Snow Creature-Penguin - Wezell is actually pretty an awesome card I think, I may have made it a wizard to fit blue a bit more, but I can see Shaman working. Your theme seems to be force permanent destruction combined with Card advantage, which is a pretty huge thing in Magic, so I know if it was a card, it would see play, and it can backfire if your opponent has more card draw then you or is a token deck, so it isn't fool proof either, which means balance. 100% approve and love it =3
Anty223 - Keyro is amazing! Though I may be biased because I have always been a huge fan of both Illusions and Selesnyia. And on top of that, you also kept it well balanced by keeping its costly and having it effect everyone. The uncommon creature seems a bit strong, but it is still pretty well balanced I think, and of course a field wipe spell would bypass it's ability =3
SelesnyaNewLife - A remake of a known legend, risky, but I think you did a pretty good job with him. What is crazy is if you can get going with him, he can start massively altering the field every turn until there were not creatures in graveyards. Though with the right other cards, you could easily correct for that. He seems like he is a slow to start creature, but once he does, dear god look out, he will dominate the full game if you can protect him. Your Uncommon is pretty perfect too, though I think it would be hilarious to see it put into a mono black deck and be cast for a saproling xD, I approve if a bit worried about possible top power level of this guy.
aurorasparrow - Everyone is EVERYTHING! xDxD, I love it, even if it could be crazy as heck in a deeper game... oh god I could imagine it now, I would LOVE to make a LORD deck using this guy at the top =3, and the Giant fits perfectly well.
Mix Master Mikaeus - Azgarnag, a demon in those colors is pretty fitting, and the abilities he can do are pretty nice, I may have bumped it up to 2 damage whenever a creature died, but I can see playing it safe. Though I am nervous about your uncommon... the land destruct is always something that makes me nervous though, so I will not hold that against you.
herbert west - Flim seems fun and well made, almost feels just Rare, but still rather fun. The enchantment I am a bit more iffy about due to the shuffling the Graveyard thing, but it still looks like it could be a lot of fun if done properly.
Team Combo comboing out critiques for Team Midrange
Sagharri RU
Your commander definitly has a good mythic feel t it combined with making deckbuilding more interesting. He reminds me of Melek, Izzet Paragon. The fact that he works off both instants and sorceries differently means that some people may just focus on one of the abilities which would be a little disappointing. Maybe making the ability combined to both 3rd instants or sorcery and them giving them a choice may have been the better option.
Your uncommon artifact would work well with your commander but the fact that you have to reveal two cards and have the same type on top means this could of been cheaper. Another route could of been to be have you cast the spell without it's mana cost but make the cube slightly more expensive. Still a good and flavorful card if a little weak.
Raikou Rider BRG
Yay dragons! I'm glad you did dragons for jund as it is the perfect colour for it. Your commander works well and provides a nice alternative for other dragon mythics that have been printed. The 6 CMC is slightly restrictive for a 4/4 but great when its a 7/7 flying. However the ability to use your dragons constantly as targeted removal is extremely powerful and well probably well costed. I don't really like the falvour text as I could never see Karrthus letting anyone on his back. Very minor complaint though.
Your young dragon however is very very powerful and acts as a lightning bolt attached to a fairly efficient creature with evasion. Thats nuts! I would increase the CMC or reduce the burn slightly. The falvour is quite nice though and as a dragon it works well with your legend.
( nameless one ) x
Feels like a very powerful voltron commander but the X cost actually makes this feels quite balanced. that it can fetch swords of ~ and ~ like no tommorow is going to be painful but considering he is weak to artifact removal and that colourless decks tend to be harder to construct I actually like this guy. (not that I would like to play against it though) The use of equipment really gives him a build around feel which I like.
I am not usually a fan of non-basic lands that can produce more than one mana but I like the subtle synergy here and could see this being useful in a range of decks. I would probably consider this a rare unless the limited environment was very equipment heavy.
FreshMeat BG
Using the new commander style ETB effect works well here to allow a bunch of recursive shenanigans that makes your opponents think twice about using removal on your legend. I'm not a fan of the two different sacrifice creature abilities as you could of worded them to be a single modular ability. I like the effects of each of the abilities and it really feels BG.
Your second card is well costed and works really well with the +1/+1 counters of your legend while also providing lots of juicy sacrifice tokens.
drewdageek UBG
The wording of your ability is a little off but is definitely very interesting and would be fun to create a deck around. The casting cost on your legend however is ridiculously high even with the potential to cast any creature from your deck repeatedly. I feel like the scry ability is rather tacked on to enable the first ability but I guess it works considering it is a hag.
Your uncommon creature is definitly out of colour and should simply be G but I do rather like the synergy between this and with your legend.
All these are strong applications and everyone should be really happy with how they went.
Karros, the Thoughtformer1UURR
Legendary Creature - Minotaur Wizard [M]
Whenever you cast your third instant spell in a turn, draw three cards.
Whenever you cast your third sorcery spell in a turn, Karros, the Thoughtformer deals 5 damage to target creature or player. "The possibility of thinking is difference between mage and beast."
3/4
Mysterious Puzzles3
Artifact (U) T, Reveal two cards from your hand that share a card type: Reveal the top card of your library. If that card share a card type with revealed cards, put that card into your hand. Otherwise, put that card on the bottom of your library. "Greatest mind requires greatest riddles." - Karros, the Thoughtformer
Karros is kind of weird to me, since those conditions can be difficult to fulfill optimally, but the reward for doing so is fantasic.
