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Post by kefke on Feb 14, 2019 2:07:55 GMT
Well, I've been enjoying playing with my Implements concept recently, and I've wanted to design one that isn't a direct weapon. This seems like a good chance. Red because all the abilities have appeared in red.
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Post by Flo00 on Feb 14, 2019 3:47:41 GMT
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Post by burntsquirrelman on Feb 14, 2019 4:29:57 GMT
I wanted to do something with Islands. That's all, really.
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Post by gluestick248 on Feb 14, 2019 6:53:41 GMT
Mu’ag, the Defiler Legendary Planeswalker — Mu’ag : You may sacrifice a Swamp. If you do, target creature gets -2/-2 until end of turn : Search your library for a Swamp card and put it into your hand, then shuffle your library. Each opponent loses 2 life. : Return all Swamp cards from your graveyard to the battlefield, then for each Swamp you control, destroy up to one target creature. This was the only basic type left, but fortunately Black loves their Swamps
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Xenozfan2
3/3 Beast
Posts: 161
Favorite Card: Phage the Untouchable
Favorite Set: Innistrad
Color Alignment: White, Blue, Red
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Post by Xenozfan2 on Feb 14, 2019 7:16:12 GMT
@daij_Djan: Seems like you forgot about this one. Daij_Djan (@ daijdjan, except no space) There's no underscores in the tagging. I did not know that. Thank you much. Artis Veren, the Volcano Legendary Planeswalker - Artis : You may discard a card. When you do, search your library for a Mountain, reveal it, put it to your hand, then shuffle your library. : Artis deals 5 damage divided as you choose among any number of targets. : Discard your hand, then draw that many cards. Artis deals damage to each opponent and each creature your opponents control equal to the number of Mountains you control and in your graveyard. Mountain tutoring is tertiary in , so it's not a break, but juuuuuust barely. Kinda tramples on Koth's territory, though, with caring about Mountains. Not the prettiest of wordings, but you get the gist.
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Post by gateways7 on Feb 14, 2019 14:37:15 GMT
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Post by Jartis on Feb 14, 2019 19:26:11 GMT
gateways7 I'm not gonna comment on the mechanics just because I haven't had time to really look it over, but I think the concept is brilliant, honestly. It didnt even occur to me to focus on nonbasic subtypes.
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Post by viriss on Feb 15, 2019 2:55:48 GMT
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Post by Jartis on Feb 15, 2019 8:58:55 GMT
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Post by kefke on Feb 23, 2019 16:13:07 GMT
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Post by Daij_Djan on Feb 23, 2019 16:24:06 GMT
Soon indeed! This challenge will be closed tomorrow - last chance to get your entries / edits in!
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Post by kefke on Feb 25, 2019 14:57:13 GMT
It's been a couple of tomorrows, now.
