It may not have been used as a legit creature type before, but that doesn't mean it couldn't be. I think a strongly prehistoric-themed set would almost demand it rather than the mundane "lizard."
My first idea was to make a Child tribe for a Neverland-esque world (see Little Girl). Of course it also would have Pirates, Merfolk, and Faeries too; ultimately I decided Dinosaurs sounded more fun, though. I may explore "Neverland" as a set idea sometime.
Oculus: For Glowmantle, I didn't use "noncreature permanent" because, as far as I understand, cards are only permanents while they're on the battlefield? Maybe "noncreature permanent card" or something would work, but it felt less clunky to just list the card types. The "vampire-ness" in the walker's third ability is a callback to the merge mechanic.
THE CARD CREATION LEAGUE
[ September 2011 ] ROUND ONE "The Door"
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
For some time now, you've suspected that there are other worlds beyond the one you can perceive - countless alternate planes of existence, strange and beautiful and terrifying, impossible to reach yet intimately connected. Perhaps you've studied lost and forbidden texts, discovered otherworldly artifacts, or even met someone who claimed to have visited such worlds; but no matter the source, you've been confronted with evidence that's difficult to ignore. Despite the protests, amusement, or even outright derision of your peers, you've dedicated your life to finding a way to prove the existence of these other planes, hungry for the knowledge and power such a discovery would certainly entail.
And now, finally, you may have succeeded.
It's time to take your first hesitant step out into the unknown.
Since we're starting a little later than usual this month, this round will serve as a signup round; players will be assigned to teams once critiques begin. Your task, here at the genesis of the September 2011 CCL, is to create a card that will allow you to observe or visit another plane. Feel free to use any card type to express this idea - have you engineered a device or creature that allows you to leap across the Blind Eternities, discovered an ancient ritual to tear open a window between dimensions, allied yourself with a planeswalker, or even awakened the dormant spark within yourself? The mechanics of your card will not necessarily influence future cards this month, but its flavor will.
You have until Sunday, September 4th at midnight Pacific to complete your submissions.
Tarex, the Tyrant-King1BRG
Legendary Creature - Dinosaur Warrior (R)
Protection from creatures with power less than Tarex's power
Sacrifice a creature: Tarex gets +1/+1 until end of turn. Those who assume he rules by strength alone fall swiftly to his cunning.
5/3
Trihorn Herdmistress2BG
Creature - Dinosaur Shaman (R)
Whenever you sacrifice a creature, you may put a +1/+1 counter on target Dinosaur. T, Sacrifice a creature: Target creature's power becomes equal to the highest power among creatures you control until end of turn.
3/4
Bloodcrest Raptor1BR
Creature - Dinosaur Assassin (U)
First strike, haste
Whenever Bloodcrest Raptor attacks, you may destroy target creature with power less than Bloodcrest Raptor's power. None can escape the talons of the Tyrant-King's personal hunters.
2/1
Primal Stampede3RG
Tribal Sorcery - Dinosaur (R)
Creatures you control can't be blocked by creatures with power less than their power this turn. "When an army of ancient, towering monsters is charging at you, you get out of the way."
- Agzii, Mammrian survivor
Glyphstone Circle
Legendary Land (R) 2, T: Add :symrg::symrg: to your mana pool.
Creature spells paid for with mana produced by Glyphstone Circle cost 1 less to cast for each of their colors. "Within the Circle, a sublime clarity of mind can be achieved, closing the gap between the druid and the savagery of nature."
- Okoma, fang druid acolyte
Essence Fracture1R
Sorcery (U)
Sacrifice a permanent. For each of that permanent's colors, put a 3/1 red Elemental creature token with haste onto the battlefield. Exile those tokens at the beginning of the next end step. Long before the druids drew power from the circles of predator and prey in the Feeding Grounds, primal forces whirled in the dance of consumption and reproduction.
