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  • posted a message on CCL Round 3: Schism (CCL Participants post here)
    Quote from Dragoon26
    I don't mean to be pushy or anything, but we technically have 3 more rounds to go and only about a week of January left.

    Nice to see that the old songs are still being sung. I'm a sucker for tradition. ;P

    Just dropping by to check in with you guys. I'm more or less set in Austin now with a very fine net connection, so I may well be back on the league boards for February.

    By the by. L5. Four in a row?! Serious?

    p.s. No, not making movies professionally just yet. Working on getting a regular job first, what with the "economy the way it is" and all. (The quote marks means that I think it's all a load of ****, so you know)
    Posted in: Custom Card Contests and Games
  • posted a message on CCL August R2 - The plot thickens.
    Quote from Cagnazzura
    How do you host the CCL?
    Reserve a spot. Contact lgmhorus. He keeps the official and organized schedule in his sig.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL August R2 - The plot thickens.
    Quote from Cagnazzura
    Oh.

    Am I getting blamed for anything?
    For offering candy to strangers. Cause that's a no no. Makes little children fear you. However, it is clear to me that you are merely suggesting they obtain said candies for themselves.


    By the by, looking through a CCL sure does make a difference after you've hosted it. Takes a load off of perceived responsibility when you know you don't have to critique all the cards and build the next round.
    Posted in: Custom Card Contests and Games
  • posted a message on July CCL: Finale - Rubor is Saved! By L0ng5h0t!
    Congrats to L0ng5h0t for your victory over a fairly tough month in the League. Well played. And to Krey for some excellent competition, as always.

    To all the July Leaguers, thanks for sticking it out. I know I gave some challenges that were a bit more involved than a lot of months, but you guys not only did it, but did it well.

    Two separate challenges. The Vanguard is really more for the fun of it and to get you thinking in different directions. This is actually a mesh of several ideas I had for this month, a few of which fell apart when I missed the closing of Round 1 by three days and had to play catch up. At the end of Round 6, I'll post a few of the more fun ideas so that future hosts have a few more ideas to start with.


    I started writing this edit at 11:45 PM. It is now 3:15 AM local. I am tired from writing. Therefore, I will not proofread before posting, but go home and to sleep instead. Like Armstrong's prints on the moon, my typos will stand forever.
    Okay. We've seen more than a few different interpretations of the CCL challenge scheme. Top down. Ground up. Build a set. Random challenges. I'll detail my ideas on some of these. Whichever a host chooses depends on that hosts style. You've got to pick something that you can stick with and see through to the end. I've said it before: we've got a community within the League that most of the Salvation forums can't match. A lot of this is due to the fact that we see a lot of the same avatars month in and month out, but more importantly is that we tend to have some good conversations over the course of the month. A good host has to recognize that and bolster it. Anyway, here are a few ideas on designing the scheme you will use for the challenge scheme of a given month.
    This is more or less the way I built July's Rubor, so I'll be using it as an example of top down.

    I first came up with the overall, but very vauge, story arc. The important part was to continually evolve the story based on League input. The idea I ran with was a plane about to die, psychic seers could see it coming, but not how or exactly when, and I knew I'd supply a chance to save the plane at some point. That's it.

    With the characters you guys built in the sign-up thread, I took the ideas of using oozes as a central race. The Prophecy mechanic, which seemed to be just another mechanic, fit so well, that I decided to subtly push it as the major mech of the designs. Et cetera ad infinitum. I think that the most important bit was to keep altering the story as needed to avoid it getting stale and to utilize the cool designs you guys gave. Even the round challenges I would give changed due to the input, obviously with the requirement to use Prophecy in Round 3, less obviously with the 2HG idea, but that comes later.

    What to take away from this is that, in general, top down design gives Leaguers almost a blank slate. Just some flavor directive and the imagination runs wild. Neil Gaiman once discussed how he decides which short story offers he takes. In a somewhat accurate restatement of what he said: "Offer me an insane amount of money to do any story I want at any length, and my word processor will sit blank for months. Offer me $50 for a story about cats who think they're Napoleon, I'll have it in a weekend.
    These two categories aren't quite the same, but they're close enough. You start with a basic set of mechanical ideas, whether from the host or from the Leaguers themselves in the first round. You them assign challenges based loosely on the major design types. Build a monocolor Enchantment cycle with mechanic x. Give me a hybrid instant, CMC 3 or less. Something like that, but with the previous rounds' entries dictating some aspect of the current round's design. Eventually, you end up with a fairly substantial idea of a large group of cards that could feasibly come from the same set or block.
    These, interestingly, can be tough to design. With the other two major types, you've got plenty to build the later rounds with. This one, you've got to reinvent what it is you're doing with each round. It takes a good host to pull off this one without losing the interest of the Leaguers at some point in the month. Basically, the idea here is to give challenges that are either very narrow, e.g. Design a token generator that functions out of the graveyard; or very broad, e.g. Build an uncommon land cycle. The trick is to come up with six rounds worth of innovative challenges. Not my favorite style of CCL, but it can be done well.
    These are some of the ideas I have had or have seen used.

    Mechanic based - Tied closely to the Ground Up design scheme, you either supply a new mechanic, or use one previously designed and have your Leaguers do a jazz riff on it. Anything goes, as long as that mechanic is used or even featured in the card design.

    Aspect based - Aspect design covers a broad spectrum of challenge types. Your round challenge is based on a major aspect of the game: color theory, converted mana cost, turn phases, zones, cycle design, etc. Whatever the aspect, it must be a featured component of the card design.

    Art graveyard - Art directives can be fun or horrible. You dig up some pieces of art from anywhere on the web, paying close attention to the recent art usage policy. You then hand them out to Leaguers or let them choose from an array of pieces, and they design cards that use the selected artwork. The best art pieces tend to have ambiguous subjects without being boring, or very busy scenes that Leaguers can crop to their desires.

    Iconic riffs - This one I used in July's Round 4. The designs must be variants of iconic cards or spells common to every set. Build a Wrath of God variant. A Black Lotus variant. Swords to Plowshares. Counterspell/Cancel. White weenie. Green pump spell. Blue Drake. Black spot removal. Red burn. These are well known to anyone with even cursory experience with Magic.

    Odd card types - Planeswalker. Vanguard. Fortification. Non-rare Legends. Mounts. Flip cards. Split cards. I even consider hybrids here due to the fact that many people misunderstand hybrid theory. These challenges are tough on all parts. Official WotC examples are more or less rare, so these are largely unexplored territory. Thus, they are hard to design well and near impossible to judge to all parties' satisfaction. On the other hand, they force designs over new horizons. This is the no man's land of both the incredibly fantastic card design as well as the outlandishly broken and completely boring.

    Converted Mana Cost - I mentioned this one above, but it deserves its own category. CMC is a commonly seen design directive. The problem is that it is often merely tacked on. With an assignment like this, you can quickly tell the experienced tournament player from the casual player. Tournament deck design considers CMC as one the most important aspects of the deck and is not decided upon lightly for custom designs. No more is this more apparent than in the mantra common to Vintage (Type 1) discussion: If it costs more than 3, it had better win you the game. If you're going to use CMC as a design directive, make sure you do it for the right reasons and design the challenge accordingly.

