2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on The Magic Wars ♤ Conclave of Light ♤ Lanxal can't break up the Conclave's Commanders!
    Lowest lore points, 2nd to lowest card points. Frown

    I don't know what more I can do.
    Posted in: Custom Card Contests and Games
  • posted a message on [MQ] The Magic Wars ♤ Skylight Nebulae ♤ Main Discussion
    Our team has had a few more lore updates, if you'd care to take a look.
    Posted in: Custom Card Contests and Games
  • posted a message on The Magic Wars ♤ Conclave of Light ♤ Lanxal can't break up the Conclave's Commanders!
    I sent them info about Feyrin lands. Can you forward him yours? We might also send him this:
    Quote from Komachi

    Geography: Esferi live in forests near the lakes of Platyn. Both the forests and the lakes are near the ocean cliff-mesas of Feyrin, below which there’s the cities of Valeshii and Annaki, and above the cliffs are the cloudwalker’s flying fortresses.


    But I don't want to repeatedly PM him. And oh yeah, the Esferi live in floating islands next to the Cloudwalkers.
    Posted in: Custom Card Contests and Games
  • posted a message on The Magic Wars ♤ Conclave of Light ♤ Lanxal can't break up the Conclave's Commanders!
    Quote from Link
    By the way, Komachi, here's how I picture the Cloudwalkers contacting the Feyrin:

    Chell, the Kestrel who discovered whatever is happening with Consuming Ruin, reports back to Grand Kestrel Veisham and Grand Questioner Norlan Evet. They agree the matter should be taken before the Senate, and so bring Senator Ivnarian into the discussion. While they all agree that the Senate needs to be informed, Grand Kestrel Veisham and Senator Ivnarian think that this is a reason to finally break the Cloudwalker isolation, whereas Grand Questioner Norlan Evet does not. The Senator agrees to merely present the information impartially to the Senate, without bringing up the topic of breaking isolation, but goes behind Norlan Evet's back and suggests contacting the Feyrin to the Senate. His proposal is voted down.
    A few days later, however, as a Feyrin patrol/squad/(whatever small a small group of them would be called) is flying around Cloudwalker airspace (which I imagine is quite common, since I believe the Cloudwalkers are quite a curiosity to them; is that right?) the clouds shielding a portion of Marenhelm are suddenly washed away as though by a strong wind, opening it up entirely to their view. Curious, these Feyrin approach, and Senator Ivnarian and Grand Kestrel Veisham happen to be there to greet them. They tell them that the Cloudwalkers wish to open up diplomatic relations with them, and that they should approach whatever power has authority in the Feyrin society and request that they send an ambassador. All of this is done without the permission of the Senate, though the opening of the clouds produces quite a stir, and everyone in the city quickly knows of it.


    <3 your story.

    Mala Shrenan, a comparatively young member of the Feyrin society at 276, quickly returns to her clan's Communicator. Communicators hold an important role in Feyrin society as the primary node of contact for each Feyrin. Their governance through consensus is facilitated by Communicators across the realm providing a "mental link" to nearby Feyrins. Although each Feyrin has this capability, harking from their ancient origins as embodiments of "spirits" from an outside dimension, the Communicators sacrificed their natural curiosity and urge to explore to hone this ability and serve their society. Thus while the Feyrin society doesn't have true "leaders," such Communicators can be considered the defacto representative. Threas Shrenan, Mala's father, communicator of Mala's clan and of the Whispersilk Plateau in general, quickly spreads the news and calls for a convention for which all exploring and nomadic Feyrin to listen in. It is of such importance that within the week, the entire Feyrin population, apart from a few hermits, are available for the meet.

