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  • posted a message on April MCC Round 2 - Obey the Machine
    Design -
    (2/3) Appeal: Lifegain has always been popular with the beginning crowd, so there will be takers there. Timmy/Tammy might like this to attempt large life totals and getting a big creature out of it. Losing 4 life usually doesn't sit too well with them though. Johnny/Jenny like a build-around-me card and there's quite some combo potential here. I doubt Spike could be bothered to try this.
    (2/3) Elegance: So, involving maths like this is always a brain-jerker. Other than that it's simple enough. Maybe tracking lifegain with counters would be a better approach, albeit that'd make for an entirely different card.

    Development -
    (2/3) Viability: Lifegain in small increments fits well on an artifact. Rare is a good fit, you don't want this to show up in drafts too much. Caring about life totals is a white and black thing to do. I would have made it so, that the power and toughness is set to that amount on activation, instead of becoming a static ability that changes the amount whenever your life total changes. That involves quite some tracking, especially during the end of combat. It becomes weird when lightning bolt to the face becomes an answer to this, while it's already attacking.
    (2/3) Balance: So, right off the bat, this is a -4/-4, yes? Because you lose 4 life, are at 16 and then minus your starting life total is 16-20=-4. So you have to have at least 5 creatures enter the battlefield or die, while not losing any life, for this to be a 1/1 flying. I really don't think the life payment was necessary here. It's already a hurdle to get over your starting life total and managing to gain over 4 life each round might become frustrating easily.

    Creativity -
    (3/3) Uniqueness: This way to reward life over starting life is pretty interesting.
    (3/3) Flavor: Monuments have been well established in Magic and this one is a nice execution on that flavor.

    Polish -
    (2.5/3) Quality: "Current life" is not a thing. Use "life total" instead. I know, it's tempting to avoid confusion with starting life.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Both met.

    Total: 20.5/25
    Design -
    (3/3) Appeal: Spike would be all over this thing. Even Timmy/Tammy might enjoy getting their things back and to get to attack immediately. Johnny/Jenny could have fun with repeated graveyard interaction. There's something for everyone.
    (3/3) Elegance: Fairly simple. People might be confused about whether beginning of combat is soon enough to still be able to declare it as an attacker, but it's strongly implied.

    Development -
    (2/3) Viability: Rare is a good fit. Red and white are both well represented. I know, having to equip ability feels exciting, but it's really not a good idea, as it will confuse players and feel very off. Equipments are supposed to have an equip cost and when you don't want the regular equip be a thing to use, just have it have a ridiculously high cost, like 5 or 6.
    (2/3) Balance: It's very much on the strong side. It works the turn you play it, it costs very little and it prevents your opponent from removing your aggressive creatures for good. Since this already works best a little bit later in the game, I'd have upped the mana cost by 2 or at least 1. It wouldn't hurt the gameplay too much, while lessing the efficiency. Of course, every set needs some high profile cards, so this could be one of those.

    Creativity -
    (3/3) Uniqueness: It's an old concept with a very fresh approach.
    (3/3) Flavor: While the card fits well with red and white, there's some dark twist to the way it feels, which suits Breya very well.

    Polish -
    (3/3) Quality: I checked, the name's the same in both instances!
    (2/2) Main Challenge: Mana cost is a very direct way to ensure color identity.
    (2/2) Subchallenges: Checks out.

    Total: 23/25
    Design -
    (3/3) Appeal: Timmy/Tammy would be all over this. Johnny and Jenny do like copying things. Spike might also get a kick out of some potential value.
    (3/3) Elegance: A fairly complex effect, well expressed makes for an elegant card.

    Development -
    (3/3) Viability: Rare is a good fit for copy effects. Copying until end of turn is very red. It's an interesting choice how white isn't needed here, but being the color of tokens and equipments it gets a benefit here.
    (3/3) Balance: Aggressive casting cost meets expensive upkeep costs. 4 mana to double something is a fair prize. This is well costed and requires a strong creature on the board that is ready to attack.

    Creativity -
    (3/3) Uniqueness: I like how you adapted that newly established equip mechanic for your purposes and combined it with a very interesting new way to use a token until end of turn.
    (3/3) Flavor: With the sun being associated with both, red and white, it's a good fit. Shroud is a good fit for something that also protects.

