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  • posted a message on March MCC Round 1 - "Call of the Tribe"
    Voldaren Forerunner 2B
    Creature - Vampire Warrior (U)
    Whenever Voldaren Forerunner attacks, Vampire creatures you control gain first strike until end of turn.
    R: Target Vampire creature gains haste until end of turn.
    3/1
    Posted in: Monthly Contests Archive
  • posted a message on January 2016 Round 1/Signups - Rare Expectations
    EDIT: Ah. Well, I'm an idiot. Thanks, Asrama!

    Spirit of Life's Cycle 1WW
    Creature - Spirit (R)
    Flying
    Whenever a non-Spirit creature dies, its controller puts a 1/1 white Spirit creature token onto the battlefield.
    Whenever another Spirit creature dies, its controller gains 1 life.[/spoiler]
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on CCL December Top 8 - The Pyromancer Firebrand, Ignited in Roaring Flames
    Alrighty, let's do it.


    First idea, to slow down Chandra while we run to the portal:

    Inescapable Handcuffs 3
    Artifact (R)
    When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker.
    (W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
    Waterproof, fireproof, and thief-proof.
    [/quote]
    I like this a fair bit, even though I'm gernerally turned off by colorless artifact that require colors. I do enjoy the idea of detaining planeswalkers, and the balance of the card seems very good. The flavor text, while making total sense, feels like it tries to make a joke, but it isn't that funny or interesting. That's pretty minor overall, though.


    Quote from glurman »
    I was 100% thinking we were gonna have to design a "good" Chandra. What a twist!

    Temporal Binding 1U
    Instant (U)
    Split second
    Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities.
    "Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar

    ...Huh?! that is a bizzare combination of rules. Skipping turns is not used as a cost nowadays (read the oracle on Chronatog), for one, and adding costs to activated abilities hasn't been done much in recent years - even then it's only adding mana. Also, "activated abilities your opponents control" is incorrect - it should be "activated abilities of permanents your opponents control". And all of that - on an uncommon?! No. And even with all that being said, the effect achieved is basically "activated abilities of permanents your opponents control can't be activated this turn unless their mana abilities" - true, this is more absolute, but who on earth would skip a turn just for an activated ability? All in all this is a fine idea executed quite terribly - just reading the card gives me a rules headache, which shouldn't be the case for most cards, especially uncommons.

    Quote from Hemlock »
    Hivonnia, of the Coldest Eyes 1WW
    Legendary Snow Creature - Angel (R)
    Flying, vigilance
    Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
    Instants and sorcery spells can't be cast.
    Activated abilities that aren't mana abilities can't be activated.
    3/4

    Man, I love cumulative upkeep. I think it's one of the mechanics hurt by being on too many *****ty cards to make a return, but it has a very deep pool of design potential - like this thing! The abilities of Hivonnia are pretty brutal, and the stats are a bit too efficient in my opinion - maybe make her cost one more, or change the upkeep to 2W, because as it stands you should be able to pay for her for three turns pretty consistently and that can easilly shut down whole decks. The design is fantastic, though, and I would love to see something like this printed - I just think it needs a bit of development before we can be comfortable with it. Also the name is a little non-white, but whatever.


    Quote from void_nothing »
    Fireflight Scramble RWU
    Instant (U)
    Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)

    I'm not a fan of "altered" the way it's currently presented. It took me a second to realize that a creature with an aura or an equipment would be altered, which means that a newer player might not realize it at all. Also "altered" is a pretty strange word to desribe that - if two soliers are on the field, and only one has a sword, that soldier is altered? Aside from that, the effect is okay. The altered bonus is pretty minimal - amounting to a +4 damage at most, or helping your creatures survive combat - which in my opinion doesn't justify the mechanic. I would probably like it more if it was just the first sentence - then it would be a mini-Flying Crane Technique.