    An intensive yet free-wheeling discussion takes place, with a majority of the first day's communication being devoted to long-separated families catching up with each other. Eventually, two leading factions emerge - both advise giving their aid, but differ in the manner. The elders of the society, led by Communicator Geim Fahragel, recall that their immediate fathers were still suffering from the human-Feyrin war, and believe that their members are not yet numerous - each member of the Feyrin society is just too valuable to lose as a frontline warrior. They advise great caution and conservatism before getting involved in any conflict. This is countered by Mala herself, who has seen the wonders of Marenhelm, and strongly encourages giving their all to the conflict so that the Feyrin may finally return to their glorious past. Vigorous discussions go back and forth, and the stalemate is broken when Threas lends his powers to Mala, allowing her to project her visions of Marenhelm to the rest of the convention.

    Even the elders can't hide their wonder at the enchanting sights of the city never before seen or recorded even in their long history. Within the hour of Threas' involvement, the Feyrin unanimously decide to aid the Cloudwalkers. Many of the attendees were tuning in from the Annaki homelands, and as their close friends, the attendees also unanimously call on reaching for them, as well as the surrounding species-the Platyn and the Vaelshii, to face the threat. They also reach a consensus on sending Nalara Fahragel, an elder of 683 and Geim's soulmate, as their representative, as it is judged that such an elder would be safe from the rash pitfalls of the younger Feyrin while representing them in the interspecies conclave. (Communicators can't leave their responsibilities)

    It is with this duty that Nalara, a 3.5-ft (~120cm) tall lady with a commanding presence and wings of a dragonfly, arrive in front of the Marenhelm gates - mere seven days after the first contact.

    Perhaps it will be that the naive curiosity inherent in every Feyrin got the better of them, and the Feyrin may perish in the coming conflict. Or, perhaps the Feyrin will succeed beyond all imaginations and stand tall as one of the victors in the war, ready to spread the tales of Feyrin glory once more. Regardless of the future, many Feyrin are returning home to prepare for the effort, and thousands of Feyrin fighting for one purpose as never seen in a thousand years will be a true sight to behold.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Yay! Thank you. I really loved my card, and I'm glad the judges liked it as well. I'm especially glad that it'll be posted in the "hall of fame" thread for eternity Smile
    Posted in: Custom Card Contests and Games
  • posted a message on [MQ] The Magic Wars ♤ Round I ♤ Legion ♤ CLOSED.
    Quote from Balefire
    Magic Class:
    Asuran Combustioneer 2R
    Creature - Asura Wizard {C}
    Warp 1R (1R: Return this to your hand. Activate this ability only during your upkeep.)
    When Asuran Combustioneer enters the battlefield, it deals 2 damage to target creature.
    1/1

    Working Class:
    Student of Synergystics 1U
    Creature - Asura Advisor {U}
    At the beginning of each end step, if you cast two or more spells this turn, put a +1/+1 counter on Student of Synergistics.
    “By combining litrifusion with archionics, we get a result greater then the sum of its parts.”
    — Krewe, Master of Synergistics

    1/1


    Asuran Combustioneer - I get that it's repeatable burn, but it only targets creatures. Somewhere I think it can be made a bit more powerful - even for a common.
    Student of Synergystics - Name is a bit awkward. Blue with +1/+1 counters is also a bit awkward. :/

    I
    The Envoy

    Kazmel strided confidently through the fetid bayou, his golden fur contrasting starkly with the gloom of his surroundings, a gilded axe slung over his shoulder with implied menace. The young Ursk silently scolded his luck - the Moggnar swamplands were not forgiving to outsiders, and it's warped inhabitants even less so - but begrudgingly soldiered onwards, swift and urgent amongst the languished vegetation. Across the oceans, war was brewing, and by Kiele he was not going fail his nation by succumbing to some puddle of stagnant water!

    The Vassav had other ideas.

    As patient and as eternal as their developing mistress, the urge to feed pulsing through their collective consciousness like a feverish war drum beat. Kill! Tear! The screams of their Mother reverberating within their skulls, commanding them forth from their darkness and into the searing light, eyes blinded but driven by instinct. This was a big one. The life of a thousand humans in one kill. This one was Hers. Its warrior stink clouding their senses, offensive and proud - at once a challenge and a dinner chime. All the while, Kazmel marched stoically onwards; the lamb to the slaughter.

