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  • posted a message on [Card Creation League] CCL Discussion Thread
    Just curious, what happened with the CCL February finals?
    Posted in: Custom Card Contests and Games
  • posted a message on February 2018 CCL Round 3 - Yes, M'Lord!
    Flamesparker Hoodlum 2R
    Creature - Faerie Rogue (Common)
    Flash
    Flying
    Sacrifice Flamesparker Hoodlum: The next time target instant or sorcery would deal damage, it deals that much damage plus one instead.
    1/1

    I'm not sure I'm sold on this guy for 3 mana; it seems like a more expensive and restrictive Mogg Fanatic. The flash + flying doesn't really empower it too much as it's body is very inconsequential and "kicking" a burn spell for 3 mana for +1 damage just doesn't seem worth a card.
    The idea of a "Surprise! You actually take 1 more damage" does fit with the whole "Faerie Trickster" persona. The flash + flying does make it seem a bit like U still, but I think it's serviceable given that things will inevitably bleed over between colors in a dual color creature set.

    Streamreader Faerie 2UR
    Creature - Faerie Wizard (Rare)
    Flying
    Whenever a Faerie enters the battlefield under your control, choose one:
    * Draw a card.
    * Exile the top two cards of your library. Until end of turn, you may play those cards.
    2/2

    Intersting! With potential bounce support in a set of UR faeries, I could imagine some really cool synergies with this.
    It also has some very cool interaction from your round 1 creation as it adds more cards to exile for it to target.

    Hostile Tinderling 2RR
    Creature - Dryad {U}
    When Hostile Tinderling dies, it deals damage equal to its power to each creature that was dealt combat damage this turn.
    3/4

    I really like this twist of an ability. Reminds me of an alternative version of Needletooth Raptor. Only thing I'd change would be that it's based off of it's power instead of a static number. There's always a power pump effect at commons in R/G and this seems quite powerful for an uncommon in those limited environments.
    Definitely fits a red creature. Dryad in red still feel really awkward to me, but the card mechanically makes me satisfied.

    Tinderling Firestarters 2RG
    Creature - Dryad {M}
    Nonbasic landwalk
    Other Dryads you control have nonbasic landwalk.
    3/4

    A lord working off the Dryad Sophisticate model is something I can definitely understand for Dryads. That said, I'm not the biggest fan of landwalk and feel that it's a bit of an outdated mechanic.
    Balance-wise, this is pretty meh; I don't see this getting any play in standard (definitely not modern) as it's too slow. In limited, it's a very meh card as nonbasic lands aren't nearly as common. I've already said it twice, but this just seems very meh to me, especially for a mythic.
    Nightwatch Banisher 3W [3W]
    Creature - Moonfolk Cleric {U}
    You may cast Nightwatch Banisher as though it had flash if you exhaust a land you control as an additional cost to cast it.
    Flying
    When Nightwatch Banisher enters the battlefield, put target tapped creature on the bottom of its owner's library.
    2/2

    I like this guy. A Condemn effect is certainly white, and its nice to have the option for flash. The power is a tad high; maybe a 2WW might bring it more in line.

    Moonscape Illusionist 3WU [3WU]
    Creature - Moonfolk Wizard {R}
    Flying
    When Moonscape Illusionist enters the battlefield create three Moonscape land tokens. (these lands have no abilities)
    Other Moonfolk you control have "Exhaust this creature: this creature gains hexpoof until end of turn".
    2/3

    I seriously like the land tokens. I think that's an awesome idea for moonfolk which interact with land all the time. My only concern might be that 3 may be too many, especially considering this is only 1 of it's abilities. The lord mechanic does seem quite potent, but I think this is properly costed to account for that.
    Neighing Sky-Stallion 3 mana red mana
    Creature - Pegasus (u)
    Flying
    red mana : +1/+0 until the end of turn.
    Dash 1 mana red mana (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
    2/1

    Dash on this guy feels very good. I don't have any criticism on this card as I think it's a quality card and doesn't need anything changed.