    Polish -
    (2/3) Quality: "[...] you may pay RR. If you do [...]" - missing an n in beginning - I read this as Sunt Win until google pointed it out to me. I think Sun-Twin would be a better way to write it.
    (2/2) Main Challenge: The white part feels a bit tacked on, but it also feels natural. Probably because I this was designed to meet requirements.
    (1/2) Subchallenges: Not a creature. Good call not to force more into this.

    Total: 23/25
    Design -
    (2.5/3) Appeal: Lifegain has a wide target audience. The effects read with quite some impact, so Timmy/Tammy would be a fan. Johnny/Jenny likes doubling things, this is rather restricted though. Spike will shy away from big mana costs.
    (3/3) Elegance: I very much expected the second ability to care about your opponent. Once you get used to this way of doing this parallel effect it's good though.

    Development -
    (3/3) Viability: White gains life, black makes people lose life. I like it. Going forward I heard something about them cutting down on lifeloss in favor of damage. Keep an eye out for that.
    (1.5/3) Balance: 9 mana before you get around to a single activation is quite the cost. Gaining around 8 life that way isn't very good. Having the option to do it turn after turn, makes you quite hard to bring down, but only if you have a large surplus of mana to spent. It should take around 3 activations to get into range of winning with the second ability. All in all, it feels very clunky and like a card that will only see play in formats with large amounts of mana to spend. Commander might be a good place for it, with the large life totals.

    Creativity -
    (3/3) Uniqueness: Bringing doubling and halving together on a card like this, especially repeatable, hasn't been done.
    (3/3) Flavor: An hourglass seems like a good fit for what's going on.

    Polish -
    (3/3) Quality: Looks good.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Both met.

    Total: 23/25

    20.5 Flatline
    23 Gerrard's Mom
    23 Hemlock
    23 IcariiFA
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Alright, I moved it from a 'concern' to a 'minor concern', netting Cardz5000 half a point and moving them to the next round, without hindering Kypster to advance.
    Partially because who am I to deny someone the fun of playing the next round over something like this? But mostly because I can see how it wasn't simply an oversight, but a concious decision to implement new wording.
    That being said, I stand by the half point deduction now for several reasons:
    1) I don't feel the MCC is a place to wordlessly introduce new templates you personally feel should be in the game, but rather to showcase what you can do within the restrictions of the current design and development standards we know of.
    2) "Was attacking" isn't a thing I'd ever expect to see in rules text of a Magic card. "While attacking" is part of a reminder text, which adhere to different rules anyways, but is also clearly describing the current state the card has to be in. "Was attacking" however reads borderline philosophically and isn't clear enough as to what timeframe is to be considered with this past tense.
    3) "When ~ dies during your combat phase, if it attacked this turn, destroy all creatures." is functionally identical, without introducing new terminology.
    4) There's very few scenarios where this couldn't just be "When ~ dies, if it attacked this turn, destroy all creatures." It just opens up sorcery speed removal/sacrifice effects to use this with. I wouldn't even say that's a bad thing.

    I'd volunteer to take on the largest group of players to judge for the next round then, if there happens to be one, as I'm the one who caused an imbalance with their group.
    Note I'm not upset in the slightest about this matter, even if I sound harsh somewhere, as I greatly enjoy a discussion like this. Smile
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Congrats KoolKoal. Well deserved!

    I might have went overboard with my card. How fitting. I designed everything after the round went live btw, I originally planned to make a mono red legendary for the last round.

    On a completely different note: Judgement for April Round 1 is in. I hope I managed to stay fair, even if all the cards were really close.
    Personal favorite this round and recommended to check out: netn10's Ashira, Souls Seeker. A very good design, that funnily pretty much only lost points in viability, but there it lost a LOT, because of simple oversights.
    Posted in: Custom Card Contests and Games
  • posted a message on April MCC Round 1 - Hybridize
    Design -
    (3/3) Appeal: So Spike likes the power and value. Timmy/Tammy should get excited over this as well. So many creatures! Unstoppable! There isn't much for Johnny/Jenny to work with, but the card asks to be pushed beyond what it can do on its own with buffs and maybe some other copy effect to ensure it goes off eventually.
    (2/3) Elegance: Getting a copy is the big deal with the second ability. The drawing a card part kind of goes under and feels like a weird extra. Otherwise it's simple enough. I feel like there's not much point to the Hybrid quality of the card, when it's rather weak without having access to both colors. It just makes for an easier casting, but then you have a Hill Giant.

