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  • posted a message on CCL The Last? (June '19) - Top 5
    Sorry for the delay, I'll hopefully get crits in but here's my top 3

    1: Void_nothing
    2: IcariiFA
    3: Algernone25
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Big apologies for taking this long. I ended up not having finished my judgments before my flight, but I managed to get them done in the air (with a few edits).

    Stille-Nacht: This doesn't feel very Orzhov as black has very limited artifact removal. The flavor is fun but I'm sad to see it doesn't involve Walls or Defenders when it's in the name.

    Mr.Rithaniel: This does some very strange things, and the "in any order" aspect means you can mix and match the effects you want and it's a really cool twist on it. It's possible that effect is too strong when it's cast at three mana because you could discard a huge creature like Emrakul or Griselbrand and immediately reanimate it, but it's pretty color intensive and it's symmetrical so you never know what shenanigans may ensue.

    TheRavenManIsSquee: These all seem like fairly balanced modes. I don't think the Bird token needs vigilance, and I would probably argue that you should be able to tap any permanent in these colors not just a land for versatility. 4 life might also be steep when you compare this to Absorb as well. It's a good set of modes that control decks would absolutely love.

    Phyrexian Editor: Unfortunately this doesn't fit the challenge, but I've always liked the design of a DFC castable from both sides although logistically there are issues. The white half is really strong and reminiscent of Mentor of the Meek, and the red half (kithkin in red?) works great for spellslinging decks, and so herein lies the problem: what kind of deck that runs this card wants to transform it? It seems like one half is great for creatures and the other noncreatures. There's a lack of overlap here that makes the mechanic a bit useless, these may as well be two separate cards. Although this is definitely better than your old submission, I would also argue about timing restrictions to transform too.

    Eventide Sojourner : I think that 90% of the time this will exile two creatures for 2WW. Vraska's Contempt is already strongly played and this is similar and probably better because of removal quality. I think the other modes are fine, he the exiling is just a bit too powerful for an instant.

    Mergatroid_Jones: This also doesn't fit the challenge sadly but I see what you were trying for and it's a good way to design a one mana walker. Ashiok seems fine although I don't think that last ability works because of SBE. Wrenn seems odd if not a little powerful for one mana. Estrid seems fine to me. Dovin is overpoweres. His first ability is nuts and the taxing emblem being a -1 makes it super frustrating. Tibalt seems good but I'd make the discard/draw a may effect so as to not be too disruptive for one mana.

    chetoos I think the best way to word this card would be like the Siege cycle from Fate Reforged. You could even choose Nature or Nurture as the choices and it would fit great. I have flavor qualms though as Marwyn has been a very competent midwife to the elves for generations and having her suddenly be Nissa's pupil betrays her age and experience.

    Morphic_Tide : I'm beginning to think people don't know what modal spells are. This card does so much and is honestly quite messy. Combining keywords from a whole load of sets, having some nonsensical creature type changes, and using energy, +1/+1 and - 1/-1 counters on the same card. It's trying to do way too much and needs a lot of dialing back.

    Sephon19: There are a lot of different modes here, possibly too many for an uncommon. You either get a 0/1 mana dork, two blockers and a bit of life or a 2/3 vigilance. By themselves they'd be perfectly fine, and being one of two of these would also be fair I think, but three options is a little too much variety for an uncommon. I think having creatures gain abilities as a mode hasn't been done yet for a reason (mainly memory issues) and so for a card like this I might opt for the Primal Clay approach instead.

    Cardz5000: This does some interesting things. One side is a group hug effect and the other is more like a punisher for exactly the same thing it's trying to hug. I like that it's able to work with multiple copies of itself on different modes.

    JuanCu : It's hard to evaluate the rarity of this card but I like that it self limits at 7 mana. It's not super powerful but it's interesting at least.

    TotallyHaywire: I quite like the noble sacrifice aspect of this card and how sacrificing a legendary is an out to motivate all your troops.

    I'm going to give the win this round to Mr.Rithaniel, making the next challenge Lands with the text "the game" on them.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    I got a very long haul flight tomorrow, so I'll judge before then.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Yeah, although it doesn't have to follow the charm/command/confluence format
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    My bad for forgetting the challenge at the end.