    Head of the Stampede red mana white mana
    Creature - Pegasus (r)
    Flying
    1 mana , sacrifice a land: Create a 1/1 white Pegasus creature token with flying.
    2 mana red mana , sacifice Head of the Stampede: Head of the Stampede deals damage to target player equal to the number of Pegasus creatures you control plus one.
    A bolting pegasus is often deadlier than anything that might have scared it
    2/2

    This one feels a bit strange to me, as your card from round 1 had Ascend and land sacrificing is at odds with that. It's also quite a weak tribal card; I see this most of the time as a 2/2 flier for 2 that can "cycle" lands late game into 1/1 fliers. Quite efficient and could be played in a deck without other Pegasi, as it isn't really empowered all that much in a tribal Pegasi deck (excluding an entire set of RW hyper-aggro Pegasi which I don't believe is realistic). Bit disappointed by this as IMO that's not the end result I'd want when designing a lord.
    Serpentine Gorgon 2U
    Creature - Gorgon Rogue (U)
    Whenever Serpentine Gorgon attacks and isn't blocked, switch its power and toughness until end of turn.
    2/4
    "Which of us will blink first? I must warn you, I've never lost a staring contest."

    This is great. Swapping power/toughness is definitely blue, and this makes sense in the context of Gorgons generally revolving around blocking/being blocked. Very solid card for blue in limited being a great blocker and attacker, I'd be happy to have this in one of those decks. Uncommon seems correct for this too.

    Matriarch Hag 3UB
    Creature - Gorgon Wizard (R)
    Gorgons you control can't be blocked by creatures with petrification counters on them.
    Whenever a Gorgon you control deals combat damage to an opponent, choose one -
    * Put a petrification counter on target creature that player controls.
    * That player discards a card.
    3/5

    Well costed, good P/T and solid Lord effects. The discard is good, though nothing synergistic. I'd definitely want to have her if I was running a Gorgon tribal deck.
    An issue I have with the card is the petrification "strangeness" for lack of a better word. It makes sense that you're petrifying creatures, but why are they still able to block non-Gorgons? Why can they still attack if they've been turned to statues? The mechanic just seems to be a bit off with how one would generally envision petrification to function. I do understand that it would be too powerful if that was how it worked on this card, but I just feel it should be reworked/renamed to better fit the mechanic you have now (which I think is great).
    Disloyal Servant 3B
    Creature - Efreet (U)
    Flying
    When Disloyal Servant enters the battlefield, each player draws a card and loses 1 life.
    "What Master does not know will not hurt him... yet."
    3/3

    I like this effect. I'm glad to play this, and even if it's played against me I'm not totally unhappy.

    Despot of Ill Wishing 3BR
    Creature - Efreet (R)
    At the beginning of your upkeep, choose one for each Efreet you control. You may choose the same mode more than once.
    • Target creature you control gains menace until end of turn.
    • Target creature your opponent controls gets -1/-1 until end of turn.
    • Flip a coin. If heads, you draw a card and lose 1 life.
    4/4

    This is a great card, especially because it triggers off itself. Options are always a nice plus, and at the very least this is a 4/4 menace for 5 (quite solid). Again, something I'd be very happy to play (even if not in an Efreet deck).

    An issue I have with these cards in general is that they don't evoke any kind of tribal theme. Efreet historically don't really have any mechanical identity associated with them either. I just feel that these creatures in particular would need a strong, consistent theme and mechanic associated with them if they were to appear as a main cycle in a tribal set. These are great cards and interesting too, but in the spirit of this challenge I'm not sold on them as part of a tribal set.
    Flooder of Cities 5GG
    Creature - Kraken (U)
    When Flooder of Cities enters the battlefield, destroy target nonbasic land and each land that shares a name with it.
    Not even the outlying farms were spared.
    5/3

    This feels weird. The name is strange for a G card; "Flooder" would generally imply a creature that would channel water to flood something (really only a U flavor).
    The effect is unusual, but still fine for G. Even so, I think this card just doesn't have a place in any deck; Limited there's very few non-basic lands, and Standard/Modern, this is way too slow and expensive for the body that you get.

    Dragnet Kraken 3GU
    Creature - Kraken (R)
    Whenever Dragnet Kraken or another Kraken you control deals combat damage to a player, reveal the top card of your library. If it's a creature card, you may put it onto the battlefield. If it's a noncreature card, you may exile it and draw a card.
    Submerged beneath even the smallest bodies of water, ancient secrets lay dormant trapped by time and silt.
    4/4

    This is a cool effect and definitely plays to a creature heavy deck. I'm unsure how much use you'd get out of the tribal aspect of this as we've only seen humongous, expensive Kraken so it'd be unlikely to have many out simultaneously with this guy. If there were things like Kraken spawn which were smaller and cheaper, this would have potential to be a very powerful card.


    1. Cardz5000
    2. FreshMeat
    3. netn10
    Posted in: Monthly Contests Archive
  • posted a message on February 2018 CCL Round 3 - Yes, M'Lord!
    Conscripted Gorgon 2W
    Creature - Gorgon Soldier (C)
    Flying
    When Conscripted Gorgon enters the battlefield, you may tap target creature.
    2/2
    Wings spread wide, she comes to demonstrate Phyrexia's gifts to the uninitiated.