    The Vassav struck without warning, emerging from the rot-black water like a tidal bore of pale flesh and vicious teeth. Kazmel fought bravely, hewing wide swaths through their number, the water slowly turning red with the blood of his conquests. Despite the young warrior's valiant efforts, his assailants failed to relent, seemingly reforming out of the brackish water that raged white and red around him, claws and teeth tearing at his thick hide. The warrior roared and reared back, scattering the numberless horrors through the swamp even as they surged back twice as bloodthirsty.

    He saw it then, standing amidst the tired vegetation, as tall as he but horrifically thin - a living spectre of limbs and bone. It's wide eyes shone faintly white through its misshapen tribal mask, giving it an otherworldly, angelic quality. It outstretched a clawed hand deliberately, seemingly beckoning even as its minions swarmed against him relentlessly, tearing chunks of flesh from his hide. Kazmel knew then that this battle was over, falling to his knees in resigned prayer, eyes locked on his ghostly harbinger. "Kiele save . . ." he uttered pleadingly, his last words muffled by swampwater as the roiling storm of marsh and blood and tooth and claw claimed him.


    . . .


    Bayou Ravager 2B
    Creature — Vassav Warrior (C)
    Bayou Ravager gets +2/+0 as long as it has a -1/-1 counter.
    Persist
    2/2

    Pale Warden 3W
    Creature — Vassav Cleric (U)
    Whenever a creature you control with a -1/-1 counter would be dealt damage, prevent 1 of that damage.
    "On the 68th of Einslow's Fall, Moggnar swamp expedition scouts first reported light within the walls of Yevan Manor. By the 72nd, the Human presence in the region had ended."
    — An Explorative History of Kielra

    1/4


    Dude, you have a great sense of story here.
    Bayou Ravager - Great common - 2/2 to 3/1 with persist. Perfect execution.
    Pale Warden - I'm a bit biased after reading your first card - couldn't this also get persist as well, esp. as an uncommon?


    Quote from DeusofCalamity

    Worker, showcasing the "Arcane Affinity" keyword, and abilities that reference those colors.

    Lefari Groundsculptor G
    Creature - Lefari Druid {C}
    Arcane Affinity Green
    T: Add one mana of any color of ~'s arcane affinity colors.
    ""
    0/1

    Mage, showing the "caste" mechanic, which are mechanics that work only if you control multiple creatures with the same Arcane Affinity.

    Lefari Scholar U
    Creature - Lefari Wizard {U}
    Arcane Affinity Blue
    T: Tap an untapped creature you control that shares an Arcane Affinity color with ~. If you do, draw two cards.
    "The school mages feel that the best way for the student to learn is to work with a partner."
    0/1

    Lefari Groundsculptor- welllll. I think this could use some flavor text. It's a bit bland and in the face of it is a weaker Llanowar elves, unless you later on give cards that give more arcane affinity.
    Lefari Scholar - Quite powerful. I think it's well balanced and well designed - a great way to synergize the arcane affinity. Remind me - do the creatures need arcane affinity, or will any old blue creature suffice as long as one of them has the affinity?

    Quote from Gallus
    Finalized?
    Order of Chelmea 2WW
    Creature- Lepith Soldier[U]
    Flying
    When Order of Chelmea would dies, you may transform it. If you do, attach it to a creature you control.
    Sent first into battle, they soak up the enemies attacks, and serve as material for new munitions when cleared from the battlefield afterwards.
    2/2
    ///---////
    Chelmean Spirit-Boon
    Tribal Enchantment-Lepith Aura
    (White) Enchant creature you control
    Enchanted creature gets +2/+2, has flying and is a Lepith in addition to its other types.
    After having laid down their bodies in battle, their spirits emerge to join the fight again.


    Phasmoan Heretic 1GG
    Creature- Lepith Spellshaper [U]
    G,t, discard a card: Put target card from your graveyard on top of your library.
    Though they respect nature, they find the old ways of the military necro-bishops much easier to work with.
    0/2



    Order of Chelmea - Ooo, a flip card as an uncommon! Not bad. I like the "death for boon" idea. I think it's a good balance, with an innate protection balanced by flavor.
    Phasmoan Heretic - Hmm, I think it's quite powerful. Depends on which way you synergize the card with remaining rounds, but on the surface I think it's neither too strong or weak.