    Reprint - This is specific to the Build-a-set design scheme. If things had gone differently, I would have used this one for Round 3 in July. When designing a custom set, you've still got to consider the way cards balance within the grand scope of Magic design. My idea was to choose a common or uncommon, without any keyword mechanic, from any printed set. Give it flavor text to fit within the world we're building, then design a new card that would be used in conjunction with that reprint. If I had used this, Round 3 would have been called "Same Sobriquet, Different Doomsday." Creative, no?

    Rule specific - Another one that can be drab or radical. Pick some obscure or complex rule and build a card which that rule applies to. Something that plays with P/T layers. Dependency. APNAP order.

    Multiplayer conscious - Construct cards that have multiplayer in mind. Remember that the majority of Magic player (by faaaaaarrrrr) are casual players. I can't recall the exact number, but something like less than 10% of players have ever played in a tournament of any kind, let alone a DCI sanctioned event. And multiplayer is one of the most prevalent formats played by casual players. A lot of play groups are RPG groups taking the night off from the campaign. WotC understands this. Compare the printed and oracle wordings of Ancestral Recall and you'll see what I mean. Now, check out Imperial Mask. Spark any design challenge ideas? I thought so.

    Unserious - Yes. The Un-cards. This is truly the place where anything goes. If the Comp Rules don't specifically prohibit it, it can be put on one of these. Some people don't like designing unserious cards, so use this one carefully.



    There are many many more challenge types, but if you're designing a month, you should be using what you want to see, so build your own. If you use these, try to find a twist that we haven't thought of before.
    This is the unfortunate casualty of July that went out the window when I delayed the round close in round 1.

    The idea was to fill the 1.5 day critique time. Look back in CCL history, and you'll see that some Leaguers critique every card, every round, where others rarely even post T3s. The former tend to post critiques, then sit and wait for the next round thread to be posted. The latter either just wait for the next round, or lose interest altogether.

    When the host closes the submission round and opens for critiques, he or she also posts some simple design challenge. Anyone who posts at least T3s and half the suggested critiques (or some similar requirement) can post a submission for the bonus challenge. No group critiques here due to many obvious factors. The host picks a winner or winners and grants a point or two to the designer(s). This was the original placement of the Vanguard Challenge. Remember in the signup thread when I asked about who had access to render software? One bonus round would have been to design an expansion symbol for the Rubor set. Another was the challenge for the Armageddon variant. This would just be some very simple design challenge, that would be fun to do, quick to judge and give a few extra points here and there. And, in real terms, wouldn't have to be done each and every critique round. Just peppered here and there for flavor.
    I wanted to offer this one in July, but no one jumped on board. I offered the chance to anyone who had a placeholder by the time we had 20 proper sign-ups, but there were no takers among the three that did ( Dody, Horus and menma shall remain nameless to avoid embarassment).
    Quote from Scrounger »
    We do have 20.

    You guys that have placeholders, if you go ahead and get some form of entry completed, I'll put you in as alternates. As a preeminent strike on any whining, alternates will be allowed to submit round entries, but won't add to the number of critiques required. This and more in round one.
    For you new guys this month, remember all the drops we had? Yeah, that's quite common. This was going to be my way to avoid that. Here's how it would have worked.

    Alts would be assigned to design teams like everyone else, and have the same design directives.
    Alt-entries would not be required critiques to gain the 50% or 100% bonus points. Regular League members would still have only to do 5-10 critiques for points.
    Alts would, of course be allowed to critique the other team. They could gain the plus one or plus two points for completing these. This is the only way for alts to gain points (other than bonus rounds)
    Alts could not be part of T3s. If an alt posts T3s, it is meaningless, similar to honorable mentions.

    As regular Leaguers drop, Alts get to move into those slots, with priority going to alts with higher points. They would not have all that many points going in, but that's rarely relevant. This month, we saw L0ng5h0t crawl up from 16 points behind the point leader at the end of Round 1 critiques to eventually save an entire plane and win July.
    This one came almost as a surprise to me. I contacted lgmhorus about hosting a month of the CCL way back in March, after I got back from SXSW. I asked for a month a while away so that I had time to construct a cool scheme for the month. July was the first available slot, so I took it. So, yes, I spent close to 4 months designing these challenges.

    I was looking for some form of radical shift in standard judgment technique for at least one round, chiefly for nothing more than a variation, a break from the norm. But, in 3.5 months, I never came up with one that worked. Each of the judgment methods that I came up with were either boring or too complex. So I moved on.

    My original intent was to have the opening hand challenge be given to the two finalists, and that would be the deciding win for the fate of Rubor. Round 5 was to be the Top 4 players designing Planeswalker avatars for themselves in traditional head to head match-ups. At this point, they wer e to be Planeswalker cards. Now, you must understand, that I despise designing Planeswalkers. I feel it is a flavor of the month design challenge that ran its course over a year ago. But that was the very reason I was going to use it. I intended the Top 4 to dig into the already strip-mined cavern of PW design and come up with creative cards.

    When it came time to design the final build for Round 5, I came to the shocking realization that we had the perfect setup for all of this to come together. I made the alterations to the round and posted it as you saw it. This change came literally the day I was to post round 5. This is why Round 6 felt, at least to me, thrown together. because it was. With the combining of my original Rounds 5 and 6, I had to build a new Round 6 in less than a week.
    Want to host the CCL? You have to be creative and you have to be dedicated. If you can't supply the league with innovative design challenges, you're wasting our time. That sounds harsh, and that's how I mean it. As host, you choose to control 1/12 of the year's League activity. Before you volunteer, think about what you're doing. After you volunteer and your name appears in lgmhorus's signature, think about what you're doing. With the rising popularity of the CCL, you've got a lot of history to live up to. At the time I'm writing this, the current host roster in lgmhorus's sig is

    August 2008 - Autumm Willow
    September 2008 - GiftsTrix
    October 2008 - Dodavehu
    November 2008 - L0ng5h0t
    December 2008 - MeatballWarrior

    That's some fine upcoming design. More importantly, notice that this schedule runs 5 months ahead. So even if you sign up, you've got plenty of time to think about what you're doing and if you really want to do it. Make sure you're ready to fulfill the requirements. I actually put off a vacation to be able to properly host July, and still missed a few deadlines. This is not easy work. You have got to be dedicated to the purpose to pull it off.

    Really, anyone can host a month, so long as you've played at least once or twice as a Leaguer. But, I guarantee you now, that list will only grow. Eventually, I can see the League host spot being fill 8+ months ahead. Once or twice we've even toyed with the idea of running two concurrent CCL events each month. This would encompass 42 people (20 Leaguers plus one host per event). I'd bet that, if the League demand ever grows to that point, that the events will still be run well.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL August Round 1 - Awakening
    Quote from Glorious Gnome
    Can you get the countdown website Autumn Willow.. like we had last round? It was really helpfull..


    Quote from Autumn Willow
    Yeah, I'll set that up for the critique round, cause I'm running out the door.