    Sisters of the Orthodoxy 2WB
    Creature - Gorgon Cleric (R)
    Whenever a Gorgon you control deals damage to a player, create that many 1/1 white Soldier artifact creature tokens.
    2/4
    "Elesh's task to her gorgons of transforming heretics spotlighted their unique form of efficiency. Once turned to steel, the new converts could be retrieved easily and incorporated throughout the collective."
    Posted in: Monthly Contests Archive
  • posted a message on February 2018 CCL Round 2 - Old Friends, New Faces

    Karona Revived WUBRG
    Legendary Planeswalker - Karona (M)
    Whenever you cycle a card, put a loyalty counter on Karona Revived.
    [-3]: Exile up to one target permanent for each card you've drawn this turn.
    [-3]: You may choose a card you own from outside the game and put it into your hand for each card you've discarded this turn.
    [5]

    Karona had a very odd card back in the day, and I think this one is fittingly unique too. Its usefulness does seem quite niche though; 5 colors as well as a "cycling matters" approach really is narrow. As a Johnny myself though, I do like the idea and would be curious to see what shenanigans could be pulled off in a deck with her.

    Serra Reawekened 1 mana white mana white mana white mana
    Legendary Planeswalker - Serra (M)
    Whenever you cast a spell, put a loyalty counter on Serra Reawakened for each white mana symbol in that spell's mana cost.
    -1: Your life total becomes equal to the number of loyalty counters on Serra Reawakened.
    -2: Destroy target artifact or enchantment.
    -X: Create a white X/X Angel creature token with flying and vigilance.
    //3

    I love Serra so definitely have a bit of bias towards wanting to see her again, though I'll admit it'd be kinda unlikely (oh but new timeline so who knows). Serra's full embodiment of white mana would engender a PW with traditional white effects and I think this satisfies that quite well. I love the build around aspect the card has to it, and could very easily see a deck from this. I will say, I think the -1 ability seems quite weak as Serra is unlikely ever to have her loyalty high enough to make it impactful; I could see it being changed to something else.

    Jaya Ballard, Uncaged Inferno 1RR
    Legendary Planeswalker - Jaya (M)
    At the beginning of your upkeep, Jaya deals X damage to you or target creature you control, where X is the number of loyalty counters on her.
    +2 > Jaya deals 2 damage to each creature you don't control.
    +2 > Until the beginning of your next upkeep, creatures without flying can't block.
    +1 > Jaya deals 3 damage to target player.
    [2]

    I'm definitely excited to see Jaya make a return in Dominaria so I'm glad somebody took a stab at her PW card. I am scared of this card; seeing this on my opponent's side of the field as a mono-red deck spells disaster very quickly. The one thing that might lean this card a bit too powerful is the option to hit your own creature instead of your face as I could imagine builds that actually get a benefit from doing so (Boros Reckoner comes to mind). Everything else is great and would make me happy to play one or two of this in a Red Deck Wins build.

    Ajani, Soul's Pleroma 1 mana red mana green mana white mana
    Legendary Planeswalker - Ajani (M)
    0: Ajani, Soul's Pleroma deals damage equal to his loyalty to target creature.
    0: Add an amount of mana of any one color to your mans pool equal to Ajani, Soul's Pleroma's loyalty.
    0: Create an X/X white Avatar creature token, where X is Ajani, Soul's Pleroma's loyalty.
    {[3]}

    Well this certainly does meet the requirement for the challenge as a very different take on PW loyalty abilities. This guy really is a Swiss Army knife and seems like it'd be right to play out in nearly every situation. I feel the mana ability might prove too strong, but definitely something that I think would best be determined through playtesting. Another thing I wanted to point out that these effects are all things we've seen before so it does come off as a bit safe, but that isn't necessarily a bad thing given the nature of this challenge, just a bit disappointing.
    I do admit though Ajani is a PW I'd be quite disappointed to see in the Dominaria set as it's been stated they want to connect the old school characters to the modern storyline, so using up a PW card spot with him would feel like a slight to the more classic characters of Magic.

