Fantama, Illusion Master Color Identity: Race: Human Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block. "The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Dupe1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2 “You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
---
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
Copyright2UUU
Enchantment (R)
As Copyright enters the battlefield, name a nonland card. Then search your library for the named card and put that card into your hand. Then shuffle your library.
The named card can’t be cast by opponents.
Betting 200 Holder
[6♣]: Your card allows a player to search his or her library
[9♦]: Your card is a permanent
[4♥]: Your card has the word "can't" in its rules text
[10♠]: Your card has Phyrexian mana in its mana cost
[K♥]: Your card is a double faced card
Melira, Phyrexian Envoy4:sympg::sympg:
Legendary Creature – Human Rogue (M)
Infect
At the beginning of each end step, if an opponent got three or more poison counters this turn, transform Melira, Phyrexian Envoy.
3/3
// Melira Compleated
Planeswalker – Melira (M)
[+1]: Search your library for a creature card with infect and reveal that card. Shuffle your library, then put the card on top of it.
[-2]: Target creature can't be blocked except by creatures with flying or reach until end of turn.
[-7]: You get an emblem with, “If one or more counters would be placed on a creature or given to a player, place or give twice that many of those counters instead.”
{3}
Mox Bloodstone0
Artifact (M) T: If a creature you control dealt combat damage to an opponent this turn, add 1 mana of that creature's color to your mana pool.
Fantama, Illusion Master Color Identity: Race: Human Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block. "The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
I'd make it something like this. A very cool idea!
Survive - Whenever this creature is dealt damage by a creature, if it does not die - effect.
Bloodthirsty Wolf 1RG
Creature - Wolf (R)
Survive - Whenever Bloodthirsty Wolf is dealt damage by a creature, if it does not die, put a +1/+1 counter on it.
Whenever Bloodthirsty Wolf attacks, you may untap and remove it from combat. If you do, it fights target creature.
2/2
Spellstoke per Pyromancer's Swath should probably have its second effect worded like...
"If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus X, where X is the number of charge counters on Spellstoke, to that creature or player instead."
Referring back to that card, it seems like XXR would be a better cost.
As far as Rekindle goes, it scares me. The degree of power creep that the card evokes would probably only be balanced by upping the cost to 1R. Compare it to cards like Anarchist. Since a 2/2 is normally 1C, the bonus could be said to cost ~1C or even 2C.
Mox Bloodstone0
Artifact (M) T: Add one mana of any color to your mana pool if a creature you control of that color dealt combat damage this turn.
Mox Bloodstone0
Artifact (M) T: Add one mana of any color to your mana pool if a creature of that color dealt combat damage to a player this turn.
Mox Bloodstone0
Artifact (M) T: Add one mana of any color to your mana pool if a creature of that color dealt combat damage this turn.
Mox Bloodstone0
Artifact (M) T: Add one mana of any color to your mana pool if a creature you control of that color dealt combat damage to a player this turn.
1) This version I like the best, though it seems a tad strong.
2) This version is more clunky but certainly balances the first version a bit more if you consider the first version too strong.
3) This one is neat because it forces your opponent into a tough position between choosing combat or risking enabling your spells.
4) Weird but effective one I guess.
TranquilizeWU
Instant (U)
Creatures target player controls can’t attack or block until end of turn. The sting of a jellyfish not only injures, but also inflicts temporary paralysis unto its victim.
(01) Gerrard's Mom vs. (08) Rithaniel
GM- So your cards are very interesting, and I especially like how you opted to do two of each rarity. Mightstone/Weakstone Receptacle are interesting. I think Weakstone is very weak compared to Vampire Hexmage though. Mightstone rod is neat, though I am not clear why flavorfully it did not just give equipped creature +X/+0. A rod is typically a weapon as opposed to a wand, which is more suited for power transferring imo. Weakstone rod is cool, though the Sleep clause seems a tad unnecessary. I LOVE mightstone golem, though weakstone golem’s ability to nuke lands each attack seems really strong.