    Quote from Ninja Caterpie
    Mage:

    Lunar Artisan UG
    Creature - Lisan Wizard (U)
    At the beginning of your upkeep, if no spells were cast last turn, draw a card.
    "Days change, lives change, and the world itself changes, but the moon and stars remain constant."
    2/2

    Fighter:

    Muck Dweller 3G
    Creature - Lisan Warrior (C)
    Morph 1GG (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
    Trample
    4/2


    Lunar Artisan - UG for a 2/2 with an anti draw-go. I like it.
    Muck Dweller - I think this can use some flavor text. It's really bland.....................


    Quote from Atrius
    Fighting Class:

    Rattling Poltergiest 4 mana
    Creature - Pamantine Soldier (U)
    Animate 4 mana (:4mana:, Exile this creature: Target noncreature artifact becomes an 4/4 Spirit Construct. When the artifact leaves the battlefield, return this creature to the battlefield.)
    1/3

    Working Class:

    Wandering Trickster 3 mana
    Creature - Pamantine Citizen (C)
    Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
    They wander the vast world, adapting themselves to almost any environment.
    0/1


    Rattling Potergeist - Ooh, interesting protection mechanism. It feels a bit janky, but I think it's ok. Flavor text? Casting cost could be lower.
    Wandering Trickster - Nice flavor and mesh of name and ability and flavor text. But too expensive. Either make it 0/2 or cost 2.

    Final ranking:
    1. Crustacean Crusader
    2. Atrius
    3. Ninja Caterpie
    4. DeusofCalamity
    5. Gallus
    6. Balefire
    Posted in: Custom Card Contests and Games
  • posted a message on [MQ] The Magic Wars ♤ Skylight Nebulae ♤ Main Discussion
    We've had plenty of lore scattered across the first few pages of our team lore that covers everything you required for this round. Hope you'll take the time to go through them.
    Posted in: Custom Card Contests and Games
  • posted a message on The Magic Wars ♤ Conclave of Light ♤ Lanxal can't break up the Conclave's Commanders!
    Story-wise. I'd like some concrete characters to work with. I do think we covered a lot already, but I'm getting a bit nervous at the novels some other teams are writing.
    Posted in: Custom Card Contests and Games
  • posted a message on The Magic Wars ♤ Conclave of Light ♤ Lanxal can't break up the Conclave's Commanders!
    Quote from Lanxal
    Round I Lore Challenge
    Legion
    The story begins. The races and tribes are beginning to bind together. Make lore about the races of your team coming together, old partnerships resurfacing, new links forging, as well as the reasons for all this movement.


    To help with this lore challenge, can you guys give examples of the names of members of your species?

    for Feyrin:
    Male Names: Alth, Fash, Threan, Marlann.
    Female Names: Bella, Freith, Geim, Mala, Nan,
    Family Names: Daergel, Falath, Shrenan.
    Posted in: Custom Card Contests and Games
  • posted a message on The Magic Wars ♤ Conclave of Light ♤ Lanxal can't break up the Conclave's Commanders!
    Quote from Link
    Komachi-
    I was afraid you would pair rapidfire with damage abilities. Of course, I don't think this one works, because by the time Sanctum Protector is preventing damage, combat damage had already been dealt for the turn.
    Alluring Dancer just seems too strong. It might be better if all three cards had to be blue. Also, to "ravage" someone means to violate them sexually, which seems a bit risque for flavor text.

    I don't understand why you think Mistway Manipulator is imbalanced. It's half of Ghostly Prison or Windborn Muse, and has a smaller body than the muse and no evasion. It also can't attack without turning off.

    KoolKoal-
    Platyn Quickblade seems very strong.


    Re - Mistway Manipulator was a bit strange for me as it's a very very white ability (controlling combat rules) rather than a blue ability. I can see that in a vacuum, it's comparable to the other printed cards - it's not imbalanced, I agree.