    Radha the Fearless 2RG
    Legendary Planeswalker - Radha {M}
    Radha the Fearless has starting loyalty equal to the total power of creatures you control.
    0: Radha deals damage equal to her loyalty to target creature. That creature deals damage equal to its power to her.
    -8: Untap all creatures that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase. Those creatures attack that combat if able.
    {*}

    As unlikely as it is for Radha to ascend, I think it's plausible enough and could be justified. The starting loyalty mechanic is interesting especially given she has no way to increase her loyalty after she's in play. I do think that her -8 is lacking a bit of "Oomph" as it doesn't seem to really enable a win. You'll either not have enough creatures out when Radha's played so you can't activate it, you'll be ahead on creatures in which case that effect is "win more" (or just sub-par compared to fighting one of your opponents few creatures), or you're at parity with your opponent in which case getting 2 combats won't really matter as you'll have lost most your creatures after the first one. I compare it to Garruk Wildspeaker's -4 which grows and enables creatures to push through defensive board states, and this really kinda falls flat. I imagine she'll usually play out as a kind of Prey Upon on-a-stick, which is a really solid ability, but could really use something else that's more impactful.

    Ghost Council Ascendant 1WWBB
    Legendary Planeswalker - Obzedat(MR)
    When Ghost Council Ascendant dies, return all permanent cards exiled with it to the battlefield under your control.
    [-1]: Exile target artifact or enchantment.
    [-2]: Exile target permanent card in a graveyard.
    [-3]: Exile target creature.
    [5]

    Right off the bat I have to really question the choice of Obzedat. They've never been hinted at having a spark (sparks?), nor are they related to Dominaria, and even if they did ascend I would think they'd be more focused on using their powers to consolidate power and influence throughout Ravnica in order to exploit everything/everyone they could from that plane first.
    The mechanics of the card are unique and the death trigger fits Orzhov quite well; taking tribute from others and then using those for your own agendas. I'm happy to see you're only able to grab 1 creature (in play) with them as that's generally the most desirable effect they have. I do want to point out the potential color infraction with a black card being able to remove an artifact, but I don't think it's a huge issue as this is a PW card so they're generally allowed to break some traditional rules.


    1. FreshMeat
    2. Hemlock
    3. IcariiFA
    Posted in: Monthly Contests Archive
  • posted a message on February 2018 CCL Round 1 - Adaptive Species

    Yuejing Alchemist 1 mana green mana blue mana
    Creature — Moonfolk Cleric {R}
    Flying
    When Yuejing Alchemist enters the battlefield, put a +1/+1 counter on another target creature you control.
    If you would put a +1/+1 counter on a creature, you may put a divinity counter on it instead. For as long as it has a divinity counter on it, it has indestructible.
    1/1


    Flavor:
    Moonfolk is a wide open type having only been seen in the Kamigawa block and so is ripe with potential to be written in a new direction for the next visit there. Moving this in the green direction would seem to suggest a Moonfolk society more in tune with the spirit world than the Soratami and that's totally plausible.
    Mechanics:
    So first things first, this was designed as a rare so not sure that it's still able to satisfy the challenge. This card seems very tough to place. I understand and can appreciate the connection to the Myojin that's being shown here, however I can't shake the feeling that this mechanic is completely busted as is. The fact that the card triggers itself and that the effect to permanently grant indestructibility generally costs upwards of 5 mana makes me scared of this guy's power level without any additional downsides. An added clause of "When Yuejing Alchemist leaves the battlefield, remove all divinity counters from all creatures you control" would make this a much safer card and would even leave some more space to buff its defensive capabilities a bit.

    Goblin Soulraiser 1 mana red mana white mana
    Creature — Goblin Cleric (R)
    First strike
    Whenever Goblin Soulraiser attacks, return up to one target Goblin creature card with converted mana cost equal to or less than Goblin Soulraiser's power from your graveyard to the battlefield tapped and and attacking. Exile that creature at the beginning of the next end step.
    3/2

    Flavor:
    While white goblins aren't completely new, they're still relatively unexplored so that's fine. Boros is quite right for an aggressive goblin feel and white gives them access to better weapons (first/double strike, fatter butts, vigilance). Hell, combat tactics/tricks maybe even?! I do have to point out the questionable choice of making this a secondary type Cleric however; First Strike and a bigger power than toughness just don't feel right on a cleric (without meaningful lore justification).
    Mechanics:
    So first things first, this was designed as a rare so not sure that it's still able to satisfy the challenge. That said, I really dig this card as is and seems just like what an aggro Boros deck would want around turn 3. Giving some recursion of weaker creatures that have been picked off, plus having first strike as its own defense is really efficient and very on color and theme.

