythic, I don't really have a story for it. I just thought it would fit the "storyline" with a unique mechanic.
Unfortunately I haven't gone through your final entry as I have been busy. I will post a mock critique after I go through them.
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Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
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Round 6 — Finals — The Aftermath
Two great powers came together here, clashed, and now the dust is beginning to settle on a world that has been deeply changed by the conflict.
Round 6 Challenge: This round you will design four cards. They are thematically related to your previous cards, but from a new set. You can do a mechanical reboot* like AVR/ROE if you want to.
Use these cards to show how your world has changed in the wake of battle. Have you and your allies turned aside the forces that seek to destroy you? Has the world been crushed into submission by an undefeatable enemy?
— Design one "pair" of cards that show a before-and-after contrast à la Blinkmoth Nexus > Inkmoth Nexus. They must have the same card type, mana cost, and rarity.
— Design one card that represents a major physical feature of the environment. Examples: Helvault, the Ravnica guild halls, Roiling Terrain, etc. This card can be any type and rarity.
— Design one splashy mythic as a preview for this new set.
*: Your "before" card in the matched pair should be from before the reboot, if you do one.
Past Rounds:
Signups
Round 1
Round 2
Round 3
Round 4
Round 5
Finals
Previous Cards
Finals entry:
Creature - Human Rebel Knight (uncommon)
x,t: Search your library for a Rebel permanent card with converted mana cost of less than X and put it onto the battlefield. Then shuffle your library.
As long as Order of the Defiant is on the battlefield or in a graveyard, other Rebel creatures your control get +1/+1.
"O Captain!, My Captain!"
2/2
Creature - Human Rebel Knight (uncommon)
First strike
Order of the Avenger gets +1/+1 for each Rebel creature card in your graveyard.
"But I, with mournful tread, will avenge all my kin that have fallen cold and dead"
2/2
Legendary Land (rare)
Mercadia, Yixlid Necropolis has all activated abilities of all land cards in all graveyards.
Though Mercadia has sunk onto the underworld, it is still the bustling city that it once was.
Sorcery (mythic)
At the beginning of the next end step, each player sacrifices all creatures he or she controls.
As long as Yixlid Recruitment is in your graveyard, whenever an opponent sacrifices a creature you may pay X life where X is that creature's converted mana cost. If you do, return that creature onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
It's easy to create betrayers from the betrayed.
Detethering Field 1UU
Enchantment - Aura (U)
Enchant Aura
You control enchanted Aura.
1U: Attach enchanted Aura to another object it can enchant.
Furyblind R
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't block.
Linger R (R: Return this card from your graveyard to the battlefield attached to a permanent it can enchant. Exile it at the beginning of the next end step or if it would leave the battlefield.)
Prayers Unanswered 3WW
Sorcery (R)
Search your library for up to four Aura cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest onto the battlefield attached to a creature you control. Then shuffle your library.
Rootswarm Forerunner 2GG
Creature - Plant (R)
At the beginning of each player's upkeep, that player sacrifices a noncreature permanent. If he or she does, put a +1/+1 counter on Rootswarm Forerunner.
The silent stalks spread with alarming speed from the crater where Candaluve had once stood, tearing through Ardonia's thick aetherscape.
1/1
Season of the Swarm 5GG
Sorcery (M)
Each player exiles all permanents he or she owns, then puts a 0/0 green Plant creature token onto the battlefield with "This creature enters the battlefield with a +1/+1 counter on it for each permanent its owner exiled this way."
Near the heart of the Rootswarm, where no traces of civilization remained, the plants began to feed on each other.
Budding Decay 2G
Enchantment (R)
Whenever a nonland permanent is put into your graveyard from the battlefield, you may return a land card from your graveyard to the battlefield.
Vander's Chicanery 1R
Instant (U)
Put an Aura or Equipment card from your hand onto the battlefield attached to target creature you control. Sacrifice that card at the beginning of the next end step.
"Wouldn't you think having that many tricks up your sleeve would make your arms awfully heavy?"
-Kraush, dwarven stoneshaper
Lathorn, Herald of Ages Past 1WW
Legendary Creature - Human Monk (R)
At the beginning of your upkeep, if Lathorn, Herald of Ages Past is in your graveyard or on the battlefield, you may return target permanent card with converted mana cost 1 or less from your graveyard to the battlefield.
2/2
Candaluve, the Charmed City
Legendary Land (R)
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool for each enchanted land you control.
Every thread in the spellweave finds its way here.
The "third set twist" in this block is that the powerful aetherscape of Candaluve has induced strange properties in the Rootswarm, resulting in enchantment-based life that has choked out all traditional life in the area. There are no normal creatures, only enchantments that animate things, including themselves, and tokens. The mixed, uncontrolled magic is also represented through hybrid mana.
After:
Candaluve, the Cursed Crater
Legendary Land (R)
T: Add 1 to your mana pool.
,T: Tap target enchanted permanent. Its controller loses 1 life.
The frayed ends of the broken spellweave lash out in agony here.
Landscape:
Athenaeum Fronds (G/U)(G/U)
Enchantment (U)
At the beginning of your upkeep, exile the top card of your library facedown.
You may look at cards exiled with Athenaeum Fronds.
If you would draw a card, you may put a card exiled with Athenaeum Fronds into your hand instead.
Mythic:
Intangible Realm 3(W/U)(W/U)
Enchantment (M)
Each creature is an enchantment with "You may pay 2 to ignore this effect for this permanent until end of turn." (It will return to being a creature until end of turn.)
Once a thriving city, the ruined landscape still teemed with life, but of a wholly different variety.
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
The "before/after" guys didn't seem close enough mechanically to me, although I understand the transition flavorfully. "less than X" is very strange (as opposed to equal or less than), although I get that it fits the normal costing for Rebel search. The Order of the Defiant is very powerful for an uncommon, setting up your whole army, but it's nice that it flips into a single large threat with the Avenger, although he seems weaker.
Mercadia is fun, no problems there. I wish it could escape being legendary.
The delayed effect on the sorcery is a bit weird, but I think you did a good job limiting it to stealing sacrifices, it would be pretty nuts if you could just discard it and grab their guys off a sweeper.
It feels great to go against and stealing wins from the best (as seen on your trophy count :P)
The before and after cards were supposed to be a homage to Lin Sivvi, Defiant Hero. This is evident on the before card. The after card was supposed to have Sivvi's 3 ability with something else but changed it because it was too similar with my sign up card.
I have to admit, the before card was powerful but I took the liberty of bumping it down to uncommon because there isn't really much Rebels in the game (compared to Elves, Goblins, Soldiers and Zombies).
The landmark card was supposed to be the mythic feature card but I can't think of another landmark card. I think Mercadia being legendary was fine because there's only one Mercadia. I also kept the Legend rules change in mind.
My initial thought with Mercadia was its a rainbow land with a drawback (similar to City of Brass) but I keep finding ways to abuse it. I wish WotC would print a land with the same template.
As for my Mythic, I don't really have a story for it. I just thought it would fit the "storyline" with a unique mechanic.
Unfortunately I haven't gone through your final entry as I have been busy. I will post a mock critique after I go through them.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.