Transient Key3
Artifact {M}
Whenever Transient Key becomes tapped, target opponent gains control of it. ,T: Exile target nonland permanent. ,T: Return target permanent exiled with Transient Key to the battlefield under it’s owner’s control. It opens doors none go into and is owned by those who don’t exist.
Very interesting idea, but underpowered; I am having problem finding a good way to use this card to my benefit. Maybe if I can bounce it repeatedly and exile target permanent for 5? Conceptually innovative, but fails on the mechanic, I think.
Equilibrium4
Legendary Artifact - Equipment
Whenever equipped creature deals combat damage to a creature, tap up to X permanents, where X is that creature's power. Then untap up to that many permanents.
Equipped creature has "t: Target creature can't attack, block, or activate abilities this turn." "Electricity makes skaab function, but stops humans and many trinkets from working. An interesting balance."
-Ludevic the Insane
Equip 3
I think you are trying to say "keep the number of untapped permanent the same, and that's equilibrium", but the flavor text confused me. It didn't seem like balance is the right word here. I am also not sure about using the number of untapped permanent as target of equilibrium is a good choice, since both player untaps every turn, so the equilibrium flavor doesn't feel very strong. The second ability feels tacked on just to fulfill the requirement. Would have liked it to have something to do with things being tapped or untapped.
Gideon’s Shelter - 1
Legendary Artifact - Fortification (MR)
Fortified land has “2, T: Exile any number of target creatures you control.”
Whenever fortified land becomes tapped for mana, return all permanents exiled with Gideon’s Shelter to the battlefield under your control.
Fortify 1 “I need a shelter, a home - for me and my fellows.”
Gideon to the nameless spellcrafter
I really liked how you invoke the flavor of Gideon Jura; bonus point for making the card interact with the Planewalker. Overall, flavorful and elegant card.
Round 3, Job 2: Stones of the First Church5
Legendary Artifact (MR)
Whenever a creature attacks you, you may pay 1W. If you do, put a 1/1 white Spirit creature token with flying onto the battlefield.
Sacrifice 5 spirits: Exile target attacking creature
Card seems like it would do better as a White Enchantment instead. As an artifact, you are faced with the problem with it being close to unplayable in a non-white deck. I would have considered lowering the sacrifice cost to reduce the difference, but increased the token producing cost to compensate. Mechanic feels unexplained by the name, however, although perhaps there is some reference I am missing.
The Bloodletter2
Legendary Artifact - Equipment (M)
Whenever equipped creature attacks, put a charge counter on The Bloodletter. Then you may put X -1/-1 counters on target creature and target player loses X life for each charge counter on The Bloodletter.
Equip 2 "It reproduces blood. That is all I know."
Jofridus, Arm of Griselbrand
Bleeding theme is present, but I think the wording is incorrect. Shouldn't it be "put a -1/-1 counter...player lose one life for each charge counter..."? Doesn't feel this stands out among other Bloodletters.
Legendary Artifact- Equipment (MR)
Equipped creature has "T: Target creature can't attack this turn. If that creature's power is 5 or greater, it also can't block this turn."
When equipped creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step. If that creature's power is 5 or greater, destroy it instead.
You may pay 0 to equip Equilibrium to creatures with power 1 or less.
Equip 4
Electricity theme seems to be missing. But other than that, I liked how you approached Equilibrium concept; the free-equip cost is a nice touch that very well conveyed your interpretation of the word. Would have listed you as one of top three only if the Electricity requirement is fulfilled.
Top 3:
1. Lordschuft
2. CodGod
3. brasil_dude101
Also, some response about my card; specifically about the Conduit counter. If you search the gatherer for Charge counter, you'll notice that it is almost always placed on the artifact itself, and it represents the artifact gathering power for a bigger effect. In the case of my card, the Conduit counter marks which creature now carries a "charge" (in terms of positive and negative charge), and can be repelled by the creature wielding the Equilibrium (unblockability). Hitting a player activates the dormant charges and attracts creatures to each other, and make them explode upon contact. My earlier implementation actually involved Positive Charge counters and Negative Charge counters, which was scrapped for obvious reason.
Put a token onto the battlefield that is a copy of target creature or artifact. Controller of that creature or artifact sacrifice it unless he or she pays 5 life.