    Development -
    (2.5/3) Viability: All parts of the card fit well into either green or blue and the exclusive parts are behind a two-colored activation. Nice. A snowbally card like this does well at mythic. There's a small complexity issue when you have multiples of these on the board and have to remember which fly/trample and which don't.
    (3/3) Balance: 3/3 for 4 really isn't that concerning. I like how it takes an "upkeep" of 2 mana every time you want to attack efficiently and for every clone too. That's a nice safety valve.

    Creativity -
    (1.5/3) Uniqueness: It's a Giant Adephage variant, mixed with blue components. The most interesting new part is the "paywall".
    (3/3) Flavor: For a mythic I'd like a more epic flavortext, but a simic research note works too.

    Polish -
    (3/3) Quality: Looks good.
    (2/2) Main Challenge: Hybrid Mana. Check.
    (2/2) Subchallenges: Had to be on the edge with the flying, didn't you? Mana cost checks out.

    Total: 22/25
    Design -
    (2/3) Appeal: Johnny/Jenny might see an unconventional board wipe. I doubt Spike would care for something so unreliable. Timmy/Tammy likes Double Strike and the huge impact this promises.
    (2/3) Elegance: Very simple, easy to understand. Yet it works in rather strange ways. The "was attacking" clause makes it seem like it has to die "by combat", but really it just narrows the time frame when you can sacrifice or shock it. I'm pretty sure, when that effect goes off, it'll hardly ever be because of combat damage. You can even attack, deal the 4 damage to a player and then still sacrifice it afterwards, as it's still attacking.

    Development -
    (2.5/3) Viability: So, since you need either White or Black to cast this, I'd say the board wipe is always within color. Same goes for Double Strike with Red and White. You did a good job to have this always within the color pie, no matter the combination. That's quite the feat. I'm not so fond of hybrid costs like this. It makes it harder to tell if you can cast it with your current mana combination. But since you didn't mix it up too badly and they all contain white, it's really just a minor concern.
    (3/3) Balance: 4 mana for a 2/2 with double strike is much. 4 mana for a board wipe that can be countered by removal is okay'ish. The combination is a strange in-between. At any rate, it's not going to break anything.

    Creativity -
    (3/3) Uniqueness: There's few cards that destroy the board on death. Even fewer probably that do something extra when they die during combat. Pretty neat.
    (2.5/3) Flavor: Should be "The Radga Legion strikes swift, true, and only once. Okay, twice. Maybe." I'm not sure how destroying all creatures fits into a legion, but he's quite the fighter. That's for sure.

    Polish -
    (2.5/3) Quality: "was attacking" is not a thing in Magic. Could have tried something like "attacked this turn" or something about combat or combat damage.
    (2/2) Main Challenge: Hybrid. Check.
    (2/2) Subchallenges: Doesn't fly. IS fly.

    Total: 21.5/25
    Design -
    (2.5/3) Appeal: Timmy/Tammy loves the multiplayer interaction. Spike can see useful application for this, but it's not aggressively costed enough. There's some ways for Johnny/Jenny to get more out of this, but they are not terribly exciting.
    (3/3) Elegance: Easily understandable.

    Development -
    (1/3) Viability: Removing lands like this is not something Magic does anymore. See the difference between Vindicate and Anguished Unmaking. Another thing Magic does differently these days is exiling until a card leaves the battlefield. It used to be Fiend Hunter, but that makes for weird interactions with the stack, where some cards actually stay exiled if done right. So now we are doing it like Banisher Priest instead. Other than that, white/black hybrid is good. Rare is also a good call.
    (2/3) Balance: 4 mana for a 3/3 body and then you don't even get to attack AND you have to pay 3 mana all over again just to use the effect that also has a downside? This could have done with some Vigilance and better costs.