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Post by Daij_Djan on Feb 28, 2019 0:29:21 GMT
Sorry about this. I did actually begin judging but never officially closed the challenge apparently. But oh well, here's the full judging already: @Tesagk: | Crop Rotation is pretty much a green effect, and I don't think granting it to an opponent as well really changes this. Also you're missing the shuffle clause. Likewise Tibalt's is pretty much a monogreen ability as well – and I assume the emblem is supposed to say „Lands you control have ': Add one mana of any color.'“? Because if not, a single land meant infinite mana |
@kefke: | Interesting, this is the first Implement card I've seen – they seem to be mechanically similar to my Fortresses except being artifacts? MaRo once mentioned Wizards would be scared to design artifact planeswalkers as all the existing artifact shenanigans might break the card, so this might be something to be kept in mind. That aside, I do like the card itself very much – nice choice of abilities and it seems to be reasonably balanced. Like it! |
@Flo00: | Like how you used white's rarely appearing „if an oppnent controls more lands than you“ trigger for the , even though the ability feels rather weak for a six mana planeswalker. Also you're missing the shuffle and reveal clauses Otherwise very nice card, I'm a big fan of using an Awaken-like ability for the . |
@burntsquirrelman: | I've always been a fan of blue's land morphing abilities I'm concerned about the , though. On the one hand it looks insanely strong, able to bounce the entire enemy board most likely – but then again as it doesn't have an „up to“ clause you cannot even use it unless there are enough creatures on the battlefield in the first place. I know, this might be a potential balancing tool, but I'm afraid it might simply play bad. To be honest, I'm not 100% sure about the best way to fix this ability, but I'd suggest to rework it seomhow. |
@gluestick248: | The first entry to search for a land and not forget the shuffle clause – but you're missing the reveal clause That aside, this looks like an absolutely solid design – really like how all three abilities work with oe another. Only nitpick: I don't think this really needs the very restrictive trippel cost, even if it's obviously supposed to be used in a black-heavy deck by design, I think I'd change the cost to instead. |
@Xenozfan2: | Fourth time's the charm – finally a completely an almost completely (you search for a Mountain card ) correct tutor wording That aside, I really like the design of your card, but it feels like the power levels are a bit off. The looks rather weak for a five mana planeswalker – whereas the is really powerful and can pretty much win you the game on its own if you manage to fire it twice in a row. My suggestion would be to reduce the mana cost and maybe change the to a and then reduce the damage you're allowed to divide accordingly afterwards. |
@gateways7: | Ezra or Ezral? Likely typo aside, I really like this card – I agree with Jartis concerning your choice of using a nonbasic land subtype a focus for your design. Balancing seems mostly fine except I'm a bit concerned about the ramp potential the offers after using the just once. I might need some playtesting with the card to see how well it really plays, but I think you should increase the cost here. |
@viriss: | A Fact or Fiction-like ? That's an interesting place to start for sure. When I first read your card, I didn't really like it as much, to be honest – until I noticed how even the potentially feeds the ultimate, which is a pretty nice touch. The ability does look rather strong however, especially comparing it to the or Jace, Architect of Thought's (I know, that planeswalker is quite weak, but still..). My suggestion would be to change the second ability to a / (that way there would be a reason for it to have a may clause as well, by the way ) and instead have the almost Fact or Fiction as / . And finally a small wording nitpick: The Zombie tokens should care about land cards in your graveyard. |
@Jartis: | And our finaly entry is the second one to card about a nonbasic land type. Lairs are an odd yet flavorful bunch, so I like them getting some love indeed. I do have two issues with your design though: First of all, as much as I like the other two abilities, the looks really weak on a six mana planeswalker – and also it's a bit awkward for Ugin to cost no colored mana but require to cast when at the same time the Lairs he cares about are only able to produce colored yet no colorless mana. |
{And the winner is..} I have to say, I'm really impressed by all those very interesting designs given the rather unique restriction yo were given – nice work! The win goes to kefke with gateways7 as very close runner-up!
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Post by kefke on Feb 28, 2019 3:07:18 GMT
Thank you very much for the win, Daij_Djan ! Fortresses were actually half the inspiration for implements, with the other half being a thread about wanting to have equipment the player could attach to themselves and use to get directly into the battle. The idea resonated with me, but general sentiment was that it mucked up the paradigm of the game too much, so I looked for another way to represent the player wielding mighty tools too great for lesser hands. As far as the potential benefits of being an artifact, I'm still working on what the proper PL should be, but it's something I keep in mind, and there's already a list of various guidelines I use in designing them to try and keep things at a good balance and theming. As for the next challenge... Design a planeswalker card for Mishra.
Yeah, that's right. Mishra. Urza's brother. This might be a weird one, since you'll all be designing the same character. However, keep in mind that it doesn't have to be the historic Mishra. Canonically, Mishra never became a planeswalker, so whatever you design will be a planeshifted/timeshifted version of him. You're free to take things in any direction where his life might have gone differently, either as a consequence of or resulting in his gaining the planeswalker spark, as long as there's still a recognizable connection to the original character. Or, maybe you think that in the instant his brother went to destroy him, his latent spark awakened and he planeshifted away. It's really up to you.