Job 3 (Offered by Ludevic the Insane): Create a mythic rare, legendary equipment artifact named "Equilibrium" that:
Can deal electrical melee damage (i.e. combat) that will stun the receiving creature
Can deal electrical ranged damage that will disable, but not stun the receiving creature
Does not involve charge counters
Is more effective against stronger creatures
Equilibrium4
Legendary Artifact - Equipment (MR)
When Equilibrium enters the battlefield, you may place a Conduit counter on up to two target creatures.
Equipped creature has First Strike and "This creature cannot be blocked by creatures with Conduit counter. Whenever this creature deals combat damage to a creature, remove that creature from combat and put a Conduit counter on it. Whenever this creature deals damage to a player, creatures with Conduit counter deals damage equal to their power to each other."
Equip: 4
"Nature seeks balance in all things. Therefore, the same repel, and the opposite attract; allow me to demonstrate by charging these two specimens, and observe the devastation."
Getraf Gravewake4UB
Legendary Creature - Zombie {M}
As an additional cost to cast Getraf Gravewake, exile four creature cards from your graveyard.
Whenever a non-Zombie creature dies, return it to the battlefield under your control. It's a blue and black Zombie in addition to its other types and colors. A single touch is enough to jolt into you the gravest of fates.
6/6
Re-animation effect with restriction to keep creatures from eternally coming back to life. Liked the concept, but doesn't feel super interesting. Would have really liked it if the additional cost somehow has synergy with the ability. Pun is present, check.
Quote from MagicBrains »
Team Good and Evil
Job 3
Intense Frank3UB
Legendary Artifact Creature - Zombie (MR)
Discard an artifact card: Double the number of charge counters on target artifact.
Remove all but one charge counter from target artifact you control: Draw a card. If it's not an artifact card, discard it.
When ~ dies, you may remove a charge counter from an artifact. If you do, return ~ to the battlefield.
5/3 "Where did I put that confounded contraption!? I could swear it's alive and hiding, it's so hard to find. Frank. FRANK! You're magnetized. Find it for me." - Ludevic the Insane
Flavor is well-conveyed through the flavor text, although the first ability feels like it really wasn't explained. Remove all but one charge counter feels a bit clunky. I would consider make the the cost "remove one charge counters" and making the regeneration effect cost "remove all charge counters". Overall interesting spin on the electricity flavor, but need more work on mechanics to make the card easier to understand.
Quote from Brofaux »
Grand Geist-guard4WW
Creature - Spirit Warrior {R}
Flying, First Strike
Grand Geistguard's power is equal to [U]twice[/U] the number of spirits you control.
:symw:: Regenerate target spirit.
*/7
Interaction with Spirit types, with regeneration keeping Spirits alive, thereby providing synergy between two abilities. First Strike feels out of nowhere though. Power level of creature with * is hard to judge, but I think it would have been okay without First Strike.
Quote from Burstinatrix »
Team Good and Evil
Doppelgeist2W
Creature - Spirit (U)
Guardian (When this creature dies, put it in your graveyard guarding target creature.)
If a creature Doppelgeist is guarding would die while Doppelgeist is in your graveyard, you may exile Doppelgeist instead.
2/4
Guardian mechanic feels very similar to Haunt. Flavor-wise, it feels a bit odd that Dopplegeist can only save creature after it dies first. Also, 3 for 2/4 is possibly too much.
Quote from Viperion »
Geist of Saint Mikel 3WWW
Legendary Creature - Spirit (Rare)
Flying, vigilance
Geist of Saint Mikel’s toughness is equal to the number of Human creature cards in all graveyards
5/* He watches over the dead, keeping their souls safe, while drawing his resolve from their need for vengeance.
Human-spirit interaction for Innistrad is good. Card is well-developed with no obvious problem. Good card overall, although feels unexciting.
Quote from Ninja Caterpie »
Team Good and Evil - Helping the Cathars again (Job 2)
Wall of Geists4WW
Creature - Spirit (R)
Defender
If damage would be dealt to another creature you control, you may have that damage be dealt to Wall of Geists instead.
2/7
Simple and elegant, with clear purpose. Effect is justified by the cost. Would have loved to see synergy with Defender somehow, but doesn't detract from the card by keeping it simple.
Quote from Gerrard"s Mom »
Team Good and Evil
(Job 2)
Cathar-Bound Geist2W
Creature - Spirit (U)
Protection from non-Spirit creatures 2W: The next time a source of your choice would deal damage to target Human creature this turn, that damage is dealt to Cathar-Bound Geist instead. The cathars do not know how such ethereal creatures can protect them from physical blows, but they have learned not to question such favors.