Prismshard Ancient1RR
Creature - Elemental (R)
First strike, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
Prismshard Ancient gets +1/+0 for each creature merged with it and is all colors of those creatures.
As long as Prismshard Ancient is all colors, it's a Shaman in addition to its other types and has “T: Prismshard Ancient deals damage equal to its power to target creature or player." From the First Flame's dying coals, the Ancients rose.
3/1
Zarak the Unquenchable2RW
Legendary Creature - Elemental Warrior (M)
Trample, vigilance, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
When Zarak dies, if there were any creatures merged with it, return it to the battlefield with a +1/+1 counter on it for each creature that was merged with it.
4/4
Ember of the First Flame2RR
Tribal Artifact - Elemental Equipment (M)
Triple equipped creature's power.
As long as Ember of the First Flame is unequipped, Elemental creatures you control get +2/+0.
Equip — Pay X, where X is the power of the creature Ember of the First Flame is being equipped to.
Glowmantle2W
Enchantment - Aura (R)
Enchant creature
When enchanted creature dies, you may put an artifact, enchantment, land, or planeswalker card with converted mana cost equal to or less than enchanted creature's from your hand onto the battlefield. Those that bear the Glowmantle know they have a destiny beyond the limits of their mortality.
Mana FamineBB
Instant (U)
Target creature gets -1/-1 until end of turn for each of its colors. As Muraganda's predators struggled to survive, their withering husks only fueled the Flame.
The First Flame ReignitedRW
Planeswalker - Flame
/+1\ Put a +1/+1 counter on a creature you control. That creature deals damage equal to its power to target creature.
/+1\ Put a 1/1 red and white Elemental creature token with "T: Target creature gets +1/+1 until end of turn" onto the battlefield.
/+1\ Until end of turn, The First Flame Reignited becomes a 0/0 Elemental Warrior creature with "This creature gets +1/+1 for each loyalty counter on it" and "When a creature dealt damage by this creature this turn dies, put a loyalty counter on it." It's still a planeswalker.
[1]
Prism Elemental5
Creature - Elemental
First strike, flying, haste, trample, vigilance
Prism Elemental gets +1/+0 for each basic land type among lands you control.
0/3
Diversify - Whenever you cast a spell that doesn't share a color with this card, <effect>.
The mechanic would vary slightly for instants, sorceries, and one or two random cards when necessary; the key factor is that the card cares about off-color spells being cast.
Starlight Caster1W
Creature - Human Cleric (C) Diversify - Whenever you cast a spell that doesn't share a color with Starlight Caster, target creature gains protection from that spell's colors until end of turn.
2/2
Search for InspirationU
Instant (C)
Look at the top four cards of your library, then put them back in any order. Diversify - If you've cast a spell that doesn't share a color with Search for Inspiration this turn, draw a card.
Omnivorous Creeper1G
Creature - Plant (C) Diversify - Whenever you cast a spell that doesn't share a color with Omnivorous Creeper, put a +1/+1 counter on it.
0/3
Vampire Connoisseur2B
Creature - Vampire Rogue (U)
Lifelink Diversify - Whenever you cast a spell that doesn't share a color with Vampire Connoisseur, it deals 2 damage to target player.
2/2
Berserker Incense1R
Enchantment - Aura (U)
Enchant creature
Enchanted creature has haste and first strike. Diversify - As long as Berserker Incense enchants a creature that doesn't share a color with it, enchanted creature gets +2/-2.
Battlecaller Herald2W
Creature - Human Soldier (U)
Other soldiers you control get +1/+1. Diversify - When Battlecaller Herald enters the battlefield, if you've cast a spell that doesn't share a color with it this turn, put a 1/1 white Soldier creature token onto the battlefield.
1/2
Prismbloom Channeler2GG
Creature - Elf Shaman (R) Diversify - Whenever you cast a spell that doesn't share a color with Prismbloom Channeler, put a 1/1 green Saproling creature token onto the battlefield for each of that spell's colors.
