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Post by ZephyrPhantom on Sept 5, 2023 23:25:10 GMT
Judging in the next few hours, get your last edits in Solid entries all around, mostly minor nitpicks for set ready or near set ready designs: viriss - Neat use of life total in a way I haven't seen before, I like that it rewards draining as well as life loss. Slots into the existing cycle fairly nicely. ameisenmeister - Obligatory "goes great with Flamekin Harbinger" plug, though it very strange it isn't an Elemental itself. It's a bit weird because I presume the absence of the type is meant to help balance it a bit, but at the same time it creates some tension in the design that's a bit hard to describe. I think I would've rather had this be costed at 6 mana and have given it the elemental typing in addition to the spirit typing, so that it would fit the tribe cycle and work when played in a draft without being too concerned about how easy it is to enable. serraphim - Nice reference to Battalion in a tribe that makes sense for it. The combination of art, effect, and name sell this card very well. Overall cost and stats seem appropriate. Idea - It took me a bit to understand the add wording but it is functionally correct. I feel like there is a bit of a self conflict with what this card wants, though - the first ability seems to want you to pack a bunch of cheap spells while the second ability seems to want you to have lots of creatures with X abilities. This creates this awkward cycle of "should I spend all my mana on cheap spells and then try to get an X=0 off just to get another ability off?" or "should I just get one color and then try to trigger as many X values as possible?" I think get what the card does but I'm struggling to understand what it would be good at. vizionarius - Damage doubling is typically red from what I've seen, but Obosh does suggest this effect works in Black too. I had to check if I'd seen this design before and it's pretty much a smaller Archfiend of Despair. I think it's a solid fit for the cycle and 100% something WoTC would print but it's almost too good a fit, if that makes sense - the effect is so straightfoward and an extension of what's been seen before that it weakens the appeal a tiny bit compared to the competition. If I was MaRo or Gavin I would be sending this one straight to the printers though. Winner: serraphim wins with a combination of exciting flavor and mixing effects in a way that fits the tribal Muse very well.
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Post by serraphim on Sept 10, 2023 22:16:41 GMT
Thanks for the win ZephyrPhantom!! For the next challenge, choose an alternative color to complete a cycle of cards that includes Grimoire Theif.
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Post by vizionarius on Sept 11, 2023 21:26:20 GMT
Mimic of Affections Creature — Elemental Shaman Whenever ~ becomes tapped, exile the top three cards of target opponent's library face down. You may look at cards exiled with ~. , Sacrifice ~: Turn all cards exiled with ~ face up. Copy all spells with those names. 2/2
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Post by Idea on Sept 12, 2023 12:25:14 GMT
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Post by serraphim on Oct 6, 2023 22:02:54 GMT
Ooo these are both fun. vizionarius That would be really fun if you were playing the same spells as your opponent. I like that you stuck with Lorwyn tribal. Idea I love the name. It feels good. Hard one to choose, both are great, but I'm going to go with Idea. Congrats!
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Post by Idea on Oct 7, 2023 13:55:17 GMT
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Post by vizionarius on Oct 9, 2023 3:58:36 GMT
Note: Permanent spells retain their abilities as they resolve, so if you cast a creature, it will have lifelink and deathtouch ( 400.7b).
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Post by Idea on Oct 18, 2023 16:16:59 GMT
hoping for some more entries before judging
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Post by viriss on Oct 19, 2023 1:46:36 GMT
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Post by Idea on Oct 27, 2023 16:17:48 GMT
Alright it's been long enough. Will be reviewing on sunday, but more entries still welcome!