    Let's make this challenge Modal Spells.
    Posted in: Custom Card Contests and Games
  • posted a message on May MCC, Round 4/Finals - Ravages of Age
    Sincere apologies for this late a submission. My timetable has been cleared and I should have more free time for any other events on MtGS.

    Design -
    (2/3) Appeal: Timmy likes doing lots of damage, Johnny sees a great proliferate/counter doubling output, and Spike sees a card that’s too big a mana investment to be worthwhile.
    (3/3) Elegance: Clean and simple.

    Development -
    (1.5/3) Viability: A versatile, mana hungry source of repeatable removal/damage definitely belongs at rare. Whilst this card is Orzhov in colors it’s technically monowhite, and direct damage is quite the bend for it. Had this card been a black enchantment with a white CU cost I think that would have fit better.
    (2.5/3) Balance: At worst this is 1 mana deal 1 damage gain 1 life, but unless you start the game with a dual land you’re not dropping this unless you can get a fair amount of value out of it. The payoff gets stronger over time and can put you ahead without you even developing a board which is definitely powerful, but the mana balance can be a big issue towards that goal and so eventually I think this will peter out in most decks (unless they run Urborg). Overall I think there are ways to break this card, but it’s not busted in of itself.

    Creativity -
    (3/3) Uniqueness: Nothing springs to my mind immediately in terms of similarity to this card. The effect like casting a bigger and bigger Death Grasp every turn and aside from the –X ability on Sorin, Grim Nemesis.
    (2.5/3) Flavor: Compound interest sounds like a perfectly fitting name for an Orzhov card, but given what we know of the Orzhov their debts seem to be more exponential than incremental so this might be a little slow for them vorthos-wise, but it does the job well.

    Polish -
    (2.5/3) Quality: “Then you gain that much life” has never been templated before. It should either have been “and you gain that much life” (comma removed), or a separate sentence altogether.
    (2/2) *Main Challenge: Met
    (2/2) Subchallenges: Both met

    Total: 19/25
    Design -
    (2.5/3) Appeal: Timmy loves making lots of creatures, and he loves making them all bigger too. Johnny like the versatility a lot. Spike sees no immediate payoff but appreciates being able to pump out lots of threats.
    (2/3) Elegance: It seems a little off that the warriors don’t have haste. If you mix and match, you end up creating tokens and pumping them without them doing anything. Also, for a card named “The Bloodhall” you’d expect it to be legendary (and also possibly a land).

    Development -
    (2/3) Viability: This feels very red but not particularly green. Green’s pumping is solidly +n/+n instead of +n/+0 which is more red. If the effects/colors had been swapped around that might fit a little better, but this feels much more like a Boros card to me. In terms of power level it most certainly fits at rare.
    (3/3) Balance: I think this is fine, token generation at a cheap mana rate is very nice, and pumping out your Warriors is a nice game ender but on the condition that you have enough warriors. It’s powerful, but requires some build around to be used to its full potential.

    Creativity -
    (3/3) Uniqueness: The closest card to this for me is Assemble the Legion which bears similarities by making an incremental number of tokens each upkeep, but without any mana investment or optional pumping.
    (2/3) Flavor: I can imagine a gathering place for warriors itching for a fight to be called the Bloodhall, it gives me a big Nordic vibe for sure. But “The Bloodhall” is too generic a card name for Magic, something like “NAME, the Bloodhall” if you’re describing a place or “Bloodhall Brawl” also fits a lot better.

    Polish -
    (1.5/3) Quality: “gets” should be pluralized. Reminder text should be italicized.
    (2/2) *Main Challenge: Met
    (2/2) Subchallenges: Both Met

    Total: 19/25
    Design -
    (3/3) Appeal: Timmy likes ramping for big creatures, johnny wants to abuse this with Landfall. Spike sees a free source of ramp, color fixing and deck thinning all at once.
    (2.5/3) Elegance: Cumulative upkeep is so complex a mechanic I think I would add reminder text even on mythics.

    Development -
    (2.5/3) Viability: I suppose this card is monogreen because of the upkeep cost, and ramping for any kind of land falls under green’s slice of the pie. The effect is definitely powerful and has its merits as a Mythic too, although this could be a rare as well.
    (1/3) Balance: I’m not sure I can call this balanced at all. This essentially ramps you every turn beyond the first upkeep trigger, and the fact that you can do that as early as turn 2 is a bit scary I think it’s at the cost of a land drop but you make up for very quickly. In the right decks this card thins out your deck so efficiently it can become very overwhelming. If this were to put the lands in tapped I might think differently, but this can help fix your colors and ramp you until you have enough lands so easily I think it’s too good.