    Re: the prevent damage ability - that was what I was actually going for, but I guess the judges may not like its unintuitive interactions. I'll see if I can change the wording.

    Re: Platyn Quickblade - it <is> a 4-mana 1/4 in green. I don't think it's too overpowered, though the shenanigans may be slightly pushing it. Maybe infect instead of deathtouch?
    Posted in: Custom Card Contests and Games
  • posted a message on The Magic Wars ♤ Conclave of Light ♤ Lanxal can't break up the Conclave's Commanders!
    So many obligations, so little time.
    Quote from Link
    My entry possibilities:


    Martial of the Agora WW
    Creature- Cloudwalker Soldier (C)
    Defender
    Mistveil 2 (If a source would deal damage to Martial of the Agora, prevent that damage unless that source's controller pays 2.)
    Rarely are there problems at Marenhelm's Senate, but the Martials prepare for every eventuality.
    1/3
    Martial of the Edge W
    Creature- Cloudwalker Soldier (U)
    Imbue (: Exile a creature card from your hand imbuing this. When this leaves the battlefield, return that card your hand.)
    As long as Martial of the Edge is imbued, it gets +2/+2 and has lifelink.
    1/1


    Agent of the Unveilers 1UU
    Creature- Cloudwalker Scout (U)
    Flying
    Imbue (: Exile a creature card from your hand imbuing this. When this leaves the battlefield, return that card your hand.)
    When Agent of the Unveilers deals combat damage to a player, draw a card for each creature imbuing it.
    1/2
    Mistway Manipulator 2U
    Creature- Cloudwalker Wizard (U)
    As long as Mistway Manipulator is untapped, creatures can't attack you unless their controller pays 1 for each of those creatures.
    1/2
    Obfuscator Apprentice WW
    Creature- Cloudwalker Cleric (C)
    t: Remove target attacking creature from combat unless its controller pays 2.
    0/1
    Esferi Envoy W
    Creature- Cloudwalker Cleric (C)
    Imbue (: Exile a creature card from your hand imbuing this. When this leaves the battlefield, return that card your hand.)
    Esferi Envoy gets +1/+1 for each creature imbuing it.
    1/1


    Glass Merchant 2W
    Creature- Cloudwalker Merchant (U)
    : Cloudwalker spells cost 1 less to cast this turn.
    Each one claims his glass gives the best flavor, and most give samples to prove it.
    0/4
    Artful Soulfuser 1W
    Creature- Cloudwalker Merchant (?)
    Imbue abilities you activate cost you up to 1 less to activate.
    1/2

    Thoughts and opinions are welcome and appreciated.
    EDIT: I added some flavor text, though I'm really bad at it.

    Martial of the Agora - good common, good balance, flavor text doesn't have much connection.
    Martial of the Edge - common instead of uncommon.
    Agent of the Unveilers: Great card.
    Mistway Manipulator - imba much?
    Obfuscator Apprentice - Good common.
    Esferi Envoy - Decent beater, not sure how it's white.
    Glass Merchant - decent.
    Artful soulfuser - should be uncommon or higher. Depends on your block, but I think it's ok.

    Overall, I like Agent of the Unveilers and Martial of the Agora.

    Quote from Jimmy Groove
    I'm probably going to make Mage and Worker cards, since Annaki are less likely to be Warriors, but I'll throw a few ideas out for each.