Rithaniel- So I love the idea behind these mechanically, though flavorfully I am very confused. Azah is air, based on life gain, yet it burns, typically a very red and fiery effect. Ignish is based on damage, but is a blue effect as in Balance of Power/Slithermuse. I don’t quite see how it relates to fire or heat for that matter. I love the effect in particular here though. Kusk is perfect and I love it, though it seems super strong considering cards like Tezzeret’s Gambit. Leghus’ effect in an ideal world for me would be something like an Elvish Piper-esque effect, and this one leaves me confused. Gam is neat, but reminds me of Helvault in that it is a build around me card. I like it, and actually would love to play it with Oblivion Stone. Rsavva is sick and my favorite card of your set. I am actually lining your cards up next to each other to see if they have cross mechanics and actually “border” each other, but they leave me super puzzled but very excited in a very new and unique way.
Winner- It was very close, and while flavorfully Rithanel’s cards confuse me, mechanically I am more excited by them as they were no single cards that I expressly disliked.
(13) Random_Nation vs. (05) queensauce
Random_Nation- Legion Servitor is well costed, and a pretty neat effect. Skite seems a tad too cheap, but I don’t mind it too badly. Scarab Ripper is way too strong compared to normal Living Weapon cards, plus I really dislike the triple black equip cost. Ore Burrower is fine, and has neat flavor. I guess it’s okay, but it seems really strong as a sideboard card. Tangle Cloaker scares me. It’s way over the curve there, to the point of brokenness. The Exoskeleton is fine, but I think it’s a weak version of Grafted Exoskeleton.
Queensauce- So, I like this cycle a lot, but I think you lost your pizzazz quite a bit in your execution. Blinding Pendant should probably be “Burning Pendant” and the Blue one should be Brilliant and the White one, Blinding, but beyond that, let’s look at the cards themselves. Blinding is cool, though the ability to get non-red instants seems a tad strong, since it basically creates a “Seal of Counterspell” for only 3 mana. Plus, I think Blue should be the color getting the instant. The Burning one is cool, but I can’t think of too many sorceries that I’d be happy fetching. Definitely a “build around” card. I really like Behemoth Pendant. It’s really cool and evokes lots of flavor. Brilliant should have its own color identity and get enchantments imo, since white’s tutors typically default to enchantments. Baffling is fun, though I am baffled by the lack of a black pendant. I think it might be a tad strong for Vintage, but in other formats it seems great. Pendant of the Bold is too narrow and makes me sad if I open it in a pack. I would like it more though if you made it just cost X for its effect.
Winner- Queensauce because his cards, while weak, are more mechanically balanced.
(02) Socrates vs. (07) Eventide Sojourner
Socrates- Love that flavor! Baiting Scarecrow is cute, but very complicated, especially so for a newer player and for a common. Whip is awesome and I love everything about it. Cage is awesome and makes me excited to play with it. I really dislike Camouflaged Trap because of its morph effect. Cards like Trip Noose could have it, but it’s just not necessary. Scope is cool, but you could make the first effect like a Sphinx of Jwar Isle-esque effect. Shock Collar is cool, but I wish there was an “attach” effect on it.
Eventide Sojourner- Transusbstantiator is cool, and definitely something fun for a Nin, the Pain Artist deck. I like how it replaces damage, but I feel like it should not be a total replacement, rather a choice between paying a cost or not. Chamber is super strong, definitely a competitor with Sylvan Library. Gauntlet of Life is interesting and I like it a lot. Psychavore is fun, but I wish it was black or a black-green multicolor card as opposed to an artifact. Diamond Lattice seems cool, but really tough to gauge, since on one hand it makes all your lands worse, but it filters your mana. I am confused as to why Runed Barrier didn’t count Artifacts or Creatures, but I guess flavorfully it works as a magical inhibitor. Overall very cool designs that do a lot of really fun things.
Winner- Another really close round, but I think Eventide Sojourner’s cards were more innovative and while less flavorful, more mechanical.
Ferocity3BR
Creature – Incarnation (R)
Deathtouch, Provoke
As long as Ferocity is in your graveyard and you control a Swamp and a Mountain, creatures you control have deathtouch and provoke.
3/3
Darksteel InfusionXX
Artifact (R)
Darksteel Infusion enters the battlefield with X charge counters on it.
Other artifacts you control with converted mana cost equal to or less than the number of charge counters on Darksteel Infusion are indestructible.
Fantama, Illusion Master
Color Identity:
Race: Human
Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise 1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block.
