Welcome to the Card of the Week Contest! To participate in this Contest you'll have to design a card along the contest guidelines and throw it into the arena with other competitors' entries! At the end of each week, a winner will be determined by forum poll. The winner's card will be rendered and featured on the Welcome page, and the winner decides the challenge for the next week's Contest!
Here we go, competitors: our three-hundred and sixty-third challenge!
Design a card that doesn't use any even numbers, and includes three or more of these numbers only once: 1, 3, 5, 7, 9
To increase your chances of winning and to also make creating the poll easier on whomever is doing so, please try to use a render. Additionally, please try to keep your entry edits all in one post - if you need to change it you can put your old entry in a spoiler marked "Old entry" and leave the newest rendition to be seen. Just use the edit button in the top/right of your original post.
I'm toying with the idea of making a series of Axolotl tribal cards based on some awesome art I found. Tweaked this one to fit the contest - let me know what you think!
Axotl Explorer CG/UG/U Creature — Axolotl Wizard :uncommon: Defender G: Regenerate Axotl Explorer CU, Q, Sacrifice Axotl Explorer: Scry 3 Little can deter them from finding the knowledge they seek. 1/5
Just as a note: When I'm writing down my card designs, I usually go clockwise around the frame, from the name, to the mana cost, to the rarity, to the p/t, to the typeline, and then, finally, to the rules and flavor text.
Rattletrap Trebuchet enters the battlefield tapped and exerted. Rattletrap Trebuchet can’t attack or block unless it’s dealt noncombat damage this turn. : Rattletrap Trebuchet deals 9 damage however you choose among itself, you, another target creature or planeswalker you control, and any number of other targets.
I'm tempted to add ": Prevent all damage that would be dealt to you and permanents you control this turn."
Ayumenthal, Descending Sonata Creature - Illusion Horror Defender Activated abilities of creatures and enchantments you control cost less to activate for each verse counter on them. This effect can’t reduce the mana in that cost to less than one mana. Discard two cards: Put a verse counter on target creature or enchantment. :~ loses defender. (This effect is permanent.) 5/9 "The elegant shrieks of the Luminel carry the marvels of future decades for all sun-blessed to hear." - Erol Kasad, Revisionissant Composer
Verse counters typically appear on cards with activated abilities (E.g. Vile Requiem and Yisan, the Wanderer Bard), so I figured it was a good fit for a mad song-formed horror of sorts. The wording is intentionally set up to allow you to exploit ways this card or copies of it could get activated abilities, such as Sakashima the Impostor.
[X = 1+] Search your library for a card, put that card into your graveyard, then shuffle. [X = 3+]: Search your library for a card and exile it face down, then shuffle. Put that card into your hand at the beginning of your next end step. [X = 5+]: Search your library for a card, put that card into your hand, then shuffle.
Decided to get a bit creative with the templating. (Also, hi guys. It's been a couple of years - formerly ThePianoPlayer on the old forums)
Power Level Discussion - at two mana, it is entomb at sorcery speed. Obviously subpar, but any deck happy to play entomb would probably play a worse second copy that has other upside - at four mana, it is entomb + delayed DT. Assuming that the entomb is relevant, is basically a delayed double tutor. Otherwise, is a Diabolic Tutor, which is also below par - at six mana, it is entomb + delayed DT + DT. Assuming again that the entomb is relevant, it is a triple tutor. It might be too strong for only six mana? Overall, I think the card may be a little pushed as is, but is hard to tweak values given the restriction of the challenge.
[Edit 1] Reworded second ability for clarity. Added Power Level Discussion
ZephyrPhantom "cost less to activate" ? While I think it's a fun idea to word it that way, probably the darn rules for linked abilities prevent such fun things. That's one rules thing in Magic that really annoys me.
TheThirdMan I see that the first mode is an Entomb for more and the second a delayed Diabolic Tutor. I think the third you could be a bit more powerful. Maybe also allow to take the card from the graveyard and/or exile? You know, something that gives it a bit of an extra oomph. And the shuffle sentence of the second mode should be before the end step sentence. The way it is, I'm not sure if the card wants me to shuffle right away or in my end step.
As for whether it'd work or not, I was hoping to make it general enough so that it worked similar to Training Grounds...which, on further thought, actually sounds like a great idea to make it an interesting commander card. I've decided to update it so that it affects creatures and enchantments you control and can freely distribute verse counters on targets - while I'm aware this pushes it quite a bit, I think the overly specific nature of what it does and the low number of verse cards (plus its own colorless identity) help to rein it in a bit.
Adaptive Force Sorcery If X is 3, ~ deals 1 damage to up to five target creatures. If X is 5, ~ deals damage to each creature your opponent controls equal to that creature's mana value. If X is 7, do all the above. If a creature dealt damage in this way would die this turn, exile it instead.