    When I was looking for a decent countdown to use last month, I found that there actually is one that functions within BBCode. It would be nice to see it implemented on Salvation so we don't have to rely on exterior sites. I had the idea to send an official suggestion to get this functionality here, but knowing I'd soon be inactive and unable to follow up, I never did. If anybody wants to champion this and petition the mods and site admins, this is the site for the BBCode hack (modification). I've never had to deal with the MTGS admins on such a level, but I'm sure they'd at least be willing to hear a suggestion like this.
    Posted in: Custom Card Contests and Games
  • posted a message on EDH rules and FAQ
    Quote from EDU rule #2 »
    The General's mana cost dictates what mana symbols may appear on cards in the deck.
    Does this go so far as to restrict usage of Trinisphere due to reminder text? Seems an obvious answer, but I want to be sure.

    Regarding the Relentless Rats issue, this may be the discussion you're referring to. Once we get a ruling on this, it should probably be put into the first post.
    Posted in: Commander (EDH)
  • posted a message on July CCL: Finale - Rubor is Saved! By L0ng5h0t!
    The small plane of Rubor has been through a lot over the past month, from mana surges the likes of which few have seen before to a simple game of Two Headed Giant deciding if the plane would live or die. Now it is time to select the true savior of Rubor. The two League finalists for July, Krey and L0ng5h0t, have each played a fine month, but only one can truly be the victor of July.

    In the final round, they were instructed to rebuild the plane with four cards.

    1st. Something that will restore mana to the depleted plane.
    2nd. Something that will repair the physical damage to the tattered plane.
    3rd. Something that will respark life on the desolated plane.
    4th. Something that will prevent such an event to occur again.

    The flavor directives for these challenges are steeped in the story we've built this month, so if you were not involved in the League for July, NO PROBLEM! just judge on the merits of the cards themselves.

    And the entries:
    [U]L0ng5h0t

    [/U]
    Leyline Amplifier 2
    Artifact
    Energize 1 — 1 (As Leyline Amplifier comes into play, you may pay 1. If you do, Leyline Amplifier comes into play with 1 charge counter.)
    At the beginning of your upkeep put a charge counter on Leyline Amplifier.
    T, Remove any number of charge counters from Leyline Amplifier: For each charge counter removed, add one mana of any color to your mana pool.
    “In time, all will heal, but for now, those lines that weren’t severed must be strengthened to make up the loss.”

    Reconnect 2G
    Sorcery [u]
    Search your graveyard for two land cards. Reveal them, then put one of them into play, and put the other into your hand.
    “For Rubor to again thrive, the links that were severed, must be restored”
    —Tohsg Nol


    Ooze Biologist 2UG
    Creature Ooze Wizard [r]
    When Ooze Biologist comes into play, you may shuffle any number of creature cards into your library.
    At the beginning of your upkeep, you may search your library for a creature card with the same name as a creature card in your graveyard and put it into your hand. If you do, shuffle your library afterward, then skip your next draw step.
    "From the ashes of the past, we can rebuild the future."
    2/3

    Tohsg Nol’s Ban WUG
    Enchantment [r]
    For each mana added to a players mana pool from a nonpermanent source, Tohsg Nol’s Ban deals 1 damage to that player.
    Whenever a player is dealt damage by Tohsg Nol’s Ban, empty that players mana pool.
    “Everything must be done to ensure that which has passed, shall never come again.”

    [U]Krey[/U]

    Universal Syphon 3
    Legendary Artifact
    Shroud
    Whenever a player adds mana to his/her mana pool, all opponents add the same amount of mana to their mana pool (This includes color). The mana put into a mana pool this way does not cause mana burn.
    “Y’erk opened a portal through the Blind Eternities to Rubor. Now the mana from an infinite planes slowly began to shower Rubor and be absorved by the land.”


    Y’erk’s Restoration 1:symwg::symwg:
    Sorcery
    If you have a Plains card or a Forest in your graveyard, you may sacrifice a planeswalker you control instead of paying Y’erk’s Restoration’s mana cost.
    Discard your hand, for each card discarded this way you may put a land card in your graveyard into play.
    “Y’erk knew the cost to restore Rubor would mean to die, But is one life more valuable than an entire plane full of life? Y’erk smiled and used the spell.”



    Second Genesis 2BG
    Enchantment
    Tap two creatures you control: you may put a creature from your graveyard into play if its mana cost is the same or less than one of the tapped creatures.
    “With the energies released by Y’erk’s sacrifice life began to fluorish on Rubor. In a matter of years, or less, the plane would recover the population it lost.”



    Energy Denial 1U
    Instant (Uncommon)
    Whenever a spell or an effect would add mana to a player’s mana pool, it adds 0 instead.
    Whenever an opponent plays a red or green instant spell, you may return Energy Denial to your hand.
    “With the safeguards in place, Y’erk final spell was done. The land became rich in life and mana. And all because a ‘walker cared about life.”

    About the cards (a story by itself):

    [U]Salvation[/U]
    By Krey

    Y’erk looked at Rubor from the plane’s atmosphere, a tear rolled down his eyes. He knew he could not have saved Rubor by himself. Thankfully Tohsg Nol joined in to save the critically wounded plane, and together they did. Even when they had to face the chaos and destruction that Retir Wniug Nep and Nivet brought here. With the evil planeswalkers banished, Tohsg Nol used his power to save the plane from collapsing on itself. Y’erk pleaded with Tohsg Nol to help the plane to rise again to the life it has, but Tohsg rejected the idea and insisted that with the plane saved it would rise or fall on its own. Y’erk thanked him for the help and decided to do it on his own. Tohnsg bidded him good luck and departed to another plane, continuing his eternal crusade to protect those planes in need.

    Y’erk meditated for a while, how long is not known. For a planeswalker a while could be a matter of seconds or a century. Then he opened his eyes, they were bright, so in contrast with the choice he have to take now. Y’erk had to somehow bring back mana to Rubor, the leylines catastrophe shattered all vestiges of mana from the plane. Y’erk closed his eyes and when he opened them he was at the Blind Eternities, the place that planewalkers go to access other planes. Here he shouted a name… “Reg Nuorcs!!!” Seconds later he appeared. Reg Nuorcs appeared gallantly. Reg was a planeswalker that tutored the new planeswalkers into the path of doing the right thing. He was once Y’erk’s tutor and Y’erk was grateful to have found him at the right time. The right time beign when another planeswalker tried to steal Y’erk’s recently awakened spark. Where did Reg sent him after defeating him still brought curiosity to Y’erk but that comes not to had to be done now. Y’erk greeted his former mentor, “Sir Reg Nuorcs, thank you from attending my petition for an audience.” Reg replied with the courteous tone of his voice “Nothing less for one of my best students.” Y’erk explained his problem to Reg and a solution was found to the mana problem of the plane. Reg remembered a devices created by a planeswalker on the plane of Automus to bring mana to that artificial plane. “The Universal Syphon” told Reg, he continued “It was so simple a design I don’t know how it could not have been created earlier. The mana from planes flows through the plane but when we walk to the Eternities we bring some of that mana here and a link is created. Through that link mana is exchanged with the Eternities in order to maintain the link, that mana here has no use since we use this as a way to go to other planes. The mana that have accumulated here could be drawn to another plane with a big syphon, like the one on Automus” Y’erk learned that Automus was no longer an active plane since its mechanical life was destroyed eons ago, but the syphon was there. Y’erk bidded farewell to his mentor and left for Automus.