Sacrifice a Saproling: Add one mana of any color to your mana pool.
2/3
Glyphstone Circle
Legendary Land (R) 2, T: Add :symrg::symrg: to your mana pool.
Creature spells paid for with mana produced by Glyphstone Circle cost 1 less to cast for each of their colors. "Within the Circle, a sublime clarity of mind can be achieved, closing the gap between the druid and the savagery of nature."
- Okoma, fang druid acolyte
Essence Fracture1R
Sorcery (U)
Sacrifice a permanent. For each of that permanent's colors, put a 3/1 red Elemental creature token with haste onto the battlefield. Exile those tokens at the beginning of the next end step. Long before the druids drew power from the circles of predator and prey in the Feeding Grounds, primal forces whirled in the dance of consumption and reproduction.
Prismshard Ancient1RR
Creature - Elemental (R)
First strike, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
Prismshard Ancient gets +1/+0 for each creature merged with it and is all colors of those creatures.
As long as Prismshard Ancient is all colors, it's a Shaman in addition to its other types and has “T: Prismshard Ancient deals damage equal to its power to target creature or player." From the First Flame's dying coals, the Ancients rose.
3/1
Zarak the Unquenchable2RW
Legendary Creature - Elemental Warrior (M)
Trample, vigilance, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
When Zarak dies, if there were any creatures merged with it, return it to the battlefield with a +1/+1 counter on it for each creature that was merged with it.
4/4
Ember of the First Flame2RR
Tribal Artifact - Elemental Equipment (M)
Triple equipped creature's power.
As long as Ember of the First Flame is unequipped, Elemental creatures you control get +2/+0.
Equip — Pay X, where X is the power of the creature Ember of the First Flame is being equipped to.
We've done free-for-all in round 4 and 5 before. There's been a lot of experimentation in the CCL this year.
Also, since when there has to be a mechanical relation between the halves? As far as I know, the only mechanical restraint is not to make the halves too similar.
True, but it does feel more clever when the two sides play off each other somehow.
It may not have been used as a legit creature type before, but that doesn't mean it couldn't be. I think a strongly prehistoric-themed set would almost demand it rather than the mundane "lizard."
My first idea was to make a Child tribe for a Neverland-esque world (see Little Girl). Of course it also would have Pirates, Merfolk, and Faeries too; ultimately I decided Dinosaurs sounded more fun, though. I may explore "Neverland" as a set idea sometime.
Oculus: For Glowmantle, I didn't use "noncreature permanent" because, as far as I understand, cards are only permanents while they're on the battlefield? Maybe "noncreature permanent card" or something would work, but it felt less clunky to just list the card types. The "vampire-ness" in the walker's third ability is a callback to the merge mechanic.
[ September 2011 ]
ROUND ONE
"The Door"
ParaSiempre
Marr965
MDenham
Oculus
AeroMage
Brofaux
dwaynedu
ol MISAKA lo
Eremity
@Team Portal@
Ninja Caterpie
CrazyMatt
ChaoticSpark
PsiJet
Jimmy Groove
Koopa
Krey
NotoriousLynx
Viperion
@Team Wormhole@
CrustaceanCrusader
Maokun
Lordschuft
Shaddock86
Rimeshade
ced395
CodGod
Prophylaxis
Takaline
@Team Corridor@
Hyral
lcd
MagicBrains
Gerrard's Mom
yewlas
Doom Lich
Timothy, Mimeslayer
Ryder052
DeusofCalamity
And now, finally, you may have succeeded.
It's time to take your first hesitant step out into the unknown.
Since we're starting a little later than usual this month, this round will serve as a signup round; players will be assigned to teams once critiques begin. Your task, here at the genesis of the September 2011 CCL, is to create a card that will allow you to observe or visit another plane. Feel free to use any card type to express this idea - have you engineered a device or creature that allows you to leap across the Blind Eternities, discovered an ancient ritual to tear open a window between dimensions, allied yourself with a planeswalker, or even awakened the dormant spark within yourself? The mechanics of your card will not necessarily influence future cards this month, but its flavor will.