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Post by viriss on Feb 28, 2019 3:53:27 GMT
Fix =)
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Post by Jartis on Feb 28, 2019 5:40:05 GMT
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Post by Flo00 on Feb 28, 2019 18:39:54 GMT
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Post by Tesagk on Mar 1, 2019 0:25:41 GMT
For some reason he sort of looks like a samurai to me...
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Post by gateways7 on Mar 1, 2019 18:14:47 GMT
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Post by kefke on Mar 8, 2019 18:56:44 GMT
Sorry for being a few days late on this. viriss : You know what? I would have actually judged the original entry on the bold choice to stick with canon and not make a planeswalker. That said, making a sparker is an interesting choice too. The condition to get him to spark seems pretty easy to meet, though, considering that he actually gives you two token artifacts to spare (and speaking of "him", cards don't have a gender, so using gendered pronouns is a bit wonky). Even without sparking, getting two clues and a 3/3 for 3 is pretty good, even with a three colour split. On the flip side, things seem a bit more reasonable, though I have to nitpick that it's actually Urza who has the strongest connection to Ornithopters (as noted in the flavour text). Giving permanent +1/+1 to all artifact creatures might be considerable better, though, when he can both generate tokens and pull historics onto the board. Grant you, only pulling from the hand - and not having a way to fill your hand - helps a lot with the latter. Altogether, I don't think it's necessarily broken, but still feels a bit pushed to me. Jartis : Well, I'd have to agree with your assessment on balance. I think any one of these abilities could make for a strong planeswalker. The combination of all of them seems pretty over the top. I think the aggressive costing and low loyalty (it's interesting that even his basic -L will pop him on turn one) almost makes up for it, but not really. Definitely in the fun-but-unprintable category. Flo00 : First thing I notice, some solid use of lore. The abilities work well both for Mishra, and for Phyrexia, which is a plus. None of them seems too powerful for where they're costed, and there's some nice synergy with the first and second, which I appreciate because too often it feels like the best way to use a 'walker is to pretend their middle ability doesn't exist. I would almost have preferred the middle ability cost -4, but as-is, it's a significant stall not just on the ultimate, but on getting to use it again, which means there's some real tactical decision making that needs done. The only other area I could see for complaint is that permanent type changes will mean added bookkeeping, but it's so thematically appropriate here, that I can't really make a serious complaint there, either. Tesagk : Don't worry, he looks like a samurai to me too. This feels like a pretty solidly balanced card, and I'd say you have the "burning quest for vengeance" angle down. On the middle ability, I'm not sure if I'm reading it right, but it seems like once you have exiled cards, they're a part of your hand from exile for the rest of the game until you cast them? That might actually be a little strong, if I'm reading it right, since it's essentially "draw three cards" with the added perk that opponents can't touch them. That may be a fault of my interpretation, though. My real biggest concern here is that there's not too much to make this card recognizably Mishra. Contrast with Braids, Conjurer Adept, where its the same cost with a different colour, same P/T, and the ability is a direct inversion of her original version's effect. Grant you, there's not an original card to take that approach with. Still, Mishra is best known for being an artificer, so having your card do something with artifacts would have helped tie it all together. It's not a bad card. It's just that the flavour feels a little weak. gateways7 : Overall, this seems fairly solid. Getting a +2 from sifting up artifacts might be a little strong, but it's helped by his having a low loyalty. On the second ability, I'm not sure if "controls an Urza's" works, though. Yes, that is the subtype given to the Urza-lands, but it feels like an odd condition to go off of. I could also see it leading to arguments on whether or not cards like Urza's Avenger or Urza's Tome qualify as "an Urza's"...or for that matter, if having one of the "Urza's" spells on the stack counts. I imagine you did this because the only Urza planeswalker is silver-bordered, but it still feels off. Otherwise, like I said, in terms of flavour and balance it's pretty solid. My overall favourite, and this week's winner, is Flo00.