"The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Dupe 1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2
“You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
Copyright 2UUU
Enchantment (R)
As Copyright enters the battlefield, name a nonland card. Then search your library for the named card and put that card into your hand. Then shuffle your library.
The named card can’t be cast by opponents.
[6♣]: Your card allows a player to search his or her library
[9♦]: Your card is a permanent
[4♥]: Your card has the word "can't" in its rules text
[10♠]: Your card has Phyrexian mana in its mana cost
[K♥]: Your card is a double faced card
Melira, Phyrexian Envoy 4:sympg::sympg:
Legendary Creature – Human Rogue (M)
Infect
At the beginning of each end step, if an opponent got three or more poison counters this turn, transform Melira, Phyrexian Envoy.
3/3
//
Melira Compleated
Planeswalker – Melira (M)
[+1]: Search your library for a creature card with infect and reveal that card. Shuffle your library, then put the card on top of it.
[-2]: Target creature can't be blocked except by creatures with flying or reach until end of turn.
[-7]: You get an emblem with, “If one or more counters would be placed on a creature or given to a player, place or give twice that many of those counters instead.”
{3}
Mage’s Crystal 3
Artifact (R)
Spells you control cost 1 less to cast for each other spell that shares a type with it cast before it this turn.
Mox Bloodstone 0
Artifact (M)
T: If a creature you control dealt combat damage to an opponent this turn, add 1 mana of that creature's color to your mana pool.
Color Identity:
Race: Human
Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise 1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block.
"The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Survive - Whenever this creature is dealt damage by a creature, if it does not die - effect.
Bloodthirsty Wolf 1RG
Creature - Wolf (R)
Survive - Whenever Bloodthirsty Wolf is dealt damage by a creature, if it does not die, put a +1/+1 counter on it.
Whenever Bloodthirsty Wolf attacks, you may untap and remove it from combat. If you do, it fights target creature.
2/2
"If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus X, where X is the number of charge counters on Spellstoke, to that creature or player instead."
Referring back to that card, it seems like XXR would be a better cost.
As far as Rekindle goes, it scares me. The degree of power creep that the card evokes would probably only be balanced by upping the cost to 1R. Compare it to cards like Anarchist. Since a 2/2 is normally 1C, the bonus could be said to cost ~1C or even 2C.
Reversing Mirror 2
Artifact (R)
1, T: Change the text of target spell by replacing all instances of + with -, and vice versa.
Artifact (M)
T: Add one mana of any color to your mana pool if a creature you control of that color dealt combat damage this turn.
Mox Bloodstone 0
Artifact (M)
T: Add one mana of any color to your mana pool if a creature of that color dealt combat damage to a player this turn.
Mox Bloodstone 0
Artifact (M)
T: Add one mana of any color to your mana pool if a creature of that color dealt combat damage this turn.
Mox Bloodstone 0
Artifact (M)
T: Add one mana of any color to your mana pool if a creature you control of that color dealt combat damage to a player this turn.
1) This version I like the best, though it seems a tad strong.
2) This version is more clunky but certainly balances the first version a bit more if you consider the first version too strong.
3) This one is neat because it forces your opponent into a tough position between choosing combat or risking enabling your spells.
4) Weird but effective one I guess.
Thoughts?
Tranquilize WU
Instant (U)
Creatures target player controls can’t attack or block until end of turn.
The sting of a jellyfish not only injures, but also inflicts temporary paralysis unto its victim.
(01) Gerrard's Mom vs. (08) Rithaniel
GM- So your cards are very interesting, and I especially like how you opted to do two of each rarity. Mightstone/Weakstone Receptacle are interesting. I think Weakstone is very weak compared to Vampire Hexmage though. Mightstone rod is neat, though I am not clear why flavorfully it did not just give equipped creature +X/+0. A rod is typically a weapon as opposed to a wand, which is more suited for power transferring imo. Weakstone rod is cool, though the Sleep clause seems a tad unnecessary. I LOVE mightstone golem, though weakstone golem’s ability to nuke lands each attack seems really strong.