The Puzzles however is a very cool way to try and get a third spell to pull it off, as well as being useable is many other ways,
Ace, Ultimate Predator3BRG
Legendary Creature - Human Warrior Shaman {M}
As long as you control a Dragon creature, Ace, Ultimate Predator gets +3/+3 and has flying. 2RG, Tap an untapped Dragon creature you control: That creature deals damage equal to its power to another target creature. Hunting from Karrthus' back, Ace is the most feared predator in all of Jund. 4/4
Hellkite Adolescent2RR
Creature - Dragon {U}
Flying
When Hellkite Adolescent enters the battlefield, it deals 3 damage to target creature or player. At age ten, Jund hunters take on the Dark Climb. It is a quest to climb a volcano's peak, and the goal often involves fighting a young dragon. 3/3
Hm, a dragon tribal commander. He's undeniably powerful once you have a Dragon on the board, and his ability is pretty cool.
The Hellkite Adolescent seems to fit him like a glove... perhaps a little too bluntly, but I don't think I'd ever notice among 98 other cards.
Hyperion5 Legendary Artifact Creature - Golem (mythic)
Whenever Hyperion enters the battlefield or attacks, you may pay x. If you do, search your library for an Equipment card with converted mana cost X or less and put it onto the battlefield attached to Hyperion. Then shuffle your library. 3/3
Fusion Core Land (uncommon) t: Add 1 to your mana pool. t: Add 2 to your mana pool. You can't spend this mana to cast spells.
Hyperion is very scary. Can easily fetch ways to protect himself on entry, and then just start obliterating with a myriad of artifacts on the attack.
Fusion Core is neat. Kind of wish it was 2 mana of any one color, if only because it'd look more useful in other decks and could probably still avoid being broken.
Vali, Gilt-Leaf Witch1BG
Legendary Creature - Elf Shaman (M)
When you cast Vali, Gilt-Leaf Witch, return a creature card with converted mana cost equal to or less than the amount of mana used to cast Vali from your graveyard to the battlefield.
Sacrifice a creature: Put a +1/+1 counter on target creature.
Sacrifice a creature: Target creature gets -1/-1 until end of turn.
2/2
Influential Call3G
Sorcery (U)
Put X 1/1 green Elf Warrior creature tokens onto the battlefield, where X is the highest power among creatures you control. The elves of the Gilt-Leaf will follow anyone with the power to offer them prestige.
Hello Valli. How delightfully cruel, and has value! Wish it gave -1/-1 counters, but I know why that shouldn't be. If she can just find Melira and a persist creature...
Influential Call is cool, flavorful, and very fitting.
Gwyllith, Mire Mother4UGGB
Creature - Hag Wizard (M)
While you are looking a cards in your library, you may cast one looked at creature card from your library. You may only cast one creature this way each turn. (Searching looks at your entire library) At the beginning of your upkeep, Scry 2. Wise men keep out of Marlish Mire, for the Mother's children are manifold and cruel.
4/5
Mire Prowler 1BUG
Creature - Beast (U)
Trample
When Mire Prowler deals combat damage to a player, search your library for a basic land and put it into play tapped.
3/4
Hmm... I like Gwyllith. I'm not sure if the wording correct, but I understand what it's doing. (Look! They're all Panglacial Wurms!...sort of.) The mana cost is painfully high, perhaps it could be 1, maybe 2 less.
My only problem with Mire Prowler is that I have a hard time imagining a "Mire" Prowler fetching anything but Swamps. But the synergy is very clear.
With the way it's currently worded, I can't tell if you want the 4/4 Angel to enter the battlefield in time for it to be enchanted. If you do, I can't support a strictly better Serra Angel. If not, this needs to be 5CMC.
My hope was when I cast the spell the token would hit before I had to target the enchantment. That way I could still play it after a wrath or verdict. I was concflicted about what the cost should be so maybe went overly aggressive.
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Quote from "SALAd aka Jack Power" »
|_0|\|65407 (There; now you're fully l33t)
CCL Winner- July '08, Aug '08 Sept '08, Oct '08 Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
I don't always play Jank, but when I do, I play Saffronolive.
I like your commander. I only wish he were a Wizard (to go with Endrek Sahr). The "Thrulls because you drew cards" mechanic is interesting and very on-color for Dimir.
Your uncommon seems okay.
Your commander is exhaustingly texty and I dread the effect it would have on the board state in a multiplayer game where he hits the board multiple times.
I like your uncommon a lot. Interesting take on Bant as a magic-fueled ecology.
I get that you're trying to do a flavorful thing with your commander but you really must be mindful of the space limitations of actual cards.
I like your uncommon.
Does this work? It's cute tribal glue but I kind of want the commander to do something by itself.
Your uncommon's synergy with the commander is very funny, nicely done.
This is a little Chinese-menu looking and I'd really like it better if it didn't have trample in blue. The beast is cool.
Your general looks solid.
The synergy with the enchantment is clear and I find "shuffle your graveyard" to be aesthetically pleasing. Thanks for posting these neato cards.
1. Snow Creature — Penguin
2. herbert west
3. aurorasparrow
Moss Elemental: The fact that Kokusho is banned as a commander makes me wary about Teysa, as she's significantly more powerful. There are some enchantments that combo with her, and she likes mana generation, so there is some inspiration for building a deck with her as Commander.
Belfry Vampire is reasonable but probably gets outclassed by Skeletal Vampire.
Ink-Treader: This guy is kinda cool, but not powerful enough. Giving deathtouch for 2 isn't great, and neither is evasive Commander damage when you have to pay for every damage. Honestly, I feel like the :xmana::symb: ability could be :1mana::symb:. Even then, he's more cool than good.
Gruesome Missive is a reasonable Limited card, but just not strong enough for Commander.
doombringer: Bring out your dice! This card has the potential to get pretty annoying when theres more than a few creatures out on the table. Also, no haste?
Bloodscale Traitor probably isn't good enough for most Commander decks. I'm not sure how I would play this card. If I attack and trade, he's just a 4/1. If I hold back, he does 4 damage a very small amount of the time.