2/1
Similar in concept to Wall of Geist by redirecting damage. Liked how it has a low toughness, but a hard to bypass protection, balancing each other out, but not overpowering at 3CMC.
Job 2 (offered by Helena the Cathar): Create an uncommon or rare monowhite or monoblue Spirit creature card with the following properties:
CMC 3 OR 6
Power 2 OR 5 OR * (star)
Toughness 1 OR 4 OR 7 OR * (star)
Spectral Throng - 2W
[U]Creature - Spirit[/U] - [U]
Flying
When Spectral Throng enters the battlefield, exile all human creature cards from target player's graveyard and put X +1/+1 counters on Spectral Throng where X is equal to the number of cards exiled in this way. "This spell shall destroy the body but bind the soul, a rather morbid method of raising one's spirits..."
2/1
Flavorful card. Although I think this card really want Human to die first feels a bit odd for a type that should have synergy with Human. Also, using graveyard a resource feels black; maybe exile target opponent's graveyard of vampires/zombies/werewolves?
Job 2 (offered by Helena the Cathar): Create an uncommon or rare monowhite or monoblue Spirit creature card with the following properties:
- CMC 3 OR 6
- Power 2 OR 5 OR * (star)
- Toughness 1 OR 4 OR 7 OR * (star)
Team Quill
Soul-channel Revenant 3WWW
Creature - Spirit (R)
Lifelink
When ~ enters the battlefield, put two 1/1 white Spirit creature token onto the battlefield.
If you would gain life, put a 1/1 white Spirit creature token onto the battlefield instead
If a source would deal damage to you, sacrifice a Spirit and prevent that damage instead.
2/4 "Step 1: add life force. Step 2: apply mana until life force boils. Step 3: seal distilled spirit in scroll" - excerpt from Ludevic's experiment note
Job 1: Create a common or uncommon monoblack instant that kills a single target with some sort of restriction.
Job 2: Create an uncommon monowhite sorcery or enchantment or that buffs a single target if it is a Human and debuffs it if it is not.
Job 3: Create a rare monoblue enchantment with the following criteria: Bunch-o-crap.
Team Quill Critiquing Team Ink
Inflict Pain1B
Instant (U)
Put three -1/-1 counters on target creature.
Already been done on Skinrender. Doesn't really feel interesting.
No card
Human Centipede2W
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, you may exile a creature you control. If enchanted creature is a human, then enchanted creature gets +X/+X where X is the creature's toughness. Otherwise, enchanted creature gets -X/-X where X is the creature's toughness.
Wording is a bit confusing. "...where X is the creature's toughness" means exiled creature's toughness, right? The name explains the buff, but the debuff feels somewhat forced.
Despoil the SoulBBB
Instant {U}
Destroy target nonartifact, nonblack creature. If that creature is not destroyed this way; exile it and its controller loses life equal to that creature’s toughness.
Indestructable and Regenration hoser part feels pretty narrow, and probably not worth the increased mana cost and nonartifact restriction compared to Doom Blade
Ludevic's Surge 3U
Enchantment (R)
Whenever a zombie enters the battlefield, you may pay 1U to tap target creature. It does not untap during its controller's upkeep unless they sacrifice a creature.
Does this generate card advantage if opponent doesn't sacrifice? Also not sure that "may tap" counts as disadtanged to all opponent creatures. I like the idea, although I would have loved to see some flavor text explaining the card concept more.
Avacyn's Judgment4W
Sorcery (C)
Target creature is indestructible and has hexproof until end of turn and as long as it's a Human. Otherwise, exile that creature. Avacyn can see the good, however small, in everything and everyone. That said, will also not hesitate to eliminate the darkness from her world.
Flavor fits well with mechanic and name, although I think it might be overcosted. Exile with restriction is usually 3CMC, I think; indestructible and hexproof is also definitely less than 5CMC
Zombie Pandemic3U
Enchantment {R}
All creatures have vanishing 3. (Each creature enters the battlefield with three time counters on it. At the beginning of its controller's upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your upkeep, you may return a zombie card from your graveyard to your hand. "Do not hope for a quiet or noble passing. Death is only confusion, and fear." - Ludevic
Very nicely done; both part of the card works well together. Ever-recurring zombie is very flavorful.