    Arriving at the late plane of Automus brough pain to Y’erk. Here was a plane that was destroyed beyond belief, a metal like carcass was the only thing left of it. Y’erk wondered if there was someone trying to save it like he’s trying to save Rubor. Y’erk cleared his head and moved on to his objetive. A bright moon like artifact on Automus’ sky, the Universal Syphon. Y’erk touched the giant artifact with his index finger and walked out of Automus. In an instant he placed the Syphon into the barrier between the Blind Eternities and Rubor, the giant artifact shining into the Eternities and into Rubor at the same time. Solid in neither plane but working just like it did when created. Y’erk adjusted his vision and could see the flow of mana to Rubor, he laughed like a young boy with a new toy.

    Y’erk appeared in the sky of Rubor, looked up and saw the gift it has brought, a full moon was there in the sky. Below the land was taking the mana and he could sense the plane coming back to its full health. Now the hard part was coming, restoring life to what it was once. Y’erk knew how to work the spell in a small scale, to do what he was set to do he had to prepare. There he stood, floating in the air in a meditation pose. Too high that if there was any vestige of life left it would not notice him. He was sure that he would not be disturbed from above due to his knowledge that ‘walkers did not had an interest in “dead” planes with nothing left to learn. How long he stood there he did not knew. When he was ready he fully understood what to do next.

    Y’erk knew the cost to restore Rubor would mean to die, But is one life more valuable than an entire plane full of life? Y’erk smiled and used the spell. His last toughts were of the joy that life would bring to this plane. Everything was put into the spell and the last part needed for the magnitude of the spell was his spark, the one thing that made him who he was. It has been so long he have almost forgotten the name given to him by his human parents. The spark have been in him so long but now he tought of how little he had done with it, but no seconds toughts here. The spell was only waiting for the spark, Y’erk knew the honor it was to die for a plane, and with the smile he always had he gave it as a gift to Rubor.

    With the energies released by Y’erk’s sacrifice life began to fluorish on Rubor. In a matter of years, or less, the plane would recover the population it lost. With the safeguards in place, Y’erk final spell was done. The land became rich in life and mana. And all because a planeswalker cared about the life of an entire plane, what bigger gift is there than that of life.

    Epilogue

    Centuries later Rubor was a paradise plane, there were those that wielded the mana and used it to do good. In a small village surrounded by fields of fruits and flowers a young couple were grateful to the gods and filled with joy, their first born son was born under the full moon of Rubor, a sign of good omen. The first thing that the baby did was form a small smile in his lips, when the mother saw that the only thing she said was “Let’s call him Krey, something in my heart tells me that it’s the name he should have.”

    Looks like when you give something dear to you as a gift to someone that needs it, that someone could also give something back.





    The poll will remain open for two days. I will not critique or vote until the second day to avoid projecting any sort of bias for other voters.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Final Round : Rebuilding Rubor


    Congratulations to the Top 2 designers for the League this month, Krey and L0ng5h0t. And now we throw them head to head...

    For this round, you will design a functional 60 card deck, complete with sideboard.


































    Kidding. Couldn’t resist.




    All quiet on the Ruboric Front

    Far outside the sight or comprehension of the mortal Ruborians, a mighty battle has been conducted for their collective fate. For while red mana fissures raged across the plains, while the mountains vomited ash and the seabed opened up, boiling the waters from below, two of the etheric, almost celestial beings known, if at all, as planeswalkers, have fought for and won the chance to save the failing Rubor. But the damage caused by purest mana unleashed is astounding, even to those whose power seem limitless. These two remaining powers know that they cannot simply rebuild from the shattered remains, for Rubor has been beaten and broken, thrashed and tortured, and now hangs onto its life by fragile means. The land’s own mana has freed itself and has spun wildly into the void. Very little life appears to remain among the husks and shadows of the former nations. There are simply not enough resources here to work with. Therefore, journeys must be made. Through the æther to parts unknown. Each of you must trek the eternities, seeking entities and spells that will aide your cause. You part ways.

    From wherever you choose, you must find four things.

    First, you must find, or build, a device or method of transporting mana back to Rubor.

    Second, you must mend the land. This is a great task, far beyond the restorative abilities of the process commonly known as regeneration.

    Next, you must find a way to respark life on this plane. Some have survived, but their numbers are a bare fraction of the previous population.

    Lastly, there must be a great cleansing among the surviving Ruborians. For they are yet unaware of the specific cause of their almost apocalypse. You, as an observer are well aware of the dangers of direct mana boost. The black mages learned of it, and abandoned the practice. The red mages, by their very nature, are unable to grasp the concept that such a thing can be hazardous. You must see to it that the plane will not again come to these circumstances. You must assure that these rites are unable to be successful.

    You are building four cards here. Interpret the directives as you see fit. You have access to... anything. This may not seem as creative as some of the challenges this month, but such is the beauty of simplicity. You’ve proven yourselves to be more than capable in the ways of innovation, now you must prove yourself above one another. You may design these cards in any way you see fit: as parts of a whole, as stand alone spells, ripped from four different planes, as whatever you choose. Three and a half days. Begin.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Round 5: The Ruboric Swan Song.
    Quote from Scrounger
    ...I won't be shutting down this Round until midday Tuesday at least, and Tuesday night is more likely.

    Since we're now using this poll to decide round 5, Round 6 goes up tomorrow night, extending us a day or so further.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Top 4: The fate of Rubor
    Four planeswalkers have decided to play a game of Two-Headed Giant for the fate of the small plane of Rubor.

    Krey and L0ng5h0t, in their attempt to save the plane and its denizens, have constructed a quick control/aggro team-up.

    penguinwriter and Tevin, in their plans to desolate the plane, have constructed a slow control/ Land Destruction team-up.

    Listed here are the opening hands they have drawn. All you have to do is analyze, to the best of your ability, who has the strongest chance to win the game, based solely on these hands. Use whatever critieria you choose. Be aware of individual card designs and power levels as well as the hands themselves. For easier reading, I've added reminder text to all basic lands and mana tags as needed. I made no templating changes.
    Looks like we'll be neck and neck down to the wire on this one.The poll is set to close at about 5PM CST today, so if we're still tied at that point, here's the breaker. Once the poll closes at 4:52 PM, we'll be in Sudden Death. The first reply to this post by an as-yet undecided July Leaguer will decide the win. That means that any of you who have not voted by then can decide Rubor's fate. At first glance, this may seem abusable, just wait for the end, then vote at 4:53. But you'll get the same result if you vote at 4:51, so I'm okay with it.