Longshot: This seems like a viable Commander. She has a game plan that requires a specific deck to support it. She can Voltron up, but also cast control elements and cool auras like Fool's Demise.
Angelic Embrace is reasonable but a nombo with your Commander. Whoops!
Jimmy Groove: This guy feels much more blue than green to me. Does green even play instants on opponent's turns?
Drakerider Scouts works with your Commander and could see play in budget decks.
jwanders: Whoa, that's powerful. Arnk definitely screams "build around me" and can hang with the big boys.
Arnk's Blessing is totally fair but also a good Commander card. Good work.
While I like the idea of Teysa's ability it feels a bit too powerful a swing (gaining over 20 life in a single swoop feels a bit too generous). Also she doesn't really offer anything on the battlefield beyond what syndic of tithes gives me.
The uncommon pushes me towards the idea of using life payments for bonuses but otherwise doesn't offer me much more of an idea of where this deck goes.
Didn't blow me away but both are balanced cards which I can see being used.
Ink-Treader B
I am slightly concerned that Kalivan's effect is too good for a commander. Killing a player through commander damage should at least involve attacking with with your commander. That said I love the potential design space this opens and as commanders go this offers some exciting new deck options.
I'm not sure why the cipher spell is distributing -1/-1 counters (though it's never a bad thing :D) but I see the link between Kalivan's ability and spells ciphered on him. A cheap, balanced and playable cipher spell is hard to achieve so you get credit for that.
doombringerR
No haste with Trepidus feels like a missed opportunity. In fact if he granted haste to all of your creatures (or even all creatures full stop) he would have been close to awesome.
Bloodscale traitor looks even better in a Zedruu the Greathearted deck. That said this guy has a vary narrow set of cards it plays with. Still that's rarely a concern for commander products.
L0ng5h0tWU
Aria is probably safer just triggering when she deals combat damage herself. That said it's an ability players will love to use and she could be a casual favourite.
The aura is just giving us too much value here. Heck the angel token it worth 2WW by itself. It's a good design, just needs balance.
Jimmy GrooveGU
A guy that makes me cost spells during opponents turns seems better for blue than green. That said giving the given the potential to ramp that's probably better. The commander I most want to play from this group.
Your uncommon is possible a little too strong but fits the theme of your set perfectly. I think this entry doubled the number of flying vedalken in magic
jwanders RG
Doubling effects are always fun but this guy is far too cheap to be offering this sort of boost to your spells. At 3 cmc I think the effect would need to be universal to be fair.
I'm assuming you meant RGXX for the overload cost (I'll let you off this time). A fun little spell and it does play up to your commanders strenght to a fault.
Teysa, Orzhov Guildmaster4WB
Legendary Creature - Human Advisor (M)
Extort
When Teysa, Orzhov Guildmaster enters the battlefield, each opponent loses life equal life equal to the amount of mana spent to cast Teysa and you gain life equal to the life lost this way.
4/5
Belfry Vampire4B
Creature - Vampire (U)
Flying
Pay 3 life: Put a 1/1 black Bat creature token with flying onto the battlefield.
3/3
A new Teysa? This one certainly feels like it would make a better commander than the one from DGM. The "Amount of mana cost" makes playing her from the commander zone a strong option, one that ties in nicely with your uncommon.
The uncommon, on the other hand, is a bit strong. I think making it cost double black and putting a cost on the token making ability might be necessary. After all, Skeletal Vampire is powerful enhough to be rare.
Kalivan, Death's Hand1BB
Legendary Creature - Assassin (M)
Deathtouch XB: The next X damage that would be dealt by a source you control of your choice is dealt by Kalivan, Death's Hand instead. (If that damage would of been combat damage, it is still combat damage). "Fear the light as well as the shadows, for death dreads no threshold."
1/4
Yes, this does apparently work. At least as far as I've been informed. It certainly does want a rules update of its own... for clarification.
For example, "saboteur" (whenever this deals combat damage to a player, do this) triggered abilities are not broken in half with Kalivan, as I've finally learned, since combat damage is all one instance. Of course, if you hit multiple players... the fun still happens!
Gruesome Missive1B
Sorcery (U)
Put a -1/-1 counter on target creature.
Cipher It's the silent threats that are the most dangerous.
I won't go into how the rules make this guy's ability work since you've covered that. That said, your uncommon works well with your Commander-- among other things. Giving a source of damage deathtouch can turn even the cheapest burn spell into a kill spell.
Going to challenge myself with a RRR MONO-RED commander RRR
Ok what about this. Trepidus, Breaker of Oaths2RR
Legendary Creature - Human Shaman {M}
At the beginning of each player’s upkeep, that player gains control of target creature an opponent controls chosen at random until end of turn. "Words mean nothing, only action changes the world"
3/3
------------------- Bloodscale Traitor1RR
Creature - Viashino Warrior {U}
Whenever a player other than Bloodscale Traitor's owner gains control of it, Bloodscale Traitor deals 4 damage to that player The whims of generals mean nothing to him. The hot spray of their blood on the other hand....
4/1
Your commander's effect should be an Act of Treason effect: if the creature chosen is tapped, it feels a bit of a letdown. Other than that, it would make a fine centerpiece for a chaos deck.
The uncommon works well with the legend: however, I don't like how blatant the interaction is. Subtler interactions allow for that eureka moment, which is part of what pushes people to keep playing.
Aria, Angel of Crusades 3WU
Legendary Creature - Angel [MR]
Flying, hexproof
Whenever a creature you control deals combat damage to a player, you may reveal an aura in your hand. If you do, put that aura onto the battlefield attached to a permanent it can enchant.
2/5
Angelic Embrace 2WW
Enchantment - Aura [U]
Enchant creature
Enchanted creature gets +0/+2 and has vigilance.