    Annaki Fireheart 1G
    Creature - Annaki Dreamer (U)
    4R: Put two +1/+1 counters on Annaki Fireheart. Activate this ability only once each turn and only if Annaki Fireheart is green.
    As long as Annaki Fireheart has one or more +1/+1 counter on it, it is red and has first strike.
    He was born in peace, but dreams of glory.
    2/2

    Spearweaver 2W
    Creature - Annaki Dreamer (C)
    1W: Target creature gains first strike until end of turn. Play this ability only once each turn.
    "The drake almost had me. I'm glad I had my friend on the ground." - Carus, Feyrin Guardsman
    2/1


    Firedreamer 1R
    Creature - Annaki Dreamer (C)
    1R,T: Firedreamer deals 1 damage to target creature or player.
    She closed her eyes for one second and dreamed of the heat and the light. The next second, her enemy was fleeing, its skin blackened and peeling.
    1/2

    Ancestor Caller 3W
    Creature - Annaki Dreamer Shaman (U)
    When Ancestor Caller enters the battlefield, if you control a Dream permanent, put 2 1/1 green Annaki Spirit creature tokens onto the battlefield.
    "Mother, Father, we are in a time of great need. Come, bridge the Dreamweave and join our world again."
    2/2


    Fancy Harvester G
    Creature - Annaki Dreamer (C)
    T: Add 1 to your mana pool. You may spend this mana to cast Dream or Dreamer cards or activate the abilities of Dream or Dreamer permanents as if it were mana of any color.
    The playful, wild Annaki dance across the land and the mind, forging bonds with the earth and learning what dreams stir it.
    0/1

    Annaki Wanderluster R
    Creature - Annaki Dreamer (U)
    3G: Put a +1/+1 counter on Annaki Wanderluster. Activate this ability only once each turn and only if Annaki Wanderluster is red.
    As long as Annaki Wanderluster has one or more +1/+1 counter on it, it is green and has "Whenever this creature deals combat damage to a player, draw a card."
    She was born jaded, and dreamed of seeing a world beyond even Annaki dreams.
    1/1

    I'll post comments later when people have more time.

    Annaki Fireheart - too expensive. 1RR would be better.
    Spearweaver - Good balance, I don't think you need the "only once each turn" clause.
    Firedreamer - Again, I think the cost can be R.
    Ancestor Caller - <3 the flavor and everything. Good balance of rarity and link to your species.
    Fancy Harvester - Umm, too clunky? It really depends on the block of cards, and if we look at it like players who aren't familiar with the cards, they probably won't rate it high.
    Annaki Wanderluster - how about "untap a land" instead of "draw a card"?

    In all, I love your Ancestor Caller, and I think your Annaki Fireheart also captures your species very well - just make the ability slightly cheaper.


    Quote from Small Child
    Alright my current prototypes:

    Warrior:

    Borderguard Purist 2G
    Creature - Vaelshii Warrior (C)
    Enhanced - Borderguard Purist gets +3/+2 and has shroud as long as a permanent is attached to it. (A permanent is attached as long as it is equipped to or enchanting this permanent)
    2/2
    Too efficient for a common?

    Worker:

    Northgate Scrapper 1U
    Creature - Vaelshii Artificer (U)
    2UU,T, Exile an equipment card from your graveyard or hand: Untap each other artificer you control.
    Sometimes all the inspiration you need is another man's trash.
    1/3


    Borderguard Purist - good balance. Not too efficient - 2G with conditional pump 2/2 is fine.
    Northgate Scrapper - Very limited. Either make it untap all Vaelshii or make the ability cheaper.

    Quote from Achren
    My favorites from each category: Martial of the Agora, Mistway Manipulator, Glass Merchant (I really like the name/flavor of this one). They're all nice, though. I'm not great at analyzing balance, but Agent of the Unveilers looks pretty powerful.


    Anyway, some mediocre ideas I've got going. Lacking flavortext at the moment. The wording and such is still iffy on a few of them:
    Warriors
    Meddling Darter 1W
    Creature — Esferi (U)
    Flash
    Infuse (When this creature dies, you may exile it infusing a creature you control.)
    W: The next time a source would deal damage to target creature you control this turn, it deals that damage to Meddling Darter instead.
    If infused creature would die, exile it then return it to the battlefield under its owner's control instead. (It is no longer infused.)
    "You're bound to hit one of them; just not the one you were aiming for."
    [1/1]

    Rousing Kin-Guards 3W
    Creature — Esferi (U)
    Defender
    When Rousing Kin-Guards dies, put three 1/1 white Soulsprite tokens onto the battlefield. Creatures you control get +1/+1 until the beginning of your next end step.
    [3/3]