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Post by Idea on Oct 30, 2023 0:15:26 GMT
vizionarius {Spoiler}I very much like this take. I find Yidris to be a unique card to say the least so I was curious what parts besides the four colors people would pick for the cycle, and I think spell-enhancing after damage is not only fitting but has some inherent balance. Arguably cascade is a stronger effect than this (far from in every circumstance of course) but that's made up for in the various keywords. Looking at examples like Alela, Artful Provocateur and Atraxa Praetor's Voice, I think the non-self-repleneshing spells here and need to be cast make for a limitation that make this effect on par with the balance for cards with those three keywords you gave Mortifex. If I had one complaint - and I'm aware this is difficult with four colors - is the color identity here. The black and white are felt strongly, but red and green don't really appear in a unique way in the card, by which I don't mean an original way but moreso a way that's not a generic MTG thing (dealing combat damage to a player) or something you'd see in white or black. You can definitely blend the effects of several colors together for a more hybrid product, but nothing stood out as influenced by either red or green. viriss{Spoiler}There's something homely and peaceful about this card's vibes. It's hard to put a finger on, but it definitely fits the colors. Interesting take, going for the statline similarity rather than the condition of the effect. I think the colors are well-represented, though there is something a little disjointed about them, no direct synergy between food tokens, tokens and drawing. Still, if you're casting a lot of spells at once, perhaps at least the tokens might join an incoming swarm. Winner {Spoiler}Both were good entries, however overall I do feel vizionarius had a more interesting take and something more fitting of a card cycle as well.
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Post by vizionarius on Oct 30, 2023 17:45:54 GMT
Thanks Idea ! I agree, the red really just has the "this deals damage" as it's effect on there. Could have been a bit more there for it. Next: Create a cycle around Pyromancer's Gauntlet that cares about spells of a different color.
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Post by Idea on Oct 31, 2023 10:45:21 GMT
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Post by Flo00 on Nov 3, 2023 4:34:21 GMT
Animist’s Staff Artifact If a green instant or sorcery spell you control or an ability of a green planeswalker you control would put one or more counters on a permanent, it puts that many plus two of each of those kinds of counters on that permanent instead.
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Post by vizionarius on Nov 9, 2023 17:29:52 GMT
Judging tomorrow; any last entries?
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Post by gluestick248 on Nov 10, 2023 0:03:57 GMT
Necromancer’s Tiara Legendary Artifact If a black instant or sorcery spell you control or an ability from a black planeswalker source you control would cause a player to discard one or more cards, that player discards that many cards plus one.
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Post by viriss on Nov 10, 2023 0:43:34 GMT
I'll do white! (I mean, "more life", would be too easy, right?)
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Post by vizionarius on Nov 10, 2023 23:08:29 GMT
Feedback Idea: This is neat! I actually really like this. Scry is a well-thought out bonus for blue draw, and it's something that appears on enough blue spells and planeswalker abilities. I think it could have remained at 5 cost. Flo00: I like it, but it actually feels weak. At 5-mana, you have Doubling Season and at 1-mana you have Hardened Scales. I think this would be good at around 3 mana because most of the times when those other 2 cards are good is when the source is a creature, not an instant, sorcery, or planeswalker. Note that adding loyalty to pay a cost would not get modified by this since it's not the ability that is adding the loyalty. gluestick248: I'm glad you didn't keep the +2 here. Discarding 2 additional would feel rough. I think this is a good effect for black. viriss: Interesting deviation! Agreed that more life would be too easy. Indestructible fits into white. I like the art! ResultNice to see all the colors were made! All of the designs were solid, but I'll give this to Idea for what feels like the most clear fit into the cycle.
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Post by Idea on Nov 11, 2023 16:29:48 GMT
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Post by Idea on Nov 30, 2023 1:31:41 GMT
gonna give this one a bump
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Post by viriss on Nov 30, 2023 1:59:41 GMT
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Post by Idea on Dec 8, 2023 3:11:18 GMT
I'll be reviewing this one within the next couple of days. If anyone would like to make a last minute entry, feel free!