When you cast Angelic Embrace, put a 4/4 white Angel creature token with flying onto the battlefield.
The legend is really nice, I have to admit. It's reminiscent of Sovereigns of Lost Alara, except it triggers on damage. That Aura might be too strong: casting it can get you a 4/6 flying, vigilance Angel. Angelic Destiny didn't give you a token.
Kon, Master of Seasons2GU
Legendary Creature - Vedalkin Shaman (MR)
Flying
Whenever you cast a blue spell during an opponent's turn, you may return target non-land permanent to that opponent's hand.
Whenever you cast a green spell during an opponent's turn, you may put a land card in your hand onto the battlefield. "Unsubtle minds manipulate the natural world by sculpting flesh and wood. I merely pull the threads of time, and in doing so I sculpt fate itself."
2/4
Drakerider Scouts2GU
Creature - Veldalkin Scout (U)
Flash, flying
When Drakerider Scouts enters the battlefield, choose one - Draw a card; or search your library for a basic land card, reveal it to all players, and put it into your hand, then shuffle your library "Information is the key to victory, be it gathered from the keen eye of a vedalkin or the keen nose of a huntdrake." - Kon, Master of Seasons
2/3
Kon feels way too much like Momir Vig, Simic Visionary, except with bounce and ramp. The Scouts are also unusual in that they give you a modal choice: I feel, though, that the two modes aren't very related to each other.
Arnk, The Outcast1RG
Legendary Creature—Goblin Druid (MR)
Whenever a green spell or ability would put +1/+1 counters on a creature you control, it puts twice that many counters on that creature.
Whenever a red spell or ability would deal damage to a creature you don't control or an opponent, it deals double that much damage instead.
2/2
Arnk's Blessing XRG
Sorcery (U)
Put X +1/+1 counters on target creature you control.
Arnk's Blessing deals X damage to target creature you don't control.
Overload X(You may cast this spell for XXRG. If you do, replace all instances of "target" with "each")
The general might be a bit undercosted, but his effects are really cool. Doubling counters and damage are both effects that really shine in a Commander deck and this makes such effects do more. Your uncommon, though, feels stapled-together. Perhaps making it a modal spell would work in its favor.
Aggro closing the game a turn earlier than Control
Snow Creature-Penguin :symu::symb:
I like the creativity in your commander, but it seems like a better constructed card, where you can build a consistent deck around the ability, than a commander card. The card advantage is balanced around you having to sac creatures first, but it is rife for "feel bad" moments when you have it in your hand and no way of casting it without losing it, or when the opponent shocks your dude before your end step. I really like the uncommon, though. It seems like a great combination of blue and black abilities.
Anty223 :symg::symw::symu:
Your commander seems like it's doing a lot, but in practice, it's probably a bit underwhelming. If you whiff on the reveal, which happens quite often with cards like this without some way to arrange the top of your decks, it's just a card that taps to populate, and we can do that much better with Trostani. The uncommon doesn't support the commander as much as it just allows the commander to do more of what it already does. It would have been awesome if the uncommon let you fix the top card of libraries (maybe scry yourself, or fateseal the opponent) to really support the commander.
SelesnyaNewLife :symb::symg::symw:
It seems like there are a lot of cards coming out in modern design that gives the players a range of options with different triggers. Sort of like charms, but for permanents. I like that you've picked up on that, and this is certainly a fun card for the long game. I don't know how feasible it is space-wise, but there are always ways to make card text fit in development. Your uncommon is fine as it is, but really shines when paired with the commander, which perfectly accomplishes the spirit of the challenge, I think. It fits the flavor of fungus creatures, too, because they are known to combo out of control when combined with each other.
aurorasparrow :symw::symu::symb::symr::symg:
Taking on the 5-color commander is tough. How do you choose an ability (or set of abilities) that adequately touch on all colors. I think you've done so with making everything changelings, but it seems like a somewhat lazy design. Likewise, your support card could literally be anything that refers to a creature type, and it would work with your commander. It's difficult to judge because often the most uninteresting designs make for the most exciting game stories, but I personally would have liked to see something with a little more flair.
Mix Master Mikaeus :symu::symb::symr:
The commander has a real presence, and it represents its respective colors nicely. I'm glad you kept the damage at 1 instead of 2, because you can chain the bear-killing effects together to do some serious damage to your opponent's board. I was wondering how you could come up with a support card that would help a commander that already does so much, but I really like the use of persist. Normally, the opponent would try to get rid of the persist creature as soon as possible, but paired with your commander, your uncommon becomes a real headache.
herbert west :symb::symr:
I really like your commander, and I think graveyard order could be a design space that could do some interesting things, as you've shown. Your support card has some tension with the commander since you might not want to play it when the top card of your graveyard is beneficial, but it works fine on its own.
1. SelesnyaNewLife 2. herbert west 3.Mix Master Mikaeus
How was I not aware that graveyard order doesn't even matter anymore? I always wanted to make more of an effort to play with that and now I guess my cards are totally irrelevant.
Oh, flavor. You will always be second card to what players expect of you.
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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
I don't know which came first: your card or the spoilers for Heroic. Your general essentially has the ability and it grants your team pseudo-Heroic. Definitely the colors you chose are right.
Your uncommon card though doesn't seem to have a direct synergy with your general. Usually, you want to pump your guys. I guess it clears the way for your team and prevents graveyard shenanigans.
Your general doesn't have that general appeal as it is not splashy but so is Isamaru. Surprisingly, Isamaru is one of the most popular mono-white generals. Your general does have potential, especially in one on one French. Attack and if your opponent blocks, destroy the blocker. If he doesn't, thats two general damage. Although being a white aligned rat is unheard of.
Your uncommon is a Retribution of the Meek variant and since it doesn't destroy all "powerful" creatures, I think the rarity is fine. I like how it interacts with your general.