Blood DebtB
Instant (U)
Destroy target creature with power less than the number of creatures you
control. You gain life equal to that creature's toughness. "The Voldaren clan is never slighted. You will pay what you owe, whether it
be in coin or in crimson."
-Olivia Voldaren
This restriction is new, and works well for a cheap spell. Flavor text also explains the concept well.
Vampire's Grasp1BB
Tribal instant - Vampire (U)
Destroy target non black creature.
If that creature is a human then put a +1/+1 counter on target vampire you control. Human blood is life to a starving vampire.
All parts of the card works together to create the vampire flavor, although the flavor isn't that unique or makes the card stand out.
Corpse Rising2U
Enchantment (R) 1U,T: Return target Zombie from your graveyard to your hand, then tap up to X target creatures, where X is the number of creatures in your graveyard. Even as the last claws it's way to the surface, a dozen more hands burst from the soil.
I like the mechanic; also impressed by the self-limiting restriction. I think tap activation cost on enchantment is questionable though; what does tapping an enchantment actually mean in terms of Magic world?
Instant - U
Kicker1B (You may pay an additional 1B as you cast this spell)
Transform target creature. If Volatile Transformation was kicked, destroy target creature that transformed this turn.
"Excessive consumption of the potion might have...undesirable...side effects."
At the beginning of your upkeep, put a treasure counter on Bottomless Riches
Remove X treasure counter from Bottomless Riches: gain control of target creature with converted mana cost of X until end of turn.
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature deals or is dealt damage, it's controller loses that much life.
Enchanted creature attacks each turn if able.
At the beginning of your upkeep, choose target creature or player and flip a coin. If you win the flip, Lightning Vortex does 3 damage to that creature or player. If you lose the flip, Lightning Vortex does 3 damage to you.
Top 3:
1. Lordschuft
2. CodGod
3. brasil_dude101
Also, some response about my card; specifically about the Conduit counter. If you search the gatherer for Charge counter, you'll notice that it is almost always placed on the artifact itself, and it represents the artifact gathering power for a bigger effect. In the case of my card, the Conduit counter marks which creature now carries a "charge" (in terms of positive and negative charge), and can be repelled by the creature wielding the Equilibrium (unblockability). Hitting a player activates the dormant charges and attracts creatures to each other, and make them explode upon contact. My earlier implementation actually involved Positive Charge counters and Negative Charge counters, which was scrapped for obvious reason.
Sorcery (R)
Put a token onto the battlefield that is a copy of target creature or artifact. Controller of that creature or artifact sacrifice it unless he or she pays 5 life.
Job 3 (Offered by Ludevic the Insane): Create a mythic rare, legendary equipment artifact named "Equilibrium" that:
Can deal electrical melee damage (i.e. combat) that will stun the receiving creature
Can deal electrical ranged damage that will disable, but not stun the receiving creature
Does not involve charge counters
Is more effective against stronger creatures
Equilibrium 4
Legendary Artifact - Equipment (MR)
When Equilibrium enters the battlefield, you may place a Conduit counter on up to two target creatures.
Equipped creature has First Strike and "This creature cannot be blocked by creatures with Conduit counter. Whenever this creature deals combat damage to a creature, remove that creature from combat and put a Conduit counter on it. Whenever this creature deals damage to a player, creatures with Conduit counter deals damage equal to their power to each other."
Equip: 4
"Nature seeks balance in all things. Therefore, the same repel, and the opposite attract; allow me to demonstrate by charging these two specimens, and observe the devastation."
1. Cathar-Bound Geist - Gerrard's Mom
2. Wall of Geists - Ninja Caterpie
3. Getraf Gravewake - Occulus
Honorable mention: Grand Geist-guard - Brofaux
Enchantment - Aura Curse
Enchant player
If enchanted player would draw a card, that player gains 5 life instead.
When enchanted player has more than 20 life, sacrifice Blissful Ignorance.
Team Quill
Soul-channel Revenant 3WWW
Creature - Spirit (R)
Lifelink
When ~ enters the battlefield, put two 1/1 white Spirit creature token onto the battlefield.
If you would gain life, put a 1/1 white Spirit creature token onto the battlefield instead
If a source would deal damage to you, sacrifice a Spirit and prevent that damage instead.
2/4
"Step 1: add life force. Step 2: apply mana until life force boils. Step 3: seal distilled spirit in scroll" - excerpt from Ludevic's experiment note
Job 2: Create an uncommon monowhite sorcery or enchantment or that buffs a single target if it is a Human and debuffs it if it is not.