    Quote from Ink-Treader »
    Reinforced Spellward 1W
    Creature - Wall
    Defender
    W: Reinforced Spellward gets +0/+1 until end of turn.
    If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
    0/4

    This is missing rarity, which I only mention because it only really works as a rare. I like this card a lot - the design is very neat, it is very powerful (imagine this against a modern Burn deck - it's probably just as brutal, if not more so, than Kor Firewalker), and it makes sense overall. I kinda dislike the current state of the redirection ability - I think it could be much better if it had an activation cost, even of just 1, or if the redirection was mandatory; as it is the "may" effect seems a little out of place.


    Swiftwing Roc 3W
    Creature - Bird (U)
    Flying
    T: Up to three target attacking creatures each get +1/+1 and gain flying until end of turn.
    3/3

    Holy s*** is this card overpowered. A 3/3 flyer for 4 CMC is considered a bit too powerful outside of rares nowadays, and this has a MASSIVE upside. Honestly if it was a dingy little 1/1 with this ability it would probably still be one of the best uncommons in a limited environment. This needs to cost at least 5, and probably reduce the number of targerts to two. The design itself isn't bad at all - not all that novel or exciting, but totally solid - but the power level is simply too much.


    Quote from Solesticio »
    Snow Boots UR
    Enchantment - Aura (U)
    Enchant creature
    When Snow Boots enters the battlefield, draw a card.
    Enchanted creature gets +2/+0, haste, and can't be blocked.
    "Through the snow
    You must be swift;
    Wear your gear
    And have no fear!"
    — Svalverden Chant


    Uhh... Okay. This is powerful enough - replaces itself, gives buffs and evasion. The name feels odd for an Aura, and the flavor text doesn't make it better. There really isn't much more to say than I hope this isn't in an environment with a hexproof creature, because that would be insane.


    1. Hemlock
    2. Ink-Treader
    3. bravelion83
    Posted in: Monthly Contests Archive
  • posted a message on CCL December Top 8 - The Pyromancer Firebrand, Ignited in Roaring Flames
    Goblin Snow-Riders 2R
    Creature - Goblin Warrior (R)
    Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
    3/2
    Posted in: Monthly Contests Archive
  • posted a message on CCL December Round 3 - Hang Your Stockings and Say Your Prayers!
    Judgewip


    Quote from void_nothing »

    Snowblind Buckler 2
    Snow Artifact - Equipment (U)
    Prevent all damage that would be dealt to equipped creature by creatures with greater power.
    Equipped creature has "1S, T: Target blocked creature deals damage equal to its power to itself."
    Equip 3

    I don't get the combination of abilities on this card, which generally means I'm missing some top-down elements. Regardless, the card is very good - probably too good for uncommon, considering that it has an AMAZING defensive buff. Honestly, just the second ability is probably a bit OP for uncommon. Design-wise it's pretty great and the gameplay seems sweet, but I feel like it could warp a limited format even at uncommon.


    Quote from netn10 »

    Ragada, Blade of Apostasy 3
    Legendary Artifact - Equipment (Mythic)
    As long as equipped creature is White, it has "WWW, tap symbol : Destroy target creature with power 4 or greater."
    As long as equipped creature is Black, it has "BBB, tap symbol : Destroy target creature with power 3 or less."
    3 : Equipped creature gets +1/+1 and becomes the color of your choice until end of turn.
    Equip 3

    I have mixed opinions about this. On one hand, it's a legendary equipment - which is a thing I love - but on the other, it's color-specific, which I generally dislike in equipment. The effects are nice, and they have a nice symmetry. The color-changing bility is kinda weird - not something you see on equipment often - and feels a bit unneccesary - if you're activating the white ability, chances are you're already playing a heavily-white deck and controlling white creature, and the same goes for the black one. Also, I don't quite get the flavor - what in this is related to "apostasy" is beyond me, and equipment changing a creature's colors feels weird. All in all it's a nice design, but it needs a bit of polishing in my opinion.