Your general is a reversed Darien. It should be okay with Pariah attached to it. I like how it has Vigilance as it can also be a wall that creates chump blockers when you're down, given that your opponent's creatures do not have evasion.
Your uncommon is essentially giving your general's ability to another creature, or double your general's token production. I'm not very excited about it and if were to build around your general, I probably wouldn't add this uncommon. Also, the way it's worded, if the damage is lethal damage, you can't use this card because damage has to be dealt first for this card to be effective. It would have been cool if it prevented the damage and then made tokens equal to the prevented damage.
I was about to panic about the wording on your general then I realized that it has first strike. I like it's "create a diversion" ability. It's also sweet that it helps evasion creatures that you have.
As for your uncommon, I don't see why you needed to add blue to it. The "kithkin" ability is white. Strength enchantments are usually white (or green and double strike usually belongs to white or red. Other than that, everything else is okay.
Your general suits it's colors. The pseudo-overrun effect and the pseudo-furnace effect, definitely those colors. I guess being a rebel and a leonin makes it white. It's a good aggro general overall.
Your uncommon is a good stand alone creature. It can get rid of an x/2 or smaller creature or can make way for you team. The only issue I find with that as a player is that you give your opponent the option. It does fit its color (red).
I like how your general is a throwback from an old mechanic. Mechanic-wise, the card advantage you get goes through the roof as you play more and more creature. I guess it solves the problem of overextending (unless your opponent use Hallowed Burial). It would have been cooler if you had a proper name for it. Penumbra reminds me of a characteristic. It's like saying "Canadian Guy" as a name.
Your uncommon is essentially the Penumbra effect. It doesn't really help your general. I guess if you want to make multiple copies of the dying creature.
1. aftermarketradio
2. Coyote King
3. willows
(This round was actually hard to judge. All the entries were creative and good.)
I like how your general is a throwback from an old mechanic. Mechanic-wise, the card advantage you get goes through the roof as you play more and more creature. I guess it solves the problem of overextending (unless your opponent use Hallow Burial). It would have been cooler if you had a proper name for it. Penumbra reminds me of a characteristic. It's like saying "Canadian Guy" as a name.
Your uncommon is essentially the Penumbra effect. It doesn't really help your general. I guess if you want to make multiple copies of the dying creature.
The uncommon also works on your opponent's creatures giving you a way to play politics
herbert west :symb::symr:
I hate to do this, but unless I'm mistaken, I don't think you can have effects that look at graveyard order. I believe in an effort to simplify seldom-used rules (like mana burn), WotC did away with the whole concept of graveyard order, so players can sift through and rearrange their graveyards whenever they want to, now. This stinks, because I really like your commander, and I think graveyard order could be a design space that could do some interesting things, as you've shown.
One more note before anyone critiques my cards, as well before I drop my critiques later tonight, the current rule is that players may reorganize their graveyard in any format that doesn't include cards from before Urza's Saga. Therefore, in any eternal format like Legacy, Vintage, Commander, I would then imagine that the graveyard order does matter.
So I may be arguing semantics here, but since we're designing cards specifically for Commander use, this should be a legit card, right? Nothing printed in promotional merchandise would be Standard or Modern legal as well, like Chaos Warp and Flusterstorm, could only be playable in graveyard order matters formats.
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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
Really weird colors for an aggro commander but I can see it. The name doesn't really fit his abilities at all. The uncommon is fine, but I don't get why the flashback is WU.
aftermarketradio w
A white rat? I don't get it. Other than that, it's fine. I like how well your uncommon plays with him though.
Arcel rw
Vigilance comes before haste, oddly enough. A couple capitalization errors. Your uncommon doesn't work as you think it would because of how lethal damage rules work. =/
void_nothing wbu
Definitely not something I see Esper normally doing. Kudos. Footwork is weird but works well.
Coyote King rgw
Second ability should be a replacement effect, not a trigger. Looks like a fun token general if you ask me, though anything that makes hasty tokens is ridiculously swingy with him. "This turn" shouldn't be on the uncommon, but it's pretty cool and hasn't really been done yet.
Koopa g
Penumbra Shaman is an AMAZING callback to that mechanic. Love it. Penumbra Echoes has to be a rare sadly.
T3:
1) void_nothing
2) Koopa
3) aftermarketradio
Private Mod Note
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Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Snow Creature - Penguin - Ouch. Against an opponent with a paucity of extra card draw effects Wezell can be a total creature lock. Disparaging Ideals is interesting but I don't like it in UB - feels like it needs white or red.
Antny223 - I'm kind of tired of populate at this point, and Keyro is hella swingy. Sharabridge Protector doesn't make a lot of sense to me, flavorwise - this seriously could have used flavor text.
SelesnyaNewLife - Another version of Ghave, Guru of Spores? Really? You could have taken those colors in a different direction. +1/+1 and-1/-1 counters don't mix and the last ability is absurd. Night Garden is just... not great, even entwined.
aurorasparrow - Changeling is one of my all-time absolute least favorite keywords, and this commander just feels like a lazy, obvious design. I guess it could be in theory something that would make for a fun deck just using every tribal effect ever, but does it truly need to be all colors? Keeneye Giant is a high-pick uncommon but is super stereotypically red and unexciting.
Mix Master Mikaeus - Azgarnag is very splashy and evil and fun, and definitely feels mythic, but the fact that Faultjaw Beast's triggered ability only works once makes me so, so sad.
herbert west - Bleh, graveyard order. Also, where is the red in the commander? Feels more black-green or white-black. Mulch Roil has a kind of hilarious first sentence and I like its effects; if it were reworded to not be about yard order I'd love it.