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Post by ZephyrPhantom on Dec 8, 2023 9:56:53 GMT
My thoughts was that just upping the number of cards to mill wasn't particularly exciting, so I tried to focus on the number 3 instead. Paranoid Suppression Sorcery Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player puts that card on top of their library. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)I'm aware this is really aggressively costed and pushed compared to Mental Vapors, but last I checked, Mental Vapors wasn't exactly a constructed all-star. Rarity upshift should hopefully prevent this from being too easy to get en masse in Limited while pushing it as a possible finisher. I imagine the counterpart in my take would do something with exiling cards from the grave, which would encourage you to run all three members of the cycle in a fashion similar to cycles like Bogbrew Witch, but with a less explicit focus on the names.
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Post by Flo00 on Dec 8, 2023 10:17:34 GMT
We're missing an , right? Hysterical Delusions Sorcery Target opponent reveals cards from the top of their library until two land cards are revealed. That player puts all cards revealed this way into their graveyard. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Post by Idea on Dec 9, 2023 12:25:59 GMT
viriss{Spoiler}Cards this expensive are always a bit challenging to judge if they aren't underpowered and I don't think this one is. Looking at other "mills half the libraary repeatedly" example almost all of them seem to be tied to creatures attacking, which thankfully makes for a good comparison with cipher. At the cost of needing two separate cards, here you can choose a better target to get the effect off repeatedly with, and you get other stuff out of it in the form of a lot of 2/2 bodies and some life. It's a great card I think any mill deck would love (tempo issues aside) as it can really provide for advancing the gameplan and protecting it at once. Considering Fleet Swallower and Terisian Mindbreaker both have the comparative disadvantage of likely less overall stats and slower milling, I am inclined to say this card could probably cost more, though Lord Xanter, the Collector does give me pause given it's other abilities can have a massive card advantage/board impact alongside the repeated milling. ZephyrPhantom{Spoiler}The card seems pretty balanced. The difference between discarding and putting a card on top of the library is pretty circumstantial to the environment (specifically the availability, prominence and power of graveyard effects) but as this is just shifting for the cost isn't on paper lowered by that much. The fatal flaw here might be how loose the link to Paranoid delusions feels. It's an interesting approach you gave to how to tackle the cycle, but looking at delusions and this card and I don't think one would be able to tell they are meant to be part of a cycle. Flo00{Spoiler}Two lands seems like a little too much. I think a more equivalent effect, especially given the minor cost change, would be to just have it until they reveal a land card. You might get a lot of duds, but in terms of mana pricing milling three cards is valued very cheaply, maybe 1 mana at most, whereas revealing until you find a land for the mill tends to go for more between 1-2 mana, it looks like. Winner
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Post by Flo00 on Dec 13, 2023 22:09:20 GMT
Two lands seems like a little too much. I think a more equivalent effect, especially given the minor cost change, would be to just have it until they reveal a land card. You might get a lot of duds, but in terms of mana pricing milling three cards is valued very cheaply, maybe 1 mana at most, whereas revealing until you find a land for the mill tends to go for more between 1-2 mana, it looks like. I oriented it on Mind Funeral. Yes I know it's quite strong mill for an uncommon.
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Post by viriss on Dec 13, 2023 23:38:21 GMT
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Post by vizionarius on Dec 14, 2023 0:10:15 GMT
Demonic Destiny Enchantment - Aura Enchant creature Enchanted creature gets +3/+1 and has flying, trample, and “ , Pay 2 life: This creature becomes indestructible until end of turn.” It’s a Demon in addition to its other types. When enchanted creature dies, return ~ to its owner’s hand.
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Post by Idea on Dec 29, 2023 3:07:35 GMT
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Post by Flo00 on Dec 31, 2023 9:55:25 GMT
Then I guess I'll complete the cycle: Hydraceous Destiny Enchantment - Aura Enchant creature When Hydraic Destiny enters the battlefield, put X +1/+1 counters on enchanted creature. Enchanted creature has trample and “Whenever this creature is dealt damage, double the number of +1/+1 counters on it.” When enchanted creature dies, return Hydraic Destiny to its owner’s hand. Hydraic sounds kind of wrong, does anyone have a better suggestion? I'm pretty sure it's not hydratic or hydraulic. EDIT: Thanks for the suggestion vizionarius
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