    This deciding vote can only come from any of the original list of Leaguers, minus the Top 4:

    Morningstar81
    snoopYah
    Dragoon26
    Solesticio
    Alabran
    phatJacob07
    Autumn Willow
    Asrama
    Cryptic_Hero
    BlackBull
    Glorious Gnome
    blacker_lotus
    MeatballWarrior
    rAYZ
    1T4
    inPhase

    In real terms, I hope it doesn't come down to this due to voter apathy. But if it does, this seems a fair enough way, though it may feel like a cheap victory for the winners and a rob for the not winners. I'll be in the middle of a shift at work when the poll closes, so I'll be judging by oldest post time and/or last edited timestamp. If there's no winner by the time I check, I'll send a PM to the full list, then it's first come, first serve.
    Quote from Krey »
    Solesticio’s Eratinelys' Disciple blue mana
    Creature - Human Wizard (C)
    Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, draw a card. Otherwise, put that card into your graveyard.
    Soulbind , Remove Eratinely’s Disciple in your graveyard from the game: Draw a card.
    1/1

    Penguinwriter’s Prophet of Future End :xmana::1mana::symw:
    Creature - Human Cleric (R)
    Shroud, Vanishing 4
    When Prophet of the Future End comes into play, remove X time counters from it.
    When the last time counter is removed from Prophet of the Future End, remove all lands from the game.
    And as the world ripped at its very seams, all his ranting and raving came to perfect clarity.
    1/2

    Lost in a Dream :symw::symu:
    Instant (c)
    Choose one — Return target permanent to its owner’s hand or remove target permanent from the game, return it to play at the end of the turn.
    Am I awake or am I dreaming that I am awake?

    Mystical Spike :2mana::symu:
    Instant (U)
    Counter target spell unless its controller pays :2mana:.
    Soulbind — :symu:, Remove Mystical Spike in your graveyard from the game: Counter target spell unless its controller pays :1mana:.
    When you are dealing with Magic, nothing is a sure thing.

    Overflowed Field
    Land (C)
    Overflowed Field comes into play tapped.
    :symtap:: Add white mana to your mana pool and put a Flood counter on Overflowed Field, Play this ability if there is no Flood counter on Overflowed Field.
    :symtap:,Remove a Flood counter from Overflowed Field: Add blue mana to your mana pool.
    Its just a matter of a big storm to turn field into flood.

    Plains
    Basic Land – Plains
    (:symtap:: Add white mana to your mana pool.)

    Island
    Basic Land – Island
    (:symtap:: Add blue mana to your mana pool)
    Quote from L0ng5h0t »
    Sunglade Bowman W/G mana (L0ng5h0t)
    Creature - Elf Archer
    Energize 2 — :1mana::symg: (As Sunglade Bowman comes into play, you may pay :1mana::symg:. If you do, Sunglade Bowman comes into play with 2 charge counters.)
    Remove a charge counter from Sunglade Bowman: Untap Sunglade Bowman.
    : Sunglade Bowman deals 1 damage to target creature with flying.
    1/1

    Ghost of Rubor :symwb::symwb: (rAYZ)
    Creature - Spirit
    Revive 2 (When a creature is put into a graveyard from play and Ghost of Rubor is in your graveyard, you may remove 2 creature cards in your graveyard from the game. If you do, put Ghost of Rubor into play.)
    “Rubor.. Heaven, hell and living world all combined into one.”
    —Tloria, Divine Mystic

    2/2

    Absorbing Jelly :sym2g::symg:
    Creature - Ooze
    When Absorbing Jelly comes into play, remove target artifact or enchantment from the game.
    When Absorbing Jelly leaves play, return that card to play under it’s owners control.
    These primative Oozes feed off the energies given off by powerful magic.
    2/2

    Harvest The Soil :sym2g::symg:
    Sorcery
    Search your library for up to three basic land cards with different names. Reveal them then put them into your hand. Then shuffle your library afterwards.
    Soulbind—:sym2g:, Remove Harvest The Soil in your graveyard from the game: Return target land card in your graveyard to play

    Sunglade Meadow
    Land - Plains
    (: Add white mana to your mana pool)
    :symw:, , Flip Sunglade Meadow: Target creature gains first strike until end of turn.
    ///////////////////////////////
    Sunglade Thicket
    Land - Forest
    (: Add green mana to your mana pool)
    :symg:, , Flip Sunglade Thicket: Target creature gains shroud until end of turn.

    Plains
    Basic Land - Plains
    (t: Add W to your mana pool.)

    Forest
    Basic Land - Forest
    (t: Add G to your mana pool.)
    Quote from penguinwriter »
    Great Expectations :1mana::symu:
    Instant (C)
    As an additional cost to play Great Expectations, discard a card.
    Look at the top X cards of your library, where X is the discarded card’s converted mana cost. Put one of these cards into your hand and the rest on top of your library in any order.

    Highwind Citadel
    Land (R)
    : Add 1 mana to your mana pool.
    , Sacrifice a land: Add white mana or blue mana to your mana pool.
    Soulbind — Remove Highwind Citadel in your graveyard from the game, Pay 2 life: Add white mana or blue mana to your mana pool.


    Level Procession :2mana::symw::symw:
    Sorcery (R)
    Reveal the top card of your library. Destroy all creatures with power greater than or equal to the revealed card’s converted mana cost.


    Mindsweep Ick :4mana::symu:
    Creature - Ooze (U)
    Whenever Mindsweep Ick blocks or becomes blocked by a creature, return that creature to its owner’s hand at end of combat.
    Soulbind — :2mana::symu:, Remove Mindsweep Ick in your graveyard from the game: Draw two cards.
    3/2


    Riva, Benevolent Mystic :1mana::symw::symu:
    Legendary Creature - Human Mystic (MR)
    Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If you reveal the named card, put that card into your hand. You gain life equal to its converted mana cost. Otherwise put it into your graveyard.
    :1mana::symu:, Discard a card: Return Riva, Benevolent Mystic to its owner’s hand.
    2/2


    Ulrava Academy
    Land (U)
    Ulrava Academy comes into play tapped.
    : Add blue mana to your mana pool.
    Whenever you play a white or black spell, you may untap Ulrava Academy.

    Plains
    Basic Land - Plains
    (:symtap:: Add white mana to your mana pool.)
    Quote from Tevin »
    Ruboric Underworld (based off this card-> http://forums.mtgsalvation.com/showp...61&postcount=8)
    Land (R)
    T: Add 1 to your mana pool.
    Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you may pay :symr::symr:. If you do, destroy target land. Otherwise, put that card into your graveyard.
    Rubor foretold its own demise.

    Mana Overwhelming :1mana::symr::symr::symr:(based off this card -> http://forums.mtgsalvation.com/showp...1&postcount=19)
    Enchantment (R)
    :symr:, Sacrifice a tapped land: Add :symr::symr::symr: to your mana pool.
    "The earth shakes. Plant life either withers and dies, or goes wild. The dirt becomes the color of blood. This is the end."
    - Henarim, Visionary Judge


    Eve of Destruction :1mana::symr::symr::symr:
    Enchantment (R)
    Whenever a land is put into the graveyard from play, Eve of Destruction deals 1 damage to each creature and player. If a card was put into the graveyard from play this turn by a Prophecy ability, Eve of Destruction deals 3 damage to each creature and player instead.
    “As the fires of Heaven rain down and the burning Earth washes across us, the world will be reborn, cleansed of the sins we have committed.”
    - Kazan


    Nivet Endbringer :3mana::symr::symr:
    Planeswalker - Nivet (R)
    +1: Add :symr::symr: to your mana pool.
    -2: Destroy target land an opponent controls.
    -9: Destroy all lands target opponent controls. Nivet Endseeker deals X damage to that player, where X is the number of lands in all graveyards.

    Scion of Nivet red mana
    Creature -- Human Wizard (C)
    T, Sacrifice Scion of Nivet: Add :symr::symr: to your mana pool.
    As the end of Rubor drew near, many wizards dedicated their lives to further Nivet's ambitions.