3. herbert west
2. Snow Creature - Penguin
1. Mix Master Mikaeus
Anty223 - Keyro is amazing! Though I may be biased because I have always been a huge fan of both Illusions and Selesnyia. And on top of that, you also kept it well balanced by keeping its costly and having it effect everyone. The uncommon creature seems a bit strong, but it is still pretty well balanced I think, and of course a field wipe spell would bypass it's ability =3
SelesnyaNewLife - A remake of a known legend, risky, but I think you did a pretty good job with him. What is crazy is if you can get going with him, he can start massively altering the field every turn until there were not creatures in graveyards. Though with the right other cards, you could easily correct for that. He seems like he is a slow to start creature, but once he does, dear god look out, he will dominate the full game if you can protect him. Your Uncommon is pretty perfect too, though I think it would be hilarious to see it put into a mono black deck and be cast for a saproling xD, I approve if a bit worried about possible top power level of this guy.
aurorasparrow - Everyone is EVERYTHING! xDxD, I love it, even if it could be crazy as heck in a deeper game... oh god I could imagine it now, I would LOVE to make a LORD deck using this guy at the top =3, and the Giant fits perfectly well.
Mix Master Mikaeus - Azgarnag, a demon in those colors is pretty fitting, and the abilities he can do are pretty nice, I may have bumped it up to 2 damage whenever a creature died, but I can see playing it safe. Though I am nervous about your uncommon... the land destruct is always something that makes me nervous though, so I will not hold that against you.
herbert west - Flim seems fun and well made, almost feels just Rare, but still rather fun. The enchantment I am a bit more iffy about due to the shuffling the Graveyard thing, but it still looks like it could be a lot of fun if done properly.
2) Anty223
3) SelesnyaNewLife
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Sagharri RU
Your uncommon artifact would work well with your commander but the fact that you have to reveal two cards and have the same type on top means this could of been cheaper. Another route could of been to be have you cast the spell without it's mana cost but make the cube slightly more expensive. Still a good and flavorful card if a little weak.
Raikou Rider BRG
Your young dragon however is very very powerful and acts as a lightning bolt attached to a fairly efficient creature with evasion. Thats nuts! I would increase the CMC or reduce the burn slightly. The falvour is quite nice though and as a dragon it works well with your legend.
( nameless one ) x
I am not usually a fan of non-basic lands that can produce more than one mana but I like the subtle synergy here and could see this being useful in a range of decks. I would probably consider this a rare unless the limited environment was very equipment heavy.
FreshMeat BG
Your second card is well costed and works really well with the +1/+1 counters of your legend while also providing lots of juicy sacrifice tokens.
drewdageek UBG
Your uncommon creature is definitly out of colour and should simply be G but I do rather like the synergy between this and with your legend.
All these are strong applications and everyone should be really happy with how they went.
TOP 3
1: Nameless One
2: Fresh Meat
3: Sagharri
Are you designing commons? Check out my primer on NWO.
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Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
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Anyways, I suppose my weird little effect there is why I'm in Team Combo
Judgments for Team Midrange are served!
Karros is kind of weird to me, since those conditions can be difficult to fulfill optimally, but the reward for doing so is fantasic.
The Puzzles however is a very cool way to try and get a third spell to pull it off, as well as being useable is many other ways,
Hm, a dragon tribal commander. He's undeniably powerful once you have a Dragon on the board, and his ability is pretty cool.
The Hellkite Adolescent seems to fit him like a glove... perhaps a little too bluntly, but I don't think I'd ever notice among 98 other cards.
Hyperion is very scary. Can easily fetch ways to protect himself on entry, and then just start obliterating with a myriad of artifacts on the attack.
Fusion Core is neat. Kind of wish it was 2 mana of any one color, if only because it'd look more useful in other decks and could probably still avoid being broken.
Hello Valli. How delightfully cruel, and has value! Wish it gave -1/-1 counters, but I know why that shouldn't be. If she can just find Melira and a persist creature...
Influential Call is cool, flavorful, and very fitting.
My only problem with Mire Prowler is that I have a hard time imagining a "Mire" Prowler fetching anything but Swamps. But the synergy is very clear.
1. drewdagreek
2. Sagharri
3. Hyperion
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My hope was when I cast the spell the token would hit before I had to target the enchantment. That way I could still play it after a wrath or verdict. I was concflicted about what the cost should be so maybe went overly aggressive.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Your uncommon seems okay.
I like your uncommon a lot. Interesting take on Bant as a magic-fueled ecology.
I like your uncommon.
Your uncommon's synergy with the commander is very funny, nicely done.
The synergy with the enchantment is clear and I find "shuffle your graveyard" to be aesthetically pleasing. Thanks for posting these neato cards.
2. herbert west
3. aurorasparrow
Feel free to leave critiques. You can be on team midrange, just post a commander with an unassigned color pair and critiques.
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Moss Elemental: The fact that Kokusho is banned as a commander makes me wary about Teysa, as she's significantly more powerful. There are some enchantments that combo with her, and she likes mana generation, so there is some inspiration for building a deck with her as Commander.
Belfry Vampire is reasonable but probably gets outclassed by Skeletal Vampire.
Ink-Treader: This guy is kinda cool, but not powerful enough. Giving deathtouch for 2 isn't great, and neither is evasive Commander damage when you have to pay for every damage. Honestly, I feel like the :xmana::symb: ability could be :1mana::symb:. Even then, he's more cool than good.
Gruesome Missive is a reasonable Limited card, but just not strong enough for Commander.
doombringer: Bring out your dice! This card has the potential to get pretty annoying when theres more than a few creatures out on the table. Also, no haste?
Bloodscale Traitor probably isn't good enough for most Commander decks. I'm not sure how I would play this card. If I attack and trade, he's just a 4/1. If I hold back, he does 4 damage a very small amount of the time.