    Creativity -
    (3/3) Uniqueness: A card that removes cards for all players and then spills them on the board again seems like an obvious design and I'm surprised I can't think of a card that does that yet. Si I guess you happened to come upon that first, that's amazing. Nice design.
    (2/3) Flavor: The name is neat. Makes me miss some flavortext. The card seems to be doing something flavorful. Not quite sure what.

    Polish -
    (2/3) Quality: Chooses "a" permanent. If you get to target them it doesn't work anymore. Return "all cards"
    (2/2) Main Challenge: Hybrid creature. Check.
    (2/2) Subchallenges: Doesn't fly and doesn't cost much, yet just enough.

    Total: 19.5/25
    Design -
    (3/3) Appeal: Commander players are probably looking for something else in their legendaries, but this could make for interesting Brawl shenanigans. Timmy/Tammy is not excited, Johnny/Jenny however is interested in the build around me quality of this. It's agressivly costed and has hinders the opponent in their gameplan, so Spike might be interested.
    (2/3) Elegance: It's a tad strange that it only works for other minions, but then also blinks itself. Also to return them tapped is unusal and thus unexpected. Pretty sure that's something people would forget about.

    Development -
    (2/3) Viability: Sure, that's something either blue or white can do. However it seriously lacks the oomph Mythic Rares are supposed to come with. It's rather niche in it's application, so rare would have been the better pick I believe.
    (2/3) Balance: So, this is where I'm not sure. My first idea was for this to trigger effects that care about enchantments. But you very strongly rely on your opponent to help you out with that, because you really don't want to use your auras for that. There's probably some good abilities for this out there, but that's not something anyone but the most hardcore Johnnies/Jennies would try. Is this card strong enough to see play in Merfolk decks? It does make every other Merfolk hard to remove. But 2 mana 1/1? It just doesn't seem very usable. I feel like this card would just disappoint.

    Creativity -
    (3/3) Uniqueness: Blinking on getting targeted is rather unusual, but makes sense for once here. Doing it in this tandem kind of way is quite different as well.
    (3/3) Flavor: This just drips flavor. Probably still wet from swimming in the Nyx.

    Polish -
    (2.5/3) Quality: Missing a 'them' after the return.
    (2/2) Main Challenge: Hybrid creature.
    (1/2) Subchallenges: Doesn't fly. However costs less than 3.

    Total: 20.5/25
    Design -
    (3/3) Appeal: Well, commander and brawl players would probably be all over this. Timmy/Tammy as well, being the social players they are. There's quite some deck building incentive going on as well. And oh boy the value, so Spike might like this as well.
    (3/3) Elegance: The symmetry works well here. Easily understood.

    Development -
    (0.5/3) Viability: I'll go ahead and address this here: This needed a "starting with you" for choosing numbers. Without consulting the rules, the fewest players will know in which order players choose or if they all choose at the same time, openly or in secret. It's complicated. Otherwise, this has some impact, so Mythic is warranted. Black and white work well for this. Another thing is, that this sometimes brings back another copy of itself, then gets sacrificed, because legendary, then the trigger resolves and it brings itself back again, for an infinite loop. Pretty sure this needed to exile on death.
    (3/3) Balance: It has a strong build-around-me component. The fact that your opponent gets something out of this as well helps with balancing it. It's still rather stong, but hopefully not oppressivly.

    Creativity -
    (3/3) Uniqueness: While Patriarch's Bidding is similar, this is by far the best execution of a symmetric effect that ends up affecting each player FOR each player involved.
    (2.5/3) Flavor: The flavortext seems to aim at a different story involvement than what is shown on the card itself. Is the returning the guilty, because it was injust to kill them? What does that have to do with Planeswalkers? There's more going on than what is seen on the card.

    Polish -
    (3/3) Quality: Looks good.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Check, check.

    Total: 22/25
    Design -
    (3/3) Appeal: Timmy/Tammy might get a kick out of attacking with a 6/1 charge. Losing all that power after probably puts a damper on this though. Spike should enjoy a 2 mana 4 damage spell. Will Johnny/Jenny try to up the mana cost even further for the silliest lethal ever? Maybe. But then again, what won't they try?
    (3/3) Elegance: Very simple. Any non obvious realizations players come to later on only help to increase the fun.