    Creativity -
    (3/3) Uniqueness: Glacial Chasm and Halls of Mist are the only lands with Cumulative upkeep and none of them interact with the mechanic. I would say I’ve never seen a card like this one for sure.
    (2.5/3) Flavor: The flavor indicates this place as a sort of Eden-esque land from which the rest of the world grew from. I think that fits but I think for a Magic card it would also be named as well, especially for a legendary land.

    Polish -
    (3/3) Quality: No issues here.
    (2/2) *Main Challenge: Met
    (2/2) Subchallenges: Met
    Total: 22.5/25
    Design -
    (2.5/3) Appeal: Timmy likes a 6/6 with flying. Johnny wants to try and solve the puzzle of the Demon killing itself. Spike sees a long-term boardwipe and a finisher but with little immediate impact.
    (2/3) Elegance: I might be a little confusing to people that it can end up damaging itself and dying beyond the Cumulative Upkeep trigger, but I think it shouldn’t be a huge issue. It may also be a little too wordy for a conventional MtG text box.

    Development -
    (3/3) Viability: The Loner mechanic is primarily black, and the cumulative upkeep effect is both red and black (it reminds me of Pestilence/Pyrohemia). Getting a 6/6 flyer as a reward for wiping the whole table is very strong and definitely fits at rare for its complexity.
    (3/3) Balance: I think this card is well balanced. It’s fragile on two ends as it can die from Culumative Upkeep or by damaging itself if it’s a creature. The upside is that you get a massive flying beater that you can hide by just having another creature enter the battlefield. There’s a lot of choices you have to make to truly take advantage of this card, and the variety of angles you can take when playing this card make it powerful enough to justify its drawbacks.

    Creativity -
    (3/3) Uniqueness: I’ve never seen a card like this. An enchantment that’s a creature on an empty board kinda reminds me of the Opal/Hidden cards, but this is completely different to those.
    (3/3) Flavor: The flavor of a Demon slowly wiping away all its enemies behind the scenes and finally making its appearance when all his enemies are gone is fantastic. The name conveys it perfectly too.

    Polish -
    (3/3) Quality: I wasn’t sure if the trigger was a when or a whenever but Balduvian Fallen says whenever. No mistakes.
    (2/2) *Main Challenge: Met
    (2/2) Subchallenges: Both met

    Total: 23.5/25

    bravelion83 19/25
    mirrodin71 19/25
    Freyleyes 22.5/25
    Flatline 23.5/25
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Blaze of Glory 2R
    Enchantment (Rare)
    Exalted (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn.)
    Whenever a creature you control attacks alone, double its power until end of turn. If you do, sacrifice it at the beginning of your next end step.
    "Strive for a good death, brother. I'll see you in the God's domain."
    Posted in: Custom Card Contests and Games
  • posted a message on CCL The Last? (June '19) - Top 5
    This'll be my 1000th post on MTGS! What a cracker!


    PSYCH!

    Karn 4
    Legendary Artifact Creature - Golem (Mythic)
    At the beginning of your upkeep, you may exile another artifact card you control and put a silver counter on it. If you do, draw a card.
    2: Exile Karn and another target permanent, then return Karn to the battlefield transformed under your control. Activate this ability only any time you could card a sorcery and only if you own five or more cards in exile with silver counters on them.
    "I am part of a greater whole."
    4/4

    //

    Karn, Weatherlight's Legacy
    Legendary Planeswalker - Karn (M)
    Karn, Weatherlight's Legacy enters the battlefield with a loyalty counter on it for each card you own in exile with a silver counter on it.
    {+2}: Exile the top card of your library. If it's a nonland card, put a silver counter on it. Then put a card you own with a silver counter on it from exile into your hand.
    {-2}: Exile target permanent.
    {-10}: Cast any number of cards you own with silver counters on them from exile without paying their mana costs. Shuffle Karn, Weatherlight's Legacy into its owner's library.
    {*}