    Leyline Severance :1mana::symr:
    Sorcery (U)
    Leyline Severance deals X damage to target player, where X is equal to the number of lands in all graveyards.
    As Nivet's rampage through Rubor continued, leylines shattered and mana flowed like water, searing all who touched it to ash.

    Mountain
    Basic Land - Mountain
    (t: Add R to your mana pool.)

    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Round 5: The Ruboric Swan Song.
    Quote from L0ng5h0t
    Scrounger, I really have to say that not only has this been an amazing month so far, but your critiques for this round were very thoughtful, not to mention quick.

    Win or lose, I can't wait to see the finals challenge.
    Thanks. Man, if I hadn't been inspired to follow my passions and all that, I'd probably be all misty about leaving.


    I said it. Misty.

    Quote from L0ng5h0t
    Really, though, we're not looking for FCC depth reviews here, just give quick impressions of the cards and opening hands.
    Fact. In real terms, all I'm looking for is a vote for one side or the other. I wonder if I should just put it up as a poll.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Round 5: The Ruboric Swan Song.
    Critiques are indeed open. You've got a while to consider these entries as I won't be shutting down this Round until midday Tuesday at least, and Tuesday night is more likely.

    By my calendar, that puts us finishing up July somewhere in the area of August 3rd. Not too bad as far as I see.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Round 5: The Ruboric Swan Song.
    Correct. Countdown at 0:00. Judge on.
    Critiques finished.


    Y'erk, the Caretaker
    Whenever a creature you control would be put into your graveyard from play, shuffle it into your deck instead.
    "Every one of them must be saved, for the spark of life is the most precious gift of all!"
    Hand: +0
    Life: +2

    Minor templating issue: deck should be library. You've got a pretty powerful ability here, well worthy of a Vanguard. Traditionally speaking, creatures with abilities that make them hard to kill are quite solid for some build or another. This includes many versions on the "you can't kill me" aspect, from Darksteel Colossus to Blinking Spirit to Ichorid to Penumbra Bobcat to Phantom Nishoba. Mechanically, this could very well shoot a mediocre deck to a format powerhouse. I'm already mentally concocting a Doomsday deck. I feel that an ability such as this on a Vanguard would necessitate a hefty drawback in the hand category, a -1 or -2, possibly even a -3, due to the fact that once your deck's many useful creatures are online, you've got some serious board position. Consider a deck full of creature sac effects that merely repopulate the library. It's just a little to much advantage for a 7 card hand.

    Flavor wise, this is spot on. For someone wholly dedicated to saving the Rubiric souls, this is an excellent method, particularly due to the fact that it does nothing if your creatures don't die. A curious side effect if the opponent is playing a Pacifism or Twiddle based deck, since that still plays to Yerk's philosophy: The creatures may not do much, but they are still alive. The art's decent, sort of reminiscent of a gandalfian protector of the realm. Well done.
    Tohsg Nol
    You may play an additional land each turn. If you do, sacrifice a creature.
    "In order to preserve life, we must first preserve the land."
    Hand: -1
    Life: +5

    Medium templating issue: Compare to the oracle wording on Fastbond. An "if" clause would be used more properly in an ability that performs a check during resolution, such as in Impending Disaster or Brain Pry.
    This ability has a neat design. It's an Exploration effect from turn zero, but with the "sac a creature" bit. So the trade off here is land advantage at the cost of effective board control. Not a bad trade though, several good decks could easily be built around this. I like the Hand at -1, as this puts strain on your total card count (hand and in play) at any given point in the game, forcing you to make decisions, sometimes hard ones. Keep my blocker or play this big spell next turn? Use this Siege-Gang token for burn, or crucible up Wasteland one more time? A fun ability. The +5 life feels about right considering the drawback built in to the chief ability.

    As flavor goes, this one is also right on the mark. It directly invokes the "Waste no effort on saving souls" directive in an interesting way. I was actually expecting a mechanic that disregarded creatures, not one that used them as a resource. Nice.

    I'm not so sure about this art choice. It doesn't just scream Tohsg Nol's flavor to me. Would've liked something more in the aspect of caring for the Ruboric earth.
    Retir Wniug Nep
    Each opponent cannot play spells if he or she controls three or more non-land permanents.
    Having always had a difficult time losing, it was no surprise that when desolation became the winning team, Retir decided to join it. And once he did, any hope for salvation was all but lost.
    Hand: -2
    Life: +0

    This is insanely hugely biggly powerhouse. The main thing to remember here is that Vanguards do not go away. Ever. That puts this in effect at all moments of the game, from the first leyline until the last state based effect check finds 20 counters on a Darksteel Reactor. This is what I would call a broken Vanguard ability, it's just far too powerful without a way for the opponent(s) to work around it. And upping the number of non-lands allowed quickly gets into bookkeeping headache territory. This one could be re-templated any number of ways: as a triggered effect that punishes opponents when they play spells; as a land limit ( Each opponent can't play lands as long as he or she controls five or more non-land permanents); possibly even an activated ability ( xx: Counter target spell controlled by an opponent, where X is the number of non-land permanents that player controls.

    The flavor I think is a slight miss, as it doesn't quite focus on destroying life. This could just as easily target a player trying to win with creature enchantments or CotV/ Vial lockdown.

    I will give you this, the flavor text is very cool.
    Nivet, the Heaven's Flame
    During your precombat main phase, add RR to your mana pool.
    Hand:+1
    Life:+0

    Medium templating issue: "During" should be "At the beginning of ". This is designed as a triggered ability, but there are no game triggers "during" a phase, they are all at the beginning of phases or steps.

    As to the design, Nivet has perhaps the broadest interpretation of the flavor directive. Which is not a bad thing. It's a good thing, and the flavor text is what sells it. Immediately, a player with basic understanding of the color pie can see that this one is designed for land destruction, but is applicable to many decktypes, including storm combo which, despite the existence of Volcanic Awakening, is pretty far flung from LD.

    This is quite possibly my favorite Vanguard design from this challenge except for the fact that Vanguards are generally designed to function in any color deck. Even going so far as to grant universal burn with Urza.
    Overall, you guys did well, having never or rarely designed Vanguards before. You all could have been more aggressive with the Hand and Life changes. This as much a part of Vanguard formats as the abilities themselves. Often, abilities are even tied into the H/L alterations. If you have access to Magic Online, take a look through the gallery of official Vanguards to get a few ideas.
    For easier reading, I've added reminder text to all basic lands and mana tags as needed. I made no templating changes.
    Solesticio’s Eratinelys' Disciple blue mana
    Creature - Human Wizard (C)
    Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, draw a card. Otherwise, put that card into your graveyard.
    Soulbind , Remove Eratinely’s Disciple in your graveyard from the game: Draw a card.
    1/1

    Penguinwriter’s Prophet of Future End :xmana::1mana::symw:
    Creature - Human Cleric (R)
    Shroud, Vanishing 4
    When Prophet of the Future End comes into play, remove X time counters from it.
    When the last time counter is removed from Prophet of the Future End, remove all lands from the game.
    And as the world ripped at its very seams, all his ranting and raving came to perfect clarity.
    1/2

    Lost in a Dream :symw::symu:
    Instant (c)
    Choose one — Return target permanent to its owner’s hand or remove target permanent from the game, return it to play at the end of the turn.
    Am I awake or am I dreaming that I am awake?

