Post by Daij_Djan on May 5, 2021 1:47:39 GMT
Challenge said:
Recently, I finally managed to start listening to MaRo's podcasts – and I have to say, I quite like them While sometimes him not using much of a script is really noticable, the deep inspight he has for so many topics far outweights my issues with him.His most recent episode was all about deciding which of two outcomes (questions offered by the community obviously) would be more likely – like which out of two different planes Magic would more likely return to (there were a lot of questions like this^^) or whether Lightning Bolt or Counterspell is more likely to return to Standard in the future.
One of those topics however was all about new top down plane concepts, one of those being the „skyplane“. Imagine a plane where everything is floating, where there is no ground except maybe for a few floating islands. It's a concept I've seen being tackled a few times on smaller scales here on the forum as well, but I don't remember there ever being a full set making it all the way to the end. (If there is and I cannot remember it as I'm writing this, I'm so sorry!)
According to MaRo, WotC has indeed pondered about this concept in the past as well – and the most troublesome aspect proved to be the flying mechanic. When you need to fit a plane where literally everything flies somehow into a Magic set, where there's only so much room for every given mechanic, how do you handle it? And why don't we think about this question as well?
Your challenge is to design a card for a skyworld plane. However you may not use the term flying anywhere in your card's text box. So no flying as a mechanic, not in reminder text, flavor text, or technically in your card's name if it appears in the rules text either (using the Thesaurus for the latter two is fine though ).
I admit this is probably a rather tough challenge, especially for a flavor driven one, so seeing what everyone will come up with sounds quite interesting Have fun!
Please remember: You're not allowed to vote for yourselves. For further information please look at the CotW Rules.
{viriss}
{Aarhg}
{spazlaz}
{aquonn}
{ZephyrPhantom}Feathercrown Command
Instant
Choose two:
- Exile target creature without skywalk.
- Search your library for a world or legendary enchantment card, reveal it, and put it into your hand. You lose 2 life.
- Until end of turn, whenever an an opponent reveals a card, they exile it and lose 1 life.
- Tap all permanents target player controls. They gain indestructible until end of turn.
May the ground-demons be forever forgotten.
Instant
Choose two:
- Exile target creature without skywalk.
- Search your library for a world or legendary enchantment card, reveal it, and put it into your hand. You lose 2 life.
- Until end of turn, whenever an an opponent reveals a card, they exile it and lose 1 life.
- Tap all permanents target player controls. They gain indestructible until end of turn.
May the ground-demons be forever forgotten.
{Vunik}
{sdfkjgh}
{bazzboda}Thin Ground
Enchanment
When this enters the battlefield, each player creates a 5/3 red Helion creature token with trample and haste.
At the beginning of each end step, exile all Wurms and Helions that attacked you this turn.
Enchanment
When this enters the battlefield, each player creates a 5/3 red Helion creature token with trample and haste.
At the beginning of each end step, exile all Wurms and Helions that attacked you this turn.
{sade612}
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