You have until Sunday, September 4th at midnight Pacific to complete your submissions.Gateway critiques Portal
Portal critiques Wormhole
Wormhole critiques Corridor
Corridor critiques Gateway
Critiques are due by Wednesday, September 7th at 6PM pacific.
Legendary Creature - Dinosaur Warrior (R)
Protection from creatures with power less than Tarex's power
Sacrifice a creature: Tarex gets +1/+1 until end of turn.
Those who assume he rules by strength alone fall swiftly to his cunning.
5/3
Trihorn Herdmistress 2BG
Creature - Dinosaur Shaman (R)
Whenever you sacrifice a creature, you may put a +1/+1 counter on target Dinosaur.
T, Sacrifice a creature: Target creature's power becomes equal to the highest power among creatures you control until end of turn.
3/4
Bloodcrest Raptor 1BR
Creature - Dinosaur Assassin (U)
First strike, haste
Whenever Bloodcrest Raptor attacks, you may destroy target creature with power less than Bloodcrest Raptor's power.
None can escape the talons of the Tyrant-King's personal hunters.
2/1
Primal Stampede 3RG
Tribal Sorcery - Dinosaur (R)
Creatures you control can't be blocked by creatures with power less than their power this turn.
"When an army of ancient, towering monsters is charging at you, you get out of the way."
- Agzii, Mammrian survivor
Legendary Land (R)
2, T: Add :symrg::symrg: to your mana pool.
Creature spells paid for with mana produced by Glyphstone Circle cost 1 less to cast for each of their colors.
"Within the Circle, a sublime clarity of mind can be achieved, closing the gap between the druid and the savagery of nature."
- Okoma, fang druid acolyte
Sorcery (U)
Sacrifice a permanent. For each of that permanent's colors, put a 3/1 red Elemental creature token with haste onto the battlefield. Exile those tokens at the beginning of the next end step.
Long before the druids drew power from the circles of predator and prey in the Feeding Grounds, primal forces whirled in the dance of consumption and reproduction.
Creature - Elemental (R)
First strike, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
Prismshard Ancient gets +1/+0 for each creature merged with it and is all colors of those creatures.
As long as Prismshard Ancient is all colors, it's a Shaman in addition to its other types and has “T: Prismshard Ancient deals damage equal to its power to target creature or player."
From the First Flame's dying coals, the Ancients rose.
3/1
Legendary Creature - Elemental Warrior (M)
Trample, vigilance, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
When Zarak dies, if there were any creatures merged with it, return it to the battlefield with a +1/+1 counter on it for each creature that was merged with it.
4/4
Ember of the First Flame 2RR
Tribal Artifact - Elemental Equipment (M)
Triple equipped creature's power.
As long as Ember of the First Flame is unequipped, Elemental creatures you control get +2/+0.
Equip — Pay X, where X is the power of the creature Ember of the First Flame is being equipped to.
Enchantment - Aura (R)
Enchant creature
When enchanted creature dies, you may put an artifact, enchantment, land, or planeswalker card with converted mana cost equal to or less than enchanted creature's from your hand onto the battlefield.
Those that bear the Glowmantle know they have a destiny beyond the limits of their mortality.
Mana Famine BB
Instant (U)
Target creature gets -1/-1 until end of turn for each of its colors.
As Muraganda's predators struggled to survive, their withering husks only fueled the Flame.
The First Flame Reignited RW
Planeswalker - Flame
/+1\ Put a +1/+1 counter on a creature you control. That creature deals damage equal to its power to target creature.
/+1\ Put a 1/1 red and white Elemental creature token with "T: Target creature gets +1/+1 until end of turn" onto the battlefield.
/+1\ Until end of turn, The First Flame Reignited becomes a 0/0 Elemental Warrior creature with "This creature gets +1/+1 for each loyalty counter on it" and "When a creature dealt damage by this creature this turn dies, put a loyalty counter on it." It's still a planeswalker.