    Mystical Spike :2mana::symu:
    Instant (U)
    Counter target spell unless its controller pays :2mana:.
    Soulbind — :symu:, Remove Mystical Spike in your graveyard from the game: Counter target spell unless its controller pays :1mana:.
    When you are dealing with Magic, nothing is a sure thing.

    Overflowed Field
    Land (C)
    Overflowed Field comes into play tapped.
    :symtap:: Add white mana to your mana pool and put a Flood counter on Overflowed Field, Play this ability if there is no Flood counter on Overflowed Field.
    :symtap:,Remove a Flood counter from Overflowed Field: Add blue mana to your mana pool.
    Its just a matter of a big storm to turn field into flood.

    Plains
    Basic Land – Plains
    (:symtap:: Add white mana to your mana pool.)

    Island
    Basic Land – Island
    (:symtap:: Add blue mana to your mana pool)
    Sunglade Bowman W/G mana (L0ng5h0t)
    Creature - Elf Archer
    Energize 2 — :1mana::symg: (As Sunglade Bowman comes into play, you may pay :1mana::symg:. If you do, Sunglade Bowman comes into play with 2 charge counters.)
    Remove a charge counter from Sunglade Bowman: Untap Sunglade Bowman.
    : Sunglade Bowman deals 1 damage to target creature with flying.
    1/1

    Ghost of Rubor :symwb::symwb: (rAYZ)
    Creature - Spirit
    Revive 2 (When a creature is put into a graveyard from play and Ghost of Rubor is in your graveyard, you may remove 2 creature cards in your graveyard from the game. If you do, put Ghost of Rubor into play.)
    “Rubor.. Heaven, hell and living world all combined into one.”
    —Tloria, Divine Mystic

    2/2

    Absorbing Jelly :sym2g::symg:
    Creature - Ooze
    When Absorbing Jelly comes into play, remove target artifact or enchantment from the game.
    When Absorbing Jelly leaves play, return that card to play under it’s owners control.
    These primative Oozes feed off the energies given off by powerful magic.
    2/2

    Harvest The Soil :sym2g::symg:
    Sorcery
    Search your library for up to three basic land cards with different names. Reveal them then put them into your hand. Then shuffle your library afterwards.
    Soulbind—:sym2g:, Remove Harvest The Soil in your graveyard from the game: Return target land card in your graveyard to play

    Sunglade Meadow
    Land - Plains
    (: Add white mana to your mana pool)
    :symw:, , Flip Sunglade Meadow: Target creature gains first strike until end of turn.
    ///////////////////////////////
    Sunglade Thicket
    Land - Forest
    (: Add green mana to your mana pool)
    :symg:, , Flip Sunglade Thicket: Target creature gains shroud until end of turn.

    Plains
    Basic Land - Plains
    (t: Add W to your mana pool.)

    Forest
    Basic Land - Forest
    (t: Add G to your mana pool.)
    Great Expectations :1mana::symu:
    Instant (C)
    As an additional cost to play Great Expectations, discard a card.
    Look at the top X cards of your library, where X is the discarded card’s converted mana cost. Put one of these cards into your hand and the rest on top of your library in any order.

    Highwind Citadel
    Land (R)
    : Add 1 mana to your mana pool.
    , Sacrifice a land: Add white mana or blue mana to your mana pool.
    Soulbind — Remove Highwind Citadel in your graveyard from the game, Pay 2 life: Add white mana or blue mana to your mana pool.


    Level Procession :2mana::symw::symw:
    Sorcery (R)
    Reveal the top card of your library. Destroy all creatures with power greater than or equal to the revealed card’s converted mana cost.


    Mindsweep Ick :4mana::symu:
    Creature - Ooze (U)
    Whenever Mindsweep Ick blocks or becomes blocked by a creature, return that creature to its owner’s hand at end of combat.
    Soulbind — :2mana::symu:, Remove Mindsweep Ick in your graveyard from the game: Draw two cards.
    3/2


    Riva, Benevolent Mystic :1mana::symw::symu:
    Legendary Creature - Human Mystic (MR)
    Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If you reveal the named card, put that card into your hand. You gain life equal to its converted mana cost. Otherwise put it into your graveyard.
    :1mana::symu:, Discard a card: Return Riva, Benevolent Mystic to its owner’s hand.
    2/2


    Ulrava Academy
    Land (U)
    Ulrava Academy comes into play tapped.
    : Add blue mana to your mana pool.
    Whenever you play a white or black spell, you may untap Ulrava Academy.

    Plains
    Basic Land - Plains
    (:symtap:: Add white mana to your mana pool.)
    Ruboric Underworld (based off this card-> http://forums.mtgsalvation.com/showp...61&postcount=8)
    Land (R)
    T: Add 1 to your mana pool.
    Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you may pay :symr::symr:. If you do, destroy target land. Otherwise, put that card into your graveyard.
    Rubor foretold its own demise.

    Mana Overwhelming :1mana::symr::symr::symr:(based off this card -> http://forums.mtgsalvation.com/showp...1&postcount=19)
    Enchantment (R)
    :symr:, Sacrifice a tapped land: Add :symr::symr::symr: to your mana pool.
    "The earth shakes. Plant life either withers and dies, or goes wild. The dirt becomes the color of blood. This is the end."
    - Henarim, Visionary Judge


    Eve of Destruction :1mana::symr::symr::symr:
    Enchantment (R)
    Whenever a land is put into the graveyard from play, Eve of Destruction deals 1 damage to each creature and player. If a card was put into the graveyard from play this turn by a Prophecy ability, Eve of Destruction deals 3 damage to each creature and player instead.
    “As the fires of Heaven rain down and the burning Earth washes across us, the world will be reborn, cleansed of the sins we have committed.”
    - Kazan


    Nivet Endbringer :3mana::symr::symr:
    Planeswalker - Nivet (R)
    +1: Add :symr::symr: to your mana pool.
    -2: Destroy target land an opponent controls.
    -9: Destroy all lands target opponent controls. Nivet Endseeker deals X damage to that player, where X is the number of lands in all graveyards.

    Scion of Nivet red mana
    Creature -- Human Wizard (C)
    T, Sacrifice Scion of Nivet: Add :symr::symr: to your mana pool.
    As the end of Rubor drew near, many wizards dedicated their lives to further Nivet's ambitions.

    Leyline Severance :1mana::symr:
    Sorcery (U)
    Leyline Severance deals X damage to target player, where X is equal to the number of lands in all graveyards.
    As Nivet's rampage through Rubor continued, leylines shattered and mana flowed like water, searing all who touched it to ash.

    Krey - A nice W/U toolbox. With the consideration that you'll be getting an extra card first, the almost purely control mix you've got here seems fine as an opening hand. Personally, I would like a more accessible counterspell than a 2U soft counter to start with, but Lost in a Dream goes a long way to covering the early turn threats. Since you'll be supplying what protection you can to L0ng5h0t's second turn Ghost of Rubor while building up to a well-timed Prophet of Future End, I like the U cost 1/1 chump that'll draw into more control based instants. Overflowed Field has a very cool ability set, but I can't see it at Common. Has to be Uncommon for a color mix this accessible. Even with the off/on aspect, this would overrun limited variants. There's no knee jerk indication of what your deck really does, but that, of course, is a lot of what W/U is about.