    Coldfire Axe 5
    Artifact - Equipment (R)
    Equipped creature gets +6/+3 and gains "2S: This creature gets +3/-3 or -3/+3 until end of turn."
    Equip 4

    I quite like this. It's simple, the numbers are nice and flashy, and the effet is powerful but fair. The card is probably kinda weak - equipping for 4 is a lot, and makes it very vulnerable to creature removal - but it has a nice appeal to novice Timmys, which is nice.

    Quote from bravelion83 »

    I can't believe I missed this thread until today! Oh well, looks like I need to think of something ASAP!

    Kirgen Assassin 3
    Snow Creature — Elemental Assassin (R)
    ( can be paid with either B or one mana from a snow permanent.)
    Deathtouch
    When Kirgen Assassin enters the battlefield, if B or G was spent to cast it, you may have it fight target creature an opponent controls.
    1/5

    I'm still a bit iffy on hybrid snow mana, but I like the direction this is heading. I think this needs to read "If B and G were spent to cast it", otherwise it's probably a little too easy to ignore the restriction, but the idea of a deathtouch creature that - if you fulfill a requirement - fights a creature on ETB, is quite nice, and this is as good of an execution of that as any.


    Quote from Ink-Treader »
    Flurry Elemental 1UU
    Creature - Elemental (U)
    Flash
    Flying
    When Flurry Elemental enters the battlefield, creatures your opponents control get -2/-0 until end of turn.
    2/1

    I like this a lot. The flavor is spot-on, and the effect works very well. I always like the Hysterical Blindness-style effects, and this parallels Hydrolash's power level quite nicely - you spend a U insead of 1 and you get a 2/1 flyer instead of a card. Elegant, plays well, and subtley powerful - I love it.


    Quote from RickyRister »
    Icicle 2
    Artifact - Equipment (U)
    Equipped creature gets first strike and "Whenever this creature deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step."
    Equip S
    Sharper than it looks. Deadlier than you think.

    Yup. This is just about perfect. Other than the minor template issue (it should say "has first strike and has "..." "), there i nothing that prevents this card from being printed in a theoretical snow-focused set. The effect makes sense and is powerful, but not strong enough to be an issue. I like that it gives utility to equipped creature even if it's underclassed on the board - throwing away a 2/1 that was relevant on turn 2 but just sits around right now to tap down your opponent's attacking 4/4 is not nothing. The only change I would make to this is make the equip cost S or 3 - give it the ability to go into any deck, but only be really playable in decks that can produce snow mana semi-reliably.


    RickyRister
    Ink-Treader
    Ninja Caterpie
    Posted in: Monthly Contests Archive
  • posted a message on CCL December Round 3 - Hang Your Stockings and Say Your Prayers!
    Ravenous Fenrir 2RG
    Creature - Wolf Beast (U)
    Haste
    Ravenous Fenrir attacks each turn if able.
    Whenever Ravenous Fenrir becomes blocked, it gets +2/-2 and gains first strike until end of turn.
    3/3
    Posted in: Monthly Contests Archive
  • posted a message on CCl December Round 2 - A Place by the Fire
    I'm not judging based on how well the cards mirror the inspiration from last round, since most people didn't specify which card they were referencing.

    Quote from willows »

    Thorunn, Frostbear-Thane 3RR
    Legendary Creature — Human Warrior (R)
    Whenever Thorunn, Frostbear-Thane attacks, you may pay GG. If you do, exile each creature card from your graveyard. Creatures you control gain trample and +X/+X until end of turn, where X is the number of creature cards exiled in this way.
    4/4


    Ehh... I don't love it. It's a little weak - generally, you'll get a one-of boost of +3/+3 or +4/+4 and trample, which is pretty weak in comparison to other overrun effects you can use on 6 mana. It does give you trample for GG each turn, which isn't the worst, but typically most decks will be able to get rid of Thorunn before he attacks again, and even if he gets to - how many creatures can you expect to have in your graveyard? It's not like he's BG or UG, which can fill your graveyard. I just don't really get the appeal of this.