Longshot: This seems like a viable Commander. She has a game plan that requires a specific deck to support it. She can Voltron up, but also cast control elements and cool auras like Fool's Demise.
Angelic Embrace is reasonable but a nombo with your Commander. Whoops!
Jimmy Groove: This guy feels much more blue than green to me. Does green even play instants on opponent's turns?
Drakerider Scouts works with your Commander and could see play in budget decks.
jwanders: Whoa, that's powerful. Arnk definitely screams "build around me" and can hang with the big boys.
Arnk's Blessing is totally fair but also a good Commander card. Good work.
Top 3:
1. jwanders
2. Longshot
3. Jimmy Groove
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%
Team Combo
Moss_Elemental WB
While I like the idea of Teysa's ability it feels a bit too powerful a swing (gaining over 20 life in a single swoop feels a bit too generous). Also she doesn't really offer anything on the battlefield beyond what syndic of tithes gives me.
The uncommon pushes me towards the idea of using life payments for bonuses but otherwise doesn't offer me much more of an idea of where this deck goes.
Didn't blow me away but both are balanced cards which I can see being used.
Ink-Treader B
I am slightly concerned that Kalivan's effect is too good for a commander. Killing a player through commander damage should at least involve attacking with with your commander. That said I love the potential design space this opens and as commanders go this offers some exciting new deck options.
I'm not sure why the cipher spell is distributing -1/-1 counters (though it's never a bad thing :D) but I see the link between Kalivan's ability and spells ciphered on him. A cheap, balanced and playable cipher spell is hard to achieve so you get credit for that.
doombringer R
No haste with Trepidus feels like a missed opportunity. In fact if he granted haste to all of your creatures (or even all creatures full stop) he would have been close to awesome.
Bloodscale traitor looks even better in a Zedruu the Greathearted deck. That said this guy has a vary narrow set of cards it plays with. Still that's rarely a concern for commander products.
L0ng5h0t WU
Aria is probably safer just triggering when she deals combat damage herself. That said it's an ability players will love to use and she could be a casual favourite.
The aura is just giving us too much value here. Heck the angel token it worth 2WW by itself. It's a good design, just needs balance.
Jimmy Groove GU
A guy that makes me cost spells during opponents turns seems better for blue than green. That said giving the given the potential to ramp that's probably better. The commander I most want to play from this group.
Your uncommon is possible a little too strong but fits the theme of your set perfectly. I think this entry doubled the number of flying vedalken in magic
jwanders RG
Doubling effects are always fun but this guy is far too cheap to be offering this sort of boost to your spells. At 3 cmc I think the effect would need to be universal to be fair.
I'm assuming you meant RGXX for the overload cost (I'll let you off this time). A fun little spell and it does play up to your commanders strenght to a fault.
Top 3
1) Ink Treader
2) Jimmy Grove
3) Moss_Elemental
A new Teysa? This one certainly feels like it would make a better commander than the one from DGM. The "Amount of mana cost" makes playing her from the commander zone a strong option, one that ties in nicely with your uncommon.
The uncommon, on the other hand, is a bit strong. I think making it cost double black and putting a cost on the token making ability might be necessary. After all, Skeletal Vampire is powerful enhough to be rare.
I won't go into how the rules make this guy's ability work since you've covered that. That said, your uncommon works well with your Commander-- among other things. Giving a source of damage deathtouch can turn even the cheapest burn spell into a kill spell.
Your commander's effect should be an Act of Treason effect: if the creature chosen is tapped, it feels a bit of a letdown. Other than that, it would make a fine centerpiece for a chaos deck.
The uncommon works well with the legend: however, I don't like how blatant the interaction is. Subtler interactions allow for that eureka moment, which is part of what pushes people to keep playing.
The legend is really nice, I have to admit. It's reminiscent of Sovereigns of Lost Alara, except it triggers on damage. That Aura might be too strong: casting it can get you a 4/6 flying, vigilance Angel. Angelic Destiny didn't give you a token.
Kon feels way too much like Momir Vig, Simic Visionary, except with bounce and ramp. The Scouts are also unusual in that they give you a modal choice: I feel, though, that the two modes aren't very related to each other.
The general might be a bit undercosted, but his effects are really cool. Doubling counters and damage are both effects that really shine in a Commander deck and this makes such effects do more. Your uncommon, though, feels stapled-together. Perhaps making it a modal spell would work in its favor.
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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Snow Creature-Penguin :symu::symb:
I like the creativity in your commander, but it seems like a better constructed card, where you can build a consistent deck around the ability, than a commander card. The card advantage is balanced around you having to sac creatures first, but it is rife for "feel bad" moments when you have it in your hand and no way of casting it without losing it, or when the opponent shocks your dude before your end step. I really like the uncommon, though. It seems like a great combination of blue and black abilities.
Anty223 :symg::symw::symu:
Your commander seems like it's doing a lot, but in practice, it's probably a bit underwhelming. If you whiff on the reveal, which happens quite often with cards like this without some way to arrange the top of your decks, it's just a card that taps to populate, and we can do that much better with Trostani. The uncommon doesn't support the commander as much as it just allows the commander to do more of what it already does. It would have been awesome if the uncommon let you fix the top card of libraries (maybe scry yourself, or fateseal the opponent) to really support the commander.
SelesnyaNewLife :symb::symg::symw:
It seems like there are a lot of cards coming out in modern design that gives the players a range of options with different triggers. Sort of like charms, but for permanents. I like that you've picked up on that, and this is certainly a fun card for the long game. I don't know how feasible it is space-wise, but there are always ways to make card text fit in development. Your uncommon is fine as it is, but really shines when paired with the commander, which perfectly accomplishes the spirit of the challenge, I think. It fits the flavor of fungus creatures, too, because they are known to combo out of control when combined with each other.
aurorasparrow :symw::symu::symb::symr::symg:
Taking on the 5-color commander is tough. How do you choose an ability (or set of abilities) that adequately touch on all colors. I think you've done so with making everything changelings, but it seems like a somewhat lazy design. Likewise, your support card could literally be anything that refers to a creature type, and it would work with your commander. It's difficult to judge because often the most uninteresting designs make for the most exciting game stories, but I personally would have liked to see something with a little more flair.