    Development -
    (3/3) Viability: Very red. Uncommon is a fine fit.
    (2/3) Balance: This could have done without the sacrifice part in the end. Now it's really just an unreliable 6 damage spell and might not make the cut in most decks. Getting a 2 mana 4/1 that's a 2/1 threat afterwards would have felt great.

    Creativity -
    (2/3) Uniqueness: An old idea, realized in a cool new way. Players would probably still evaluate it with 'yet another Ball Lightning variant'.
    (3/3) Flavor: Very typical name for a card like this. Does well without flavortext, it's clear what's happening.

    Polish -
    (2.5/3) Quality: Different names for the card used: "Torch Runner" and "Torch Racer", as pointed out by Gerrard's Mom themselves. Fair play!
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Cmc should be 4 last time I checked the rules. Flies on foot. Huh.

    Total: 22.5/25
    Design -
    (2.5/3) Appeal: Johnny/Jenny are super excited about this. Spike might play this in the right format.
    (2/3) Elegance: Always having to have a creature exiled for this makes for some awkward gameplay, as it prevents some attacking for sure. It's also weird how it just dies if your opponent clears your board while you exiled this.

    Development -
    (3/3) Viability: An uncommon build around my card in two colors. Very standard in that regard. Colors fit well with the abilities.
    (2/3) Balance: Having to champion a creature is still a drawback, even if this card mainly utilizes it to get additional etb triggers and in that light a 3 mana for a 1/2 just feels bad. This could have done with some better stats.

    Creativity -
    (3/3) Uniqueness: This makes clever use of the Champion mechanic for sure.
    (2.5/3) Flavor: The name is a great fit. Could have done with some flavortext.

    Polish -
    (2.5/3) Quality: As a non-evergreen mechanic on an uncommon Champion needs reminder text.
    (2/2) Main Challenge: Hybrid creature, check.
    (2/2) Subchallenges: Both.

    Total: 21.5/25

    22 bravelion83
    21.5 Cardz5000

    19.5 8buffalo
    20.5 Subject16
    22 netn10
    22.5 Gerrard's Mom
    21.5 Kypster
    Posted in: Monthly Contests Archive
  • posted a message on April MCC Judge Signup Thread
    I can help out too. Can't believe there's no link to this thread in the submission thread. Do you realize you made me go ALL THE WAY over here MANUALLY? I will need 1 day extended deadline just to recover from this exhaustion! :p
    Posted in: Monthly Contests Archive
  • posted a message on March MCC 2018 Final Round - The End of the Story
    Round 1:

    Scrap Driller RG
    Creature - Human (R)
    T: Put the top card of your library onto the battlefield. It’s a land instead of it’s other types and has “T: Add C or one mana of any of this card’s colors to your mana pool.” Sacrifice it at the end of turn.
    1/1

    Ancient Automaton 4
    Artifact Creature - Construct (C)
    Defender
    When Ancient Automaton dies, return it to the battlefield transformed under your control attached to up to one target creature you control.
    The find of a lifetime...
    3/3
    /////
    Steered Combat Armor
    Artifact - Equipment
    Equipped creature gets +3/+3.
    Equip 5
    ...and a lifetime of purpose.

    Round 2:

    Rookie Steerer RW
    Creature - Human Pilot (U)
    When Rookie Steerer enters the battlefield, you may search your library for a Vehicle card, reveal it, then shuffle your library and put that card on top of it.
    As long as Rookie Steerer isn't attacking, it gets +3/+0.
    "Drilling for scrabs isn't anyone's destiny. Mine is fighting for freedom! Well, as long as my machine is with me, at any rate."
    2/2

    Round 3:

    Szymon, Restless Veteran 1WB
    Legendary Creature - Human Warrior (R)
    At the beginning of each upkeep, untap Szymon, Restless Veteran and up to one target Vehicle you control.
    At the beginning of each end step, if Szymon, Restless Veteran is untapped, it deals 4 damage to you.
    4/4

    Szymon, born into unfortunate circumstances, spent his early life drilling through heaps of scrap, completely yielding to what seemed to be his destiny. It was a passion of his, plunging deep into heaps of old metal, finding precious bits occasionally.
    All changed when he made the discovery of his lifetime. Shaking off the role he was born into, he climbed into a steerable combat armor and took on the oppressive goverment, joining the rebellion, joining the fight for good.
    The rebellion was a success, but Szymon had become a hardened veteran. With fighting being his new passion, there was little room in the newly established system for the powerful machine and it's pilot.
    Always ready for the next fight and actively looking for trouble, Szymon started to do more bad than good.
    The legendary warrior of the rebellion had almost lost sight of his passion and purpose, but that's when the interplanar threat arrived...