Job 3: Create a rare monoblue enchantment with the following criteria: Bunch-o-crap.
Team Quill Critiquing Team Ink
Instant (U)
Put three -1/-1 counters on target creature.
Already been done on Skinrender. Doesn't really feel interesting.
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, you may exile a creature you control. If enchanted creature is a human, then enchanted creature gets +X/+X where X is the creature's toughness. Otherwise, enchanted creature gets -X/-X where X is the creature's toughness.
Wording is a bit confusing. "...where X is the creature's toughness" means exiled creature's toughness, right? The name explains the buff, but the debuff feels somewhat forced.
Instant {U}
Destroy target nonartifact, nonblack creature. If that creature is not destroyed this way; exile it and its controller loses life equal to that creature’s toughness.
Indestructable and Regenration hoser part feels pretty narrow, and probably not worth the increased mana cost and nonartifact restriction compared to Doom Blade
Enchantment (R)
Whenever a zombie enters the battlefield, you may pay 1U to tap target creature. It does not untap during its controller's upkeep unless they sacrifice a creature.
Does this generate card advantage if opponent doesn't sacrifice? Also not sure that "may tap" counts as disadtanged to all opponent creatures. I like the idea, although I would have loved to see some flavor text explaining the card concept more.
Sorcery (C)
Target creature is indestructible and has hexproof until end of turn and as long as it's a Human. Otherwise, exile that creature.
Avacyn can see the good, however small, in everything and everyone. That said, will also not hesitate to eliminate the darkness from her world.
Flavor fits well with mechanic and name, although I think it might be overcosted. Exile with restriction is usually 3CMC, I think; indestructible and hexproof is also definitely less than 5CMC
Enchantment {R}
All creatures have vanishing 3. (Each creature enters the battlefield with three time counters on it. At the beginning of its controller's upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your upkeep, you may return a zombie card from your graveyard to your hand.
"Do not hope for a quiet or noble passing. Death is only confusion, and fear." - Ludevic
Very nicely done; both part of the card works well together. Ever-recurring zombie is very flavorful.
Instant (U)
Destroy target creature with power less than the number of creatures you
control. You gain life equal to that creature's toughness.
"The Voldaren clan is never slighted. You will pay what you owe, whether it
be in coin or in crimson."
-Olivia Voldaren
This restriction is new, and works well for a cheap spell. Flavor text also explains the concept well.
Tribal instant - Vampire (U)
Destroy target non black creature.
If that creature is a human then put a +1/+1 counter on target vampire you control.
Human blood is life to a starving vampire.
All parts of the card works together to create the vampire flavor, although the flavor isn't that unique or makes the card stand out.
Enchantment (R)
1U,T: Return target Zombie from your graveyard to your hand, then tap up to X target creatures, where X is the number of creatures in your graveyard.
Even as the last claws it's way to the surface, a dozen more hands burst from the soil.
I like the mechanic; also impressed by the self-limiting restriction. I think tap activation cost on enchantment is questionable though; what does tapping an enchantment actually mean in terms of Magic world?
1. Zombie Pandemic - Phyrexian Editor
2. Corpse Rising - AeroMage
3. Blood Debt - Smores_Prime
Job 1
Volatile Transformation 1B
Instant - U
Kicker1B (You may pay an additional 1B as you cast this spell)
Transform target creature. If Volatile Transformation was kicked, destroy target creature that transformed this turn.
"Excessive consumption of the potion might have...undesirable...side effects."
Artifact (R)
At the beginning of your upkeep, put a treasure counter on Bottomless Riches
Remove X treasure counter from Bottomless Riches: gain control of target creature with converted mana cost of X until end of turn.
"Everyone has their price"
Instant (C)
Tap target creature and remove it from combat.
Draw a card.
Creature - Dinosaur (R)
Trample, Haste
When Stampeding Masses comes into play, it gets +1/+1 until end of turn for each creature you control.
3/3
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature deals or is dealt damage, it's controller loses that much life.
Enchanted creature attacks each turn if able.
Equipment (C)
Equipped creature has Battlecry.
Equip 1
Enchantment (R)
At the beginning of your upkeep, choose target creature or player and flip a coin. If you win the flip, Lightning Vortex does 3 damage to that creature or player. If you lose the flip, Lightning Vortex does 3 damage to you.