    Soulshimmer Guardian 1WW
    Creature — Esferi (C)
    When Soulshimmer Guardian enters the battlefield, put two 1/1 white Soulsprite tokens onto the battlefield.
    Sacrifice a soulsprite: Soulshimmer Guardian gets +0/+2 and can block an additional creature until end of turn.
    [1/2]
    Mages
    Soothing Soul-Tender WW
    Creature — Esferi (C)
    When Soothing Soul-Tender enters the battlefield, put a 1/1 white Soulsprite token onto the battlefield.
    T: Tap target untapped creature. Its controller gains 1 life.
    Calm! Warm; safe. We rest.
    [1/1]

    Mysticism Captivator 2W
    Creature — Esferi (U)
    Infusion
    T: The next time a spell or ability an opponent controls would target another target creature you control this turn, it targets Mysticism Captivator instead.
    Infused creature has hexproof.
    [1/1]
    Workers
    Fleeting Burrower 1W
    Creature — Esferi (C)
    T: Remove target attacking or blocking creature you control from combat.
    They always have a dozen places to hide.
    [1/1]

    Soulshimmer Gravekeep 2WW
    Creature — Esferi (U)
    Whenever a nontoken creature you control dies, put a 1/1 white Soulsprite creature onto the battlefield.
    T, sacrifice a soulsprite: You gain 3 life.
    [1/1]

    Meddling Darter - Good balance. I like the flash.
    Rousing Kin-Guards - Hmm.. instead of next end step, how about next upkeep? RIght now the +1/+1 lasts for 2 phases and that's it.
    Soulshimmer Guardian - Maybe a bit aggressively costed. 1/1 would be better.
    Soothing Soul-Tender - The soulsprite and tapping ability doesn't make much sense when linked - unless you submit another card that makes use of the soulsprites (i.e. the guardian), I advise you against putting it in a general contest.
    Mysticism Captivator - Feels more blue than white. Good uncommon.
    Fleeting Burrower - Sounds good.
    Soulshimmer Gravekeep - I think this should be a mage, no? But good balance.

    Overall, I like Soulshimmer Guardian (change it to 1/1) and Meddling Darter.


    Quote from KoolKoal
    Possible cards:
    Platyn Quickblade 2GG
    Creature - Platypus Assassin (U)
    Deathtouch
    Whenever Platyn Quickblade deals combat damage to a player, you may have it fight target creature that player controls.
    1/4

    Platyn Warrior 2G
    Creature - Platypus Warrior (C)
    Deathtouch
    1G: Platyn Warrior gets +2/+2, gains stuntouch, and loses deathtouch until end of turn. Activate this ability only once each turn.
    2/2
    Mmm, I'll do more a little later.


    Quickblade - love the flavor and power. good balance and cost.

    Warrior - Another good balance (!). Might be a bit complicated for an common.

    Overall, I like your Quickblade more than your warrior.



    PS - I know this is close to the deadline, but if any of you guys are on-line, I'd appreciate it if you give me your opinions on my current round entries.
    Posted in: Custom Card Contests and Games
  • posted a message on [MQ] The Magic Wars ♤ Skylight Nebulae ♤ Main Discussion
    5/2 would be best. I'll still need some time to come up with something good. Coming up with cards are one thing, coming up with creative writing is another.
    Posted in: Custom Card Contests and Games
  • posted a message on [MQ] June CCL — Signups
    Hahel, the Creator 2RWU
    Planeswalker - Hahel (M)
    Whenever a player activates a loyalty ability, put a loyalty counter on Hahel, the Creator.
    -2: put a loyalty counter on target planeswalker.
    -4: You may activate an additional loyalty ability of target planeswalker this turn.
    -10: Search your library for any number of planeswalker cards, and put them onto the battlefield under your control. If you do, shuffle your library.
    7
    Hahel's own abilities also trigger his first ability.
    Posted in: Custom Card Contests and Games
  • To post a comment, please or register a new account.