    Szymon's Passion 2RR
    Enchantment - Saga (M)
    (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
    Kickstart 8 (You may cast this spell for its kickstart cost. If you do, it enters the battlefield transformed.)
    A deck with a commander named Szymon, Restless Veteran may play Szymon's Passion.
    I - Vehicles you control become Artifact creatures until end of turn. Then creatures you control get +3/+3 until end of turn.
    II - Destroy all artifacts. Szymon's Passion deals damage to all players equal to the number of artifacts destroyed this way.
    III - Exile Szymon's Passion, then return it to the battlefield transformed under your control.

    ///

    Passion, The Drill
    Legendary Artifact - Vehicle (M)
    Whenenever a creature or planeswalker enters the battlefield, if Passion, The Drill is an artifact creature and is untapped, Passion, The Drill deals 8 damage to that creature or planeswalker.
    Crew 4
    A weapon to pierce the planes.
    8/8

    When we left him, Szymon was a restless veteran. Not the grizzled old kind. A young adult, in the prime of his life, yet useless to the society he lived in. Fighting was his calling, his purpose, but in a grand fashion, knowing no bounds, indulging in the power of his ancient machine. Nothing to fight petty crime in the alleys of this new establishment. Very much just what was needed when Bolas' undead hordes arrived to pillage the huge piles of scrap littering the plane, searching for pieces of lost ancient technology, just like what Szymon had discovered in his youth. Fueled by his boundless passion, his machine, named only The Drill by his allies and foes in war, revealed it's true nature. A robotic reflection of the steerer's resolve, designed to take on interplanar threats, it managed to stop the Returned and Szymon, The Driller (a red-green-black-white mythic rare legendary by the way) drove back even Bolas' planeswalker agent, coming to terms with his background, his purpose, his desire and his passion. Having brought safety to his home, he became a wandering scrap driller in his old age again, trying to pass on what he had learned about what it means to be oneself to anyone who stops to listen.
    Posted in: Monthly Contests Archive
  • posted a message on March MCC Round 3 - The Stages of Life - Adulthood
    Round 1:

    Scrap Driller RG
    Creature - Human (R)
    T: Put the top card of your library onto the battlefield. It’s a land instead of it’s other types and has “T: Add C or one mana of any of this card’s colors to your mana pool.” Sacrifice it at the end of turn.
    1/1

    Ancient Automaton 4
    Artifact Creature - Construct (C)
    Defender
    When Ancient Automaton dies, return it to the battlefield transformed under your control attached to up to one target creature you control.
    The find of a lifetime...
    3/3
    /////
    Steered Combat Armor
    Artifact - Equipment
    Equipped creature gets +3/+3.
    Equip 5
    ...and a lifetime of purpose.

    Round 2:

    Rookie Steerer RW
    Creature - Human Pilot (U)
    When Rookie Steerer enters the battlefield, you may search your library for a Vehicle card, reveal it, then shuffle your library and put that card on top of it.
    As long as Rookie Steerer isn't attacking, it gets +3/+0.
    "Drilling for scrabs isn't anyone's destiny. Mine is fighting for freedom! Well, as long as my machine is with me, at any rate."
    2/2

    Szymon, Restless Veteran 1WB
    Legendary Creature - Human Warrior (R)
    At the beginning of each upkeep, untap Szymon, Restless Veteran and up to one target Vehicle you control.
    At the beginning of each end step, if Szymon, Restless Veteran is untapped, it deals 4 damage to you.
    4/4