[1]
Creature - Elemental
First strike, flying, haste, trample, vigilance
Prism Elemental gets +1/+0 for each basic land type among lands you control.
0/3
The mechanic would vary slightly for instants, sorceries, and one or two random cards when necessary; the key factor is that the card cares about off-color spells being cast.
Starlight Caster 1W
Creature - Human Cleric (C)
Diversify - Whenever you cast a spell that doesn't share a color with Starlight Caster, target creature gains protection from that spell's colors until end of turn.
2/2
Search for Inspiration U
Instant (C)
Look at the top four cards of your library, then put them back in any order.
Diversify - If you've cast a spell that doesn't share a color with Search for Inspiration this turn, draw a card.
Omnivorous Creeper 1G
Creature - Plant (C)
Diversify - Whenever you cast a spell that doesn't share a color with Omnivorous Creeper, put a +1/+1 counter on it.
0/3
Vampire Connoisseur 2B
Creature - Vampire Rogue (U)
Lifelink
Diversify - Whenever you cast a spell that doesn't share a color with Vampire Connoisseur, it deals 2 damage to target player.
2/2
Berserker Incense 1R
Enchantment - Aura (U)
Enchant creature
Enchanted creature has haste and first strike.
Diversify - As long as Berserker Incense enchants a creature that doesn't share a color with it, enchanted creature gets +2/-2.
Battlecaller Herald 2W
Creature - Human Soldier (U)
Other soldiers you control get +1/+1.
Diversify - When Battlecaller Herald enters the battlefield, if you've cast a spell that doesn't share a color with it this turn, put a 1/1 white Soldier creature token onto the battlefield.
1/2
Prismbloom Channeler 2GG
Creature - Elf Shaman (R)
Diversify - Whenever you cast a spell that doesn't share a color with Prismbloom Channeler, put a 1/1 green Saproling creature token onto the battlefield for each of that spell's colors.
Sacrifice a Saproling: Add one mana of any color to your mana pool.
2/3
2. Ikeda (+2)
3. shadowfuryix (+2)
Legendary Land (R)
2, T: Add :symrg::symrg: to your mana pool.
Creature spells paid for with mana produced by Glyphstone Circle cost 1 less to cast for each of their colors.
"Within the Circle, a sublime clarity of mind can be achieved, closing the gap between the druid and the savagery of nature."
- Okoma, fang druid acolyte
Sorcery (U)
Sacrifice a permanent. For each of that permanent's colors, put a 3/1 red Elemental creature token with haste onto the battlefield. Exile those tokens at the beginning of the next end step.
Long before the druids drew power from the circles of predator and prey in the Feeding Grounds, primal forces whirled in the dance of consumption and reproduction.
Creature - Elemental (R)
First strike, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
Prismshard Ancient gets +1/+0 for each creature merged with it and is all colors of those creatures.
As long as Prismshard Ancient is all colors, it's a Shaman in addition to its other types and has “T: Prismshard Ancient deals damage equal to its power to target creature or player."
From the First Flame's dying coals, the Ancients rose.
3/1
Legendary Creature - Elemental Warrior (M)
Trample, vigilance, merge (When a creature dealt damage by this creature this turn dies, exile it merged with this creature.)
When Zarak dies, if there were any creatures merged with it, return it to the battlefield with a +1/+1 counter on it for each creature that was merged with it.
4/4
Ember of the First Flame 2RR
Tribal Artifact - Elemental Equipment (M)
Triple equipped creature's power.
As long as Ember of the First Flame is unequipped, Elemental creatures you control get +2/+0.
Equip — Pay X, where X is the power of the creature Ember of the First Flame is being equipped to.
True, but it does feel more clever when the two sides play off each other somehow.
Choose a creature. The power of each creature you control that shares its creature type becomes equal to that creature's power.