    Lightborn Watchmage 1WU
    Creature - Moonfolk Wizard {U}
    Flying
    Exhaust two lands you control: Untap target creature. Prevent all combat damage that would be dealt to that creature this turn. (To exhaust a land, tap it. It doesn’t untap during your next untap step)
    1/3

    Flavor:
    Same thing I said for willow applies here; Moonfolk is a wide open type having only been seen in the Kamigawa block and so is ripe with potential to be written in a new direction for the next visit there. White is a sensible color to pair with blue and evokes a studious wizardy feel. Given the effect of its ability, I might even suggest adding cleric onto its types. Also nice tie-in to Moonfolks' abilities messing with your lands with a new spin on it.
    Mechanics:
    I'm definitely a fan of the Maze of Ith effect, doubly so in Azorius, though this is notably a bit different. I think you may need to up the cost to activate this; I imagine if Exhaust works anything like Exert then you'd be able to Exhaust 2 already tapped lands. That just seems too cheap given the tricks you could pull off with this effect (untapping things can get out of hand quickly). Hell, alternatively just removing the untap part completely would likely balance the effect out. In the end though, the card's concept is really sweet and would definitely be effective at what it wants to do.

    Gibli-Circus Prankster UR
    Creature - Faerie Rogue (Uncommon)
    Trick (When this creature enters the battlefield, you may exile a card from your hand face-down.)
    Flying
    Flip target face-down card you own in exile: Change the target of target spell if it has the same converted mana cost as the flipped card.
    1/3

    Flavor:
    Faeries are a fine choice with Dimir generally being their only colors (with a small stint in green in the vintage years). Red feels very right with them being agents of chaos and trickery.
    Mechanics:
    I like the core concept behind the card and very much suites a faerie. I think that the wording of the ability may need tweaking so its more clear what "Flipping" means or what specific cards are allowed to be "Flipped".

    Ashen Treefolk red mana green mana
    Creature - Treefolk {U}
    Trample.
    Mountain Terrain 2 (As long as you control two or more Mountains, this creature power is equal to its toughness)
    1/3

    Flavor:
    Treefolk are predominantly green, but have had stints in both black and white as well, so this type isn't as open as a lot of others out there. Red as a secondary color is tough I feel for Treefolk and would need a lot of backstory written in order to justify and explain how they exist/came to be (petrified forests?, ever-burning trees?).
    Mechanics:
    The creature is pretty straightforward enough it seems. Mountain Terrain seems interesting, but likely doesn't need to be a keyword as the effect wouldn't be likely to go on many creatures. Cool that it can combo with +0/+X effects to make it even more powerful.

    Yria Thief WU
    Creature - Fox Rogue (U)
    Prowess, Skulk (This creature can’t be blocked by creatures with greater power.)
    Whenever Yria Thief deal combat damage to a player you may draw a card.
    Underestimating is the last thing you want.
    0/2

    Flavor:
    Similar to the Moonfolk I looked at above, Foxes have really only been explored in Kamigawa and so have a good bit of potential. Blue is definitely a sensible color and generally pairs with white quite well. Generally I associate the Azorius pairing with a more studious or guardian mentality, so I'm not 100% sold on the idea of a rogue thief. However if this angle were explored, then this does seem to beg the ninja typing to be used, with foxes currently being focused in Kamigawa. Nothing that couldn't be explained with some new lore, or a new plane altogether though. Still, does feel like a tad bit of flavor-fail :(.
    Mechanics:
    I like this card and could see it being used happily in some evasiony/controlly decks. While definitely not game-changing or deck-shaping, you'll likely be able to draw at least one card off of it if you find your deck has enough spells to run it. Good to note that the abilities match the colors perfectly.


    1. Cardz5000
    2. netn10
    3. mirrodin71
    Posted in: Monthly Contests Archive
  • posted a message on February 2018 CCL Round 2 - Old Friends, New Faces
    Squee, Goblin Ancient 2 red mana red mana
    Legendary Planeswalker - Squee (M)
    Squee, Goblin Ancient can't be attacked.
    0: Create a 1/1 red Goblin creature token.
    -1: Squee, Goblin Ancient deals 2 damage to target creature.
    -1: Target creature you control gains "When this creature dies, return the card to its owner's hand" until end of turn.
    At the beginning of your upkeep, you may return Squee, Goblin Ancient from your graveyard to your hand.
    1
    Posted in: Monthly Contests Archive
  • posted a message on February 2018 CCL Round 1 - Adaptive Species
    Gifter of Perfection 3 white mana black mana
    Creature - Gorgon (U)
    Vigilance
    Whenever Gifter of Perfection blocks or becomes blocked by a creature, destroy that creature at end of combat and create a 1/1 white Soldier artifact creature token.
    2/5
    Posted in: Monthly Contests Archive
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