    Szymon, born into unfortunate circumstances, spent his early life drilling through heaps of scrap, completely yielding to what seemed to be his destiny. It was a passion of his, plunging deep into heaps of old metal, finding precious bits occasionally.
    All changed when he made the discovery of his lifetime. Shaking off the role he was born into, he climbed into a steerable combat armor and took on the oppressive goverment, joining the rebellion, joining the fight for good.
    The rebellion was a success, but Szymon had become a hardened veteran. With fighting being his new passion, there was little room in the newly established system for the powerful machine and it's pilot.
    Always ready for the next fight and actively looking for trouble, Szymon started to do more bad than good.
    The legendary warrior of the rebellion had almost lost sight of his passion and purpose, but that's when the interplanar threat arrived...
    Posted in: Monthly Contests Archive
  • posted a message on March MCC Round 2 - The Stages of Life - Youth
    Scrap Driller RG
    Creature - Human (R)
    T: Put the top card of your library onto the battlefield. It’s a land instead of it’s other types and has “T: Add C or one mana of any of this card’s colors to your mana pool.” Sacrifice it at the end of turn.
    1/1

    Ancient Automaton 4
    Artifact Creature - Construct (C)
    Defender
    When Ancient Automaton dies, return it to the battlefield transformed under your control attached to up to one target creature you control.
    The find of a lifetime...
    3/3
    /////
    Steered Combat Armor
    Artifact - Equipment
    Equipped creature gets +3/+3.
    Equip 5
    ...and a lifetime of purpose.

    Rookie Steerer RW
    Creature - Human Pilot (U)
    When Rookie Steerer enters the battlefield, you may search your library for a Vehicle card, reveal it, then shuffle your library and put that card on top of it.
    As long as Rookie Steerer isn't attacking, it gets +3/+0.
    "Drilling for scrabs isn't anyone's destiny. Mine is fighting for freedom! Well, as long as my machine is with me, at any rate."
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on March MCC Round 1 - The Stages of Life - Childhood
    Scrap Driller RG
    Creature - Human (R)
    T: Put the top card of your library onto the battlefield. It’s a land instead of it’s other types and has “T: Add C or one mana of any of this card’s colors to your mana pool.” Sacrifice it at the end of turn.
    1/1

    Ancient Automaton 4
    Artifact Creature - Construct (C)
    Defender
    When Ancient Automaton dies, return it to the battlefield transformed under your control attached to up to one target creature you control.
    The find of a lifetime...
    3/3
    /////
    Steered Combat Armor
    Equipped creature gets +3/+3.
    Equip 5
    ...and a lifetime of purpose.
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Did I really forget the entire type line? Facepalm
    I've taken a break for too long. Well, I guess it's going to be fun for the judge to guess what it would have been.
    Posted in: Custom Card Contests and Games
  • posted a message on February MCC Round 1 - Love and Friendship
    Shaper of Life 1GG
    Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
    As long as Shaper of Life is paired with another creature, both creatues are 4/4 green Elemental creatures.
    "Join me, and I will show you what lies beyond this meek existence."
    1/1
    Posted in: Monthly Contests Archive
  • posted a message on December 2017 MCC Round 2 - Parties Shot
    Bonfire Dance 2RRR
    Enchantment (R)
    At the beginning of your upkeep, you may search your library for a Shaman creature card that doesn’t have the same name as a creature you control and put it onto the battlefield. It gains haste until end of turn. Shuffle your library afterwards.
    When you control four Shaman creatures, sacrifice Bonfire Dance and add RRRRRRRRRR (10) to your mana pool. Spend this mana only to activate abilities of creatures.
    Posted in: Monthly Contests Archive
  • posted a message on December 2017 MCC Round 1 — Toyin' Around
    Haunted Toy Box 3
    Artifact (M)
    At the beginning of each end step, each player who doesn’t control a Toy creature creates a 1/1 colorless Toy artifact creature token with “This creature must block Toy creatures alone if able.”
    Whenever a Toy creature dies, each player who controls a Toy creature that dealt damage to that creature this turn, puts a +1/+1 counter on each creature he or she controls.

    Posted in: Monthly Contests Archive
  • posted a message on Just Desserts, (Warning, Clown inside)
    Quote from Etherium Sage »
    How many decimal places of pi should we use?
    All of them!
    Posted in: The Rumor Mill
  • posted a message on To Infinity Elemental and Beyond
    Everything makes sense now! MaRo, the absolute madman!
    Posted in: The Rumor Mill
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