    L0ng5h0t - Reactive aggression. I like it. You've kept a hand that can play to most things pw and Tevin could drop in some form or fashion. I can see black decks giving you some problems, but the semi-agro keep seems a decent hand vs. most things. Combo this with the fact that you are aware of Krey's Eratinelys' Disciple and Prophet of Future End and you'll be doing okay. You won't do much for a while, but you'll get the hits in where you can. Absorbing Jelly should have been templated like a nightmare.

    As a pairing: Though not explosive, you've kept hands I would call fair to decent. Understanding that Krey has plenty of control up his sleeve, L0ng5h0t could have pulled a few more threats out of his hat. Sure, you'll be playing second, so reactionary cards are good, but you've got W/U/G answers for most anything in your deck, and 2HG is generally a slow variant. The move here would most likely be to keep Krey's hand and try for a better G/W hand, particularly with three lands plus Harvest the Soil.
    penguinwriter - Highwind Citadel is dangerous design. It gives you first turn access to :symwu::symwu:. That's very powerful in and of itself, but more so because it leads directly to second turn :symwu::symwu::symwu:. That aside. I would've liked to see more aggressiveness here, maybe a cheap white or black weenie to couple with Ulrava Academy, which is my second favorite card you've got here under Great Expectations. Considering that your partner seems to be piloting monored, you could stand to have more control to protect a first or second turn red explosion. Having that been said, you've got an exceptionally well built hand for the purpose of rebuilding if the monored doesn't end the game in a handful of turns. Riva and Mindsweep Ick give you access to a very strong board position about turn 5 or 6.

    Tevin - You're monored and you know you'll be playing first. I realize that you've got a land destruction theme going, but at least one decent burn or beater would've helped this hand greatly. You've got mana sources that will run their course before you know it, so you've got to land the Stone Rains or you'll be playing catch up, which is exactly where monored does not want to be. On the other hand, you've got a great setup for a Demonfire based attack that is virtually assured to at least cripple Krey and L5, if not demolish them completely, as long as penguinwriter has the control to back you up. You get bonus points for taking the road less traveled. Of the 4 hands delivered here, yours is the most proactive, and that's what red is all about: Go big or go home. The theory is sound, and is present here, but I think the execution could have been better constructed. Maybe trade off the pricey Nivet or mid-game powerhouse Leyline Severance for a more toolbox card. Perhaps some sort of Mogg Fanatic variant. Your, ummm, Planeswalker? Yeah, no loyalty.

    As a pairing: There is definite potential in these hands. Going first, I would prefer more cheap drops for early beats, especially from monored. Some nice synergy in this color combination can be got out of white weenies with protection from red coupled with Tremor and Earthquake variants. The biggest force you've got here is a healthy dose of denial, which is nice, but I have to wonder if the self sacrificing Nivet deck can keep up the pace. Considering your colors, I find it humorous that the MVP creatures are Riva and Mindsweep Ick. But, as a Johnny, I have to applaud anyone who goes with the theory of, "hey, if it works, it works." Overall, nice hands, though they could have been a bit more in tune with each other.
    Two headed giant games generally have slow, apprehensive openings, and this one is no exception. I don't see any major life point shifts for quite a while. BUT. I can say that this is a fun game. We've got instant based control plus safe, minor aggro versus brutal stomping control plus Stone Rain anarchy. If Krey doesn't land well placed control spells or if L0ng5h0t misses the all-important aggressive creature draws, they'll quickly be beat into topdeck dreaming. On the other side, Tevin has kept a somewhat awkward hand that will either wreck the board or fall flat while penguin has drawn strong cards, but he'll be putting almost too many chips on Great Expectations finding something...great. Once the G/W aggro rush doesn't come, Great Expectations would rather ditch Level Procession and keep Mindsweep Ick as a viable chump blocker, leaving L0ng5h0t time to build a decent force to push into the red zone.
    Now, let's say its along about turn 4, turn 5. Krey has landed Eratinelys' Disciple plus a Sensei's Divining Top variant, penguinwriter is keeping 'em guessing with Riva bounces, filling his yard with Soulbind goodness. With Ghost of Rubor and Harvest the Soil, L5 is hinting at a black splash that could potentially spark a Zombify based win condition. This is supported by the CIP ability of Absorbing Jelly and the Dredge-friendly Ghost. And Tevin? He's showing monored. But he hasn't landed a decent burn spell. To me, that spells combo. So Krey's holding onto counters, L5's playing conservative with his lands. And penguinwriter is off in his own world, building up a yard and sprinting through his deck, trying to find that big beastly flyer that will swing the factors his way quick.
    This game will come down to Each side's understanding of the other. One wrong misread could throw anybody onto the slippery slope and out the door with second place. Now, if I were a betting man, I'd put it all on the safe plays here. Team pw/Tevin has the potential to shatter hopes, but that's all reliant on the LD cards hitting solid targets. What swings this away from that avenue is one card, Harvest the Soil. The land advantage that gives is just too much considering that it has counter back up. The surprise MVP on the "we hate Rubor" team is Great Expectations but, alas, it, too, has to hit, since a bad pull here loses far too much in the way of resources, a fact that you can bet Krey will jump on and keep penguinwriter under thumb long enough to let L5 land his beaters.

    My prediction is that Krey and L0ng5h0t will win this one handily, so long as Tevin can be kept in check. And that won't be easy with a Ruboric Underworld online, but it is still the best bet.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Round 5: The Ruboric Swan Song.
    Quote from Tevin
    I'm not sure if I should be hugging you for giving us such an awesomely difficult challenge this round or be threatening to blow you up.
    Saw that coming.

    Quote from Tevin
    Question on the designing of hands: Are we building around the use of the Vanguard cards for the purpose of how it will play, or are they two separate judgings?
    Two separate challenges. The Vanguard is really more for the fun of it and to get you thinking in different directions. This is actually a mesh of several ideas I had for this month, a few of which fell apart when I missed the closing of Round 1 by three days and had to play catch up. At the end of Round 6, I'll post a few of the more fun ideas so that future hosts have a few more ideas to start with.

    Quote from L0ng5h0t
    Placeholder of Arrrrrrrrrrrrrrrrg!
    Saw that coming.

    Quote from PM questioned to me »
    When you say we "have access to" the ten basic lands, you mean we can include any basic lands in the hand, correct? I'm not sure what else you could mean. the wording's just a bit confusing.
    Yes, that just means that you can use them if you want. Nothing is required other than a seven card hand. You can use the basic basics, the snow basics and the July cards, but only if you want to. You could even build seven all new cards.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL July Round 5: The Ruboric Swan Song.
    Did I hear an audible wince, there?

    You shoulda seen some of the design challenges I abandoned when designing CCL July, either due to complexity or scope. Seriously. At one point, I even had the idea to design an entire small set within the CCL's 6 rounds.


    More on topic. For those that missed it, 1T4 has dropped hints of a very powerful Ruboric red mage for the last few rounds. If we all clap loud enough, may we can entice our comrade to post this fella here for our perusal. Assuming, of course, that Ashbrim isn't being saved for some other design contest.
    Posted in: Custom Card Contests and Games
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