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Post by Flo00 on Mar 8, 2019 20:41:00 GMT
Awesome! Thanks for the win kefke! The +1/+1 counter is to lessen the bookkeeping a bit, but I know what you mean. Next: Make a walker with cost containing something other than or numerals. The cost can contain these as long as it also contains something else.
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Post by kefke on Mar 8, 2019 22:37:18 GMT
I might have gone too far this time, but "nothing" is technically something different from the usual mana symbols, right?
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Post by viriss on Mar 9, 2019 0:16:41 GMT
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Post by Jartis on Mar 9, 2019 11:06:24 GMT
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Xenozfan2
3/3 Beast
Posts: 161
Favorite Card: Phage the Untouchable
Favorite Set: Innistrad
Color Alignment: White, Blue, Red
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Post by Xenozfan2 on Mar 10, 2019 16:17:54 GMT
Flo00: To clarify, you are asking for either an additional/alternate cost (such as sacrificing something), or , , , or . Would Phyrexian mana work? (Keep in mind Phyrexians can't hold a spark, people.) What about hybrid/twobrid mana?
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Post by viriss on Mar 10, 2019 17:15:00 GMT
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Post by Flo00 on Mar 11, 2019 12:11:07 GMT
kefke: I'd say a land, a creature and an artifact ro enchantment is something other than usual mana, so yes, this counts. Xenozfan2: Whatever you come up with works. Yes, you can do additional cost as well as phyrexian, hybrid or twobrid cost.
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Post by mrlozano on Mar 11, 2019 22:33:52 GMT
Hybrid might seem like the obvious "weird" cost, but it's very tricky to design for while staying in color (Also, my card represents my BB character who also is my next set's protagonist for those interested )
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Post by Flo00 on Mar 15, 2019 22:25:03 GMT
I think I'll be judging this tomorrow. Judged. {kefke}It feels kind of odd to sac three permanents for this guy and then the first two abilities also hurt you (2 damage or sac). On the other hand, for a this seems reasonable and you probably want to put him in a sacrifice-centered deck anyways. I like how the plays around Sigarda, Host of Herons. The only other situation in which I can imagine it making sense is when you play massive land destruction. (hello Jokulhaups!) The -20 will just be a "you win the game" in most cases. There are a few fun playarounds though ( Abundance or Wheel and Deal come to my mind.). {Jartis}Snow cost are funny. I'm not sure, I get the ::l1::. Is it supposed to be protection from non-God creatures or protection from everything except God cards? (The way it#s worded I'd say it's the second, but I think that is a bit confusing.) I think the first version would be strong enough already. I like how you give your oppponent the dilemma of keeping him or flipping him. I think The nine Worlds should exile itself and not reshuffle itself in the process. It sonds tiresome enough to virtually restart the game once. (Or up to four times if you play more of this.)
{viriss}Y 2/2s for is already pretty good. As is the emblem for 8 mana. All the combinations in between make this one crazy guy. I think the ::L1: should be "up to one target Hydra" so you can still plus him after a boardwipe. (Also it has a typo.) {mrlozano}I like effects where you give your opponent the choice of two effects that are both good for you. It's also nice how he could get up in loaylty by repeating the first two abilities. I think Rixos is pretty srong for just two mana. It's a bit balalnced by the fact that he can't do the on appearance without dying from it. It's pretty hard to evaluate how powerful each of them really is. Mybe I'm just not good with walkers {winner}mrlozano
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Post by mrlozano on Mar 21, 2019 16:16:17 GMT
I've just seen I won this (like one week late). Sorry guys. I wasn't tagged, so I didn't recieve a notification (Now I'm just making up excuses, it was my fault, I should have checked). Anyways, your next challenge is to design a planeswalker card using the stained-glass art of War of the Spark planeswalkers. I will try to judge it before WAR spoiler season starts so, good luck to everyone! EDIT: I supose you can credit it as "Wizards of the Coast", because we don't know the artists.
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