    Quote from Koopa »

    Saehjall Den 2GG
    Enchantment (R)
    When Saehjall Den enters the battlefield, put a 4/4 green Beast creature token onto the battlefield.
    Each creature with the highest power among creatures you control gets +1/+1 and has "1G: Regenerate this creature".
    "If you value your life, don't disturb saehjallir while they hibernate. Or brood. Or hunt. Anytime, really." - Torkvist, Unallek captain

    Pack Leader Kjax 5GG
    Legendary Creature - Beast (R)
    When Pack Leader Kjax enters the battlefield, put two 4/4 green Beast cresture tokens onto the battlefield.
    Each creature with the highest power among creatures you control has trample.
    4/5


    Whoa! This seems incredibly powerful, probably too powerful. This is 12 worth of power for 7 mana, spread across three bodies, all of which will generally have trample - and ALSO gives anything else with power 4 you might have had trample. Other than power level, though, this is a mess. For one, it itself is a 4/5 but it creates 4/4s, which is pretty odd and can be a bit difficult to keep track of. On the other hand, it doesn't seem right for a "pack leader" to have as much power as its pack members. I get the mechanical reasoning, of course, but it's incredibly unaesthetic and wonky. It needs a few iterations before I can say I like it.



    Placeholder

    Yvarlden, Polar Hellkite 4RR
    Legendary Snow Creature - Dragon (M)
    Flying, trample
    Whenever a nonsnow creature enters the battlefield under an opponent's control, you may have Yvarlden, Polar Hellkite fight that creature.
    1S: Yvarlden, Polar Hellkite gets +2/+0 until end of turn.
    6/6


    Welp. This is incredibly powerful, but I like it. It's not particularly inspiring, but the Timmy in me is squealing in joy. I think the power level isn't too broken as it doesn't have an ETB effect (a la Inferno Titan), but it still demands an answer - which totally works for a 6-drop mythic Dragon.


    Quote from Hemlock »

    Ok, I'm taking willow's submission as an inspiration. I liked those Valravn creatures as a neat black counterpart for Griffins

    Vravn, of the Filthy Nest 5B
    Legendary Creature - Bird Wolf (M)
    Delve
    Flying
    1B, Exile a creature card in a graveyard: Put a black 1/1 Bird Wolf creature token with flying onto the battlefield.
    T: Target creature gets -X/-X until the end of turn, where X is equal to the number of Bird Wolf creatures you control.
    4/4


    I, too, like the valravn. I like the design here overall - it's a solid graveyard/delve card, and it looks like it plays well. I think the t ability might need an activation cost of some kind too keep it in check, but other than that I don't have much bad to say about it.



    Svustr, of Molten Steel 3RG
    Legendary Creature - Human Barbarian (M)
    Trample
    Svustr, of Molten Steel has protection from snow as long as it's equipped.
    2R, Sacrifice an Equipment attached to Svustr: Deal 7 damage to target snow permanent.
    7/5


    Heh. I like this card a lot - the flavor is just about perfect, 7/5 for 5 is a really good pair of stats. I also love the cinematic design here - he holds a sword and heats it up, so snow stuff stay away from it, and he can chuck it at a snow thing to... Melt it, presumably. The wording "deal damage to target snow PERMANENT" as opposed to creature is wrong (you can't really deal damage to lands, can you?), but I love the design space in "Sacrifice an Equipment attached to ~".


    Quote from RickyRister »

    Kena, Snowball Fighter R
    [Insert pic of small child here]
    Legendary Creature - Human
    Haste
    T, Sacrifice a snow land: Put 3 snowball counters on Kena.
    T, Remove a snowball counter from Kena: Kena deals 1 damage to target creature or player.
    "I am the master of snowball fighting! You dare challenge me? What do you mean it's past my bedtime already?"


    Aside from the missing power and toughness, I like this card a lot. It feels like a silver-bordered card, which is presumably the intent. I don't have much to say about it really, it's a cute joke-y card that's fun to read and okay to play.