    Ambling Vatmother 5
    Artifact Creature - Symbiote Construct (Rare)
    Vigilance
    When Ambling Vatmother is turned face up, attach any number of Auras enchanting creatures you control to it. If any of those Auras are face down, you may turn them face up instead.
    Metamorph (You may cast this card as a face down Aura enchantment with enchant creature and "Enchanted creature gets +2/+2." for 3. Turn it face up if it's not attached to a creature.)
    4/4
    Posted in: Custom Card Contests and Games
  • posted a message on JUNE 15TH, 2019... NOT THE LAST DCC?
    Indighost, IcariiFA

    Glintwater Merchant 3U
    Creature - Walrus Advisor (R)
    When Glintwater Merchant enters the battlefield, target opponent chooses a nonland permanent they control for each other advisor you control. Gain control of one of them of those permanents for as long as you control Glintwater Merchant.
    No goods are acquired until he gives his seal of approval.
    3/4
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Crops Ablaze 3RR
    Sorcery (Rare)
    Council's Dilemma - Starting with you, each player votes for queen or country. Crops Ablaze deals 2 damage to each opponent for each queen vote, then each opponent sacrifices a land for each country vote.
    "Marchesa would sooner let the city starve than give up the throne. If the outland farms burn, the people will know she let them."

    IIW: Totem variants (Chronatog Totem for example).
    Posted in: Custom Card Contests and Games
  • posted a message on JUNE 13TH, 2019 THE LAST DCC
    Zemoo, Flintlock

    Ossatog BB
    Creature - Atog Skeleton (R)
    Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
    Sacrifice another creature - Ossatog gains indestructible until end of turn. Tap it.
    Exile two creature card from your graveyard: Ossatog gets +1/+1 until end of turn.
    Always out for a meal, the Ossatog is anything but spineless.
    1/1
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    It is an exciting moment on Yakulea, where the Thirteen Pillar-Priests and the Trackers of the Rivenhall have finally come to an understanding and all forms of magic can freely be used once again. Innovation thrives and new mage-schools are opened every day even as the most ancient spells too are rediscovered and the plane hums with mana... strangely, more mana than it ever seemed to have before the ceasefires...


    Token 1 of 1

    Elemental
    Token creature - Elemental
    This creature's power and toughness are each equal to twice the amount of mana in your mana pool plus 1.
    */*

    Angel
    Token creature - Angel
    Flying, vigilance
    2/2

    Salamander
    Token creature - Salamander
    1/1
    Posted in: Custom Card Contests and Games
  • posted a message on JUNE 12TH, 2019 THE LAST DCC
    Zemoo, netn10

    Dark Ascension 2BB
    Enchantment - Aura (U)
    Enchant creature
    At the beginning of your upkeep, sacrifice a creature other than enchanted creature. If you can't, tap enchanted creature and it deals damage equal to its power to you.
    Enchanted creature gets +2/+2, has flying and trample, and is a Demon in addition to its other types.
    All the power of divinity, none of its restraints.
    Posted in: Custom Card Contests and Games
  • posted a message on MTGS MCC Finale June 2019 Round 2 - Two Roads Diverged...
    Was thinking about doing a Mox with madness but I'm happier with this.

    Haakon's Vanguard
    • Creature - Zombie Knight (Rare)
    You may cast Haakon's Vanguard from your graveyard, but not anywhere else.
    When Haakon's Vanguard enters the battlefield, if its Dash cost was paid, you may cast Knight cards from your graveyard this turn.
    Dash 2B (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.)
    Cycling 1B, Pay 2 life. (1B, Pay 2 life, Discard this card: Draw a card.)
    4/4
    Posted in: Custom Card Contests and Games
  • posted a message on JUNE 11TH, 2019
    Zemoo, netn10

    Gonna design all my cards now with set titles

    Dragon's Maze 5
    Legendary Artifact (Rare)
    Whenever a creature attacks you or a planeswalker you control, you may tap any number of untapped Gates you control. That creature gets -1/-0 until end of turn for each Gate tapped this way.
    WUBRG: Search your library for a land card and put it onto the battlefield. Then shuffle your library.
    "Getting an audience with the Firemind was easier when he wasn't in charge of the whole city."
    -Ral Zarek
    Posted in: Monthly Contests Archive
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