Rithaniel- So I love the idea behind these mechanically, though flavorfully I am very confused. Azah is air, based on life gain, yet it burns, typically a very red and fiery effect. Ignish is based on damage, but is a blue effect as in Balance of Power/Slithermuse. I don’t quite see how it relates to fire or heat for that matter. I love the effect in particular here though. Kusk is perfect and I love it, though it seems super strong considering cards like Tezzeret’s Gambit. Leghus’ effect in an ideal world for me would be something like an Elvish Piper-esque effect, and this one leaves me confused. Gam is neat, but reminds me of Helvault in that it is a build around me card. I like it, and actually would love to play it with Oblivion Stone. Rsavva is sick and my favorite card of your set. I am actually lining your cards up next to each other to see if they have cross mechanics and actually “border” each other, but they leave me super puzzled but very excited in a very new and unique way.
Winner- It was very close, and while flavorfully Rithanel’s cards confuse me, mechanically I am more excited by them as they were no single cards that I expressly disliked.
(13) Random_Nation vs. (05) queensauce
Random_Nation- Legion Servitor is well costed, and a pretty neat effect. Skite seems a tad too cheap, but I don’t mind it too badly. Scarab Ripper is way too strong compared to normal Living Weapon cards, plus I really dislike the triple black equip cost. Ore Burrower is fine, and has neat flavor. I guess it’s okay, but it seems really strong as a sideboard card. Tangle Cloaker scares me. It’s way over the curve there, to the point of brokenness. The Exoskeleton is fine, but I think it’s a weak version of Grafted Exoskeleton.
Queensauce- So, I like this cycle a lot, but I think you lost your pizzazz quite a bit in your execution. Blinding Pendant should probably be “Burning Pendant” and the Blue one should be Brilliant and the White one, Blinding, but beyond that, let’s look at the cards themselves. Blinding is cool, though the ability to get non-red instants seems a tad strong, since it basically creates a “Seal of Counterspell” for only 3 mana. Plus, I think Blue should be the color getting the instant. The Burning one is cool, but I can’t think of too many sorceries that I’d be happy fetching. Definitely a “build around” card. I really like Behemoth Pendant. It’s really cool and evokes lots of flavor. Brilliant should have its own color identity and get enchantments imo, since white’s tutors typically default to enchantments. Baffling is fun, though I am baffled by the lack of a black pendant. I think it might be a tad strong for Vintage, but in other formats it seems great. Pendant of the Bold is too narrow and makes me sad if I open it in a pack. I would like it more though if you made it just cost X for its effect.
Winner- Queensauce because his cards, while weak, are more mechanically balanced.
(02) Socrates vs. (07) Eventide Sojourner
Socrates- Love that flavor! Baiting Scarecrow is cute, but very complicated, especially so for a newer player and for a common. Whip is awesome and I love everything about it. Cage is awesome and makes me excited to play with it. I really dislike Camouflaged Trap because of its morph effect. Cards like Trip Noose could have it, but it’s just not necessary. Scope is cool, but you could make the first effect like a Sphinx of Jwar Isle-esque effect. Shock Collar is cool, but I wish there was an “attach” effect on it.
Eventide Sojourner- Transusbstantiator is cool, and definitely something fun for a Nin, the Pain Artist deck. I like how it replaces damage, but I feel like it should not be a total replacement, rather a choice between paying a cost or not. Chamber is super strong, definitely a competitor with Sylvan Library. Gauntlet of Life is interesting and I like it a lot. Psychavore is fun, but I wish it was black or a black-green multicolor card as opposed to an artifact. Diamond Lattice seems cool, but really tough to gauge, since on one hand it makes all your lands worse, but it filters your mana. I am confused as to why Runed Barrier didn’t count Artifacts or Creatures, but I guess flavorfully it works as a magical inhibitor. Overall very cool designs that do a lot of really fun things.
Winner- Another really close round, but I think Eventide Sojourner’s cards were more innovative and while less flavorful, more mechanical.
Ferocity 3BR
Creature – Incarnation (R)
Deathtouch, Provoke
As long as Ferocity is in your graveyard and you control a Swamp and a Mountain, creatures you control have deathtouch and provoke.
3/3
Darksteel Infusion XX
Artifact (R)
Darksteel Infusion enters the battlefield with X charge counters on it.
Other artifacts you control with converted mana cost equal to or less than the number of charge counters on Darksteel Infusion are indestructible.