    1. Ninja Caterpie
    2. Hemlock
    3. Moss_Elemental
    Posted in: Monthly Contests Archive
  • posted a message on CCl December Round 2 - A Place by the Fire
    Intuo, Rallying Chieftain 1RG
    Legendary Creature - Human Berserker
    Haste
    RG, t: Put a verse counter on Intuo, Rallying Chieftain, then creatures you control get +1/+0 for each verse counter on Intuo. If Intuo has five or more verse counters on it, creatures you control also gain trample and double strike until end of turn.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on CCl December Round 2 - A Place by the Fire
    Holdr.
    Posted in: Monthly Contests Archive
  • posted a message on December 2015 Round 1/Signups - A Winter Wonderland?
    Judging in progress...

    Quote from void_nothing »

    Saehjall Den 2GG
    Enchantment (R)
    When Saehjall Den enters the battlefield, put a 4/4 green Beast creature token onto the battlefield.
    Each creature with the highest power among creatures you control gets +1/+1 and has "1G: Regenerate this creature".
    "If you value your life, don't disturb saehjallir while they hibernate. Or brood. Or hunt. Anytime, really." - Torkvist, Unallek captain


    Oh man, an utterly unpronounceable name! Seems right for a new snow set. :p All jokes aside, though, this card is decent. Not too exciting, but certainly powerful, and very Timmy. On most boards, especially in a turn-one-mana-elf stompy style strategy, this is a 5/5 for 4 that regenerates - which is a fine deal, maybe a touch underpowered compared to the likes of Polukranos, World Eater. Finagling this around to give something important regenrate is pretty decent, and the fact that it leaves behind an effect even when the creature dies is very good. The true power of the card is in the fact that it says "each creature" - if you can manipulate your deck/board to have a lot of 4-power creatures, this suddenly becomes an anthem - which can win the game potentially on the spot. I don't find this design especially inspiring, but it's a good, solid card.

    Quote from Ink-Treader »

    Bladesinger Skald 1RR
    Creature - Human Scout (U)
    R, T: Put a verse counter on Bladesinger Skald, then target creature gets +X/+0 until end of turn, where X is the number of verse counters on Bladesinger Skald.
    A great many skalds choose to memorize the exploits of great warriors, inspiring future generations to seek greater glories.
    2/2


    I like this card a lot. Borrowing mechanically and flavorfully from Yisan, the Wanderer Bard, this captures the idea of a "skald" very well (and yes, I did google it to make sure I know what that means). The power level seems maybe a bit low - I can imagine certain limited formats where you wouldn't have the time to mess around with charging this up. It really wants a midrange-y creature-rich environment, and in those, the lack of evasion (trample or menace, presumably) on its ability makes it just kinda weak. I do like the design a lot though, it resonates well and the flavor text is very good. Overall very good design.



    Ravenous Wendigo2BB
    Creature - Horror (U)
    Whenever another creature dies, exile it. Put a +1/+1 counter on Ravenous Wendigo and you gain 1 life.
    "At winter's end, the wendigos rose up to devour those that the snow and wind had spared." - The Fall of Brevendal
    3/3


    Wendigos! I assumed someone would make one here - the quintessential zombie/yeti cryptid of northern America. This captures the idea quite nicely - something dies, wendigo comes and eats it, wendigo gets bigger. All quite simple. I don't think this conveys enough the snowy nature of the plane we were sent to explore - make this a zombie, have it eat only non-zombies, and it's a pretty natural fit on Innistrad - but I can say nothing bad about the design. Good, solid, no really strong parts because it has no really weak parts. Not much more to say.


    Quote from herbert west »

    Flurry Scamp 2WG
    Snow Creature - Ouphe (U)
    Hexproof.
    If Flurry Scamp would be exiled from anywhere, return it to the battlefield tapped under it's owner's control at the beginning of the next end step.
    2/1

    The giant who squashes the scamp into a snowbank risks breaking his fist. - Svalverden expression encouraging patience.