Mix Master Mikaeus :symu::symb::symr:
The commander has a real presence, and it represents its respective colors nicely. I'm glad you kept the damage at 1 instead of 2, because you can chain the bear-killing effects together to do some serious damage to your opponent's board. I was wondering how you could come up with a support card that would help a commander that already does so much, but I really like the use of persist. Normally, the opponent would try to get rid of the persist creature as soon as possible, but paired with your commander, your uncommon becomes a real headache.
herbert west :symb::symr:
I really like your commander, and I think graveyard order could be a design space that could do some interesting things, as you've shown. Your support card has some tension with the commander since you might not want to play it when the top card of your graveyard is beneficial, but it works fine on its own.
1. SelesnyaNewLife
2. herbert west
3.Mix Master Mikaeus
Memento Mori, if the nineth lion ate the sun.
Oh, flavor. You will always be second card to what players expect of you.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Your uncommon card though doesn't seem to have a direct synergy with your general. Usually, you want to pump your guys. I guess it clears the way for your team and prevents graveyard shenanigans.
Your uncommon is a Retribution of the Meek variant and since it doesn't destroy all "powerful" creatures, I think the rarity is fine. I like how it interacts with your general.
Your uncommon is essentially giving your general's ability to another creature, or double your general's token production. I'm not very excited about it and if were to build around your general, I probably wouldn't add this uncommon. Also, the way it's worded, if the damage is lethal damage, you can't use this card because damage has to be dealt first for this card to be effective. It would have been cool if it prevented the damage and then made tokens equal to the prevented damage.
As for your uncommon, I don't see why you needed to add blue to it. The "kithkin" ability is white. Strength enchantments are usually white (or green and double strike usually belongs to white or red. Other than that, everything else is okay.
Your uncommon is a good stand alone creature. It can get rid of an x/2 or smaller creature or can make way for you team. The only issue I find with that as a player is that you give your opponent the option. It does fit its color (red).
Your uncommon is essentially the Penumbra effect. It doesn't really help your general. I guess if you want to make multiple copies of the dying creature.
2. Coyote King
3. willows
(This round was actually hard to judge. All the entries were creative and good.)
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Your uncommon is essentially the Penumbra effect. It doesn't really help your general. I guess if you want to make multiple copies of the dying creature.
The uncommon also works on your opponent's creatures giving you a way to play politics
Also, crit holder!
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
One more note before anyone critiques my cards, as well before I drop my critiques later tonight, the current rule is that players may reorganize their graveyard in any format that doesn't include cards from before Urza's Saga. Therefore, in any eternal format like Legacy, Vintage, Commander, I would then imagine that the graveyard order does matter.
So I may be arguing semantics here, but since we're designing cards specifically for Commander use, this should be a legit card, right? Nothing printed in promotional merchandise would be Standard or Modern legal as well, like Chaos Warp and Flusterstorm, could only be playable in graveyard order matters formats.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
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 weird colors for an aggro commander but I can see it. The name doesn't really fit his abilities at all. The uncommon is fine, but I don't get why the flashback is WU.
aftermarketradio w
A white rat? I don't get it. Other than that, it's fine. I like how well your uncommon plays with him though.
Arcel rw
Vigilance comes before haste, oddly enough. A couple capitalization errors. Your uncommon doesn't work as you think it would because of how lethal damage rules work. =/
void_nothing wbu
Definitely not something I see Esper normally doing. Kudos. Footwork is weird but works well.
Coyote King rgw
Second ability should be a replacement effect, not a trigger. Looks like a fun token general if you ask me, though anything that makes hasty tokens is ridiculously swingy with him. "This turn" shouldn't be on the uncommon, but it's pretty cool and hasn't really been done yet.
Koopa g
Penumbra Shaman is an AMAZING callback to that mechanic. Love it. Penumbra Echoes has to be a rare sadly.
T3:
1) void_nothing
2) Koopa
3) aftermarketradio
Emille, Seven-Sting Dancer Shalin Nariya
Snow Creature - Penguin - Ouch. Against an opponent with a paucity of extra card draw effects Wezell can be a total creature lock. Disparaging Ideals is interesting but I don't like it in UB - feels like it needs white or red.
Antny223 - I'm kind of tired of populate at this point, and Keyro is hella swingy. Sharabridge Protector doesn't make a lot of sense to me, flavorwise - this seriously could have used flavor text.
SelesnyaNewLife - Another version of Ghave, Guru of Spores? Really? You could have taken those colors in a different direction. +1/+1 and-1/-1 counters don't mix and the last ability is absurd. Night Garden is just... not great, even entwined.
aurorasparrow - Changeling is one of my all-time absolute least favorite keywords, and this commander just feels like a lazy, obvious design. I guess it could be in theory something that would make for a fun deck just using every tribal effect ever, but does it truly need to be all colors? Keeneye Giant is a high-pick uncommon but is super stereotypically red and unexciting.
Mix Master Mikaeus - Azgarnag is very splashy and evil and fun, and definitely feels mythic, but the fact that Faultjaw Beast's triggered ability only works once makes me so, so sad.
herbert west - Bleh, graveyard order. Also, where is the red in the commander? Feels more black-green or white-black. Mulch Roil has a kind of hilarious first sentence and I like its effects; if it were reworded to not be about yard order I'd love it.
3. herbert west
2. Snow Creature - Penguin
1. Mix Master Mikaeus
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
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Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