    Heh. I like the flavor here - the little, annoying critter, not doing much damage but irritating enough to get rid of, only you can seem to ever catch the dang thing. Mechanically this seems a lot more blue than white - very few white cards actaully have hexproof, most of those are also blue, and the only GW hexproof creatures are Fleecemane Lion, Sigarda, Host of Herons and Uril, the miststalker. Coming back from exile is also a (currently) blue-exclusive ability, with Misthollow Griffin and Torrent Elemental. Also, the card is kinda unimpressive as it is - unless you have a Delve-like mechanic, the last ability isn't going to matter often, and it doesn't help cover much of what hexproof doesn't already - making this a 2/1 hexproof for 4 (in two colors, no less), which is quite unimpressive.


    Quote from Solesticio »

    Yzgath, the Ranges's Leader 2R
    Legendary Snow Creature — Yeti (R)
    Snow and Yeti spells you cast cost 1 mana less to cast.
    Other Snow and Yeti creatures you control have first strike.
    The Svalverden mountain range comprises one of the most scariest dangers in Svalverden: not the sierra itself, but those who are born inside it.
    4/3


    Umm... The challenge specifically called for a non-legendary design. Frown I kinda have to disqualify you from top 3 for that, unfortunately. I will give my critiques, though.

    I like this design a fair bit. It's not too impressive - a pretty standard lord - even though I assume it's quite overpowered as a 4/3 for just 3 mana: that would give it a place in a lot of aggro decks regardless of text. Minor templating issue in the text - it should say "Spells and Yeti spells" and "other Snow creatures you control and other Yeti creatures you control", else it would only affect creatures that are Snow and Yeti. It's pretty solid overall, not much to be said, but the power level is probably too high.


    Quote from Jimmy Groove »

    Savean Oracle 2G
    Creature - Elf Shaman (U)
    When Savean Oracle enters the battlefield, you may give a gift. (Exile the top card of your library attached to an opponent. If that card is not a land, that player may cast it using mana as though it were of any color.)
    Whenever an opponent casts a gift, draw a card.
    Generosity is its own regard. But there is no reason you cannot make that reward just a bit more enticing.
    2/3


    Ehh... I get the idea behind this, but it's a little cringe-inducing. The mechanics of "gift" are a bit unclear - why doesn't it let your opponent get lands? Also, do they have to cast it immediately? If so, it's very unclear from the wording, and if not, this severely decrease the power level of this (assuming it's meant for multiplayer play, where one of your "opponents" may have an interest using the gift to your advantage). Also, this is quite aweful in 1v1 - it's a 2/3 for 3 with mostly a downside, that can sometimes draw you a card (if it's advantageous for your opponent). Overall a pretty mediocre design, in my opinion.


    Ink-Treader
    void_nothing
    theazurespirit
    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] CCL Discussion Thread
    ...How the heck did I miss that? -_- Must've been too engrossed in Asrama's narrative.
    Posted in: Custom Card Contests and Games
  • posted a message on November CCL Finals Poll (OVER - CONGRATS TO ASRAMA!)
    That's it for this poll. Congratulations to Asrama for winning this month's CCL!
    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] CCL Discussion Thread
    Do we have a deadline for round 1?
    Posted in: Custom Card Contests and Games
  • posted a message on December MCC Round 1 - "Lift Off: Skittering Invasion"
    WIP until deadline...

    Blind Calling 4G
    Sorcery (U)
    Put a 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool".
    Void - then put another one of those tokens onto the battlefield for each colorless mana spent to cast Blind Calling.
    Kozilek's emergence washed out every last spark of natural life on Zendikar. The mana of Zendikar, left without a vessel, was quickly rerouted into the Eldrazi's cause.
    Posted in: Monthly Contests Archive
  • posted a message on December 2015 Round 1/Signups - A Winter Wonderland?
    ...Holy s***, Asrama, that was a heck of a read. Seriously puts me to shame!

    Cruelty of the Cold 1UB
    Enchantment (R)
    Whenever a creature attacks alone, destroy it at the end of combat.
    "The cold doesn't care about you. It doesn't care about your loved ones, waiting for you at home. Svelverden is not a place to be alone in." -Ajani Goldmane
    Posted in: Monthly Contests Archive
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