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Post by viriss on Nov 28, 2019 2:06:41 GMT
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Post by Flo00 on Nov 28, 2019 19:42:30 GMT
I guess I should be judging this soon. I'll give this time until tomorrow.
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Post by gluestick248 on Nov 28, 2019 22:36:20 GMT
Some of these I’m less proud of, but here we go Minimize Instant Target creature gets -3/-0 until end of turn. // Maximize Instant When target creature dies this turn, create X 1/1 green Insect tokens, where X is that creature’s power. Hot Sorcery Hot deals 1 damage to each creature. // Cold Sorcery Tap up to three target creatures. Left Sorcery Return target creature or artifact you control to its owner’s hand. // Right Sorcery Target creature you control fights another target creature. Open Sorcery Return target creature with power 3 or less from your graveyard to the battlefield. // Shut Sorcery Exile target creature an opponent controls with power 4 or greater. Large Sorcery Target creature gets +4/+4 until end of turn. // Small Up to two target creatures each get -2/-2 until end of turn.
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Post by Flo00 on Nov 30, 2019 4:40:54 GMT
{Daij_Djan}I realli like the ides of unity. I can imagine these cards in a set like Battlebond. They serve a similar purpose like the partner with cards. They make for interesting desitions in deckbuilding and you can choose which of the players puts the card in their deck. I think they are at the right power level for common split cards.
{viriss}I see that the first two are combat-oriented Borors splits. I don't get how Spectral//Spellsculpt fits into this. Halt//Catch Fire and Bells//Whistles are both good spells. Not too powerful but something I'd definitely play in limited. I think Whistles doesn't need that casting restriction. I really like Spellsculpt. Neat idea. It's somehow a bybrid between Afterlife and a counterspell. Since it's actually a hardcounter (plus the extra choice to just play Spectral when needed), I think it should cost (at least) . {gluestick248}These are all pretty simple and straight forward spells. Works as a common cycle. Just nothing special or overly interesting about them.
Daij_Djan wins.
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Post by Daij_Djan on Dec 3, 2019 14:31:37 GMT
Big thanks for the win (almost missed it )
Your next challenge is.. Pick any theme. Then design four cards, one of every rarity and using four different card types, around that theme.
Themes can be mechanical, character / plane focussed, or whatever you can come up with. Have fun!
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Post by melono on Dec 3, 2019 15:49:19 GMT
My theme is doggies! Restraining Collar Artifact - Equipment Equip Equipped creature gets +3/+0 and has defender. Sometimes being held back makes one that much stronger. And angrier. Dog's Death Sorcery Destroy target non-Hound creature. Its controller creates a 3/3 black Hound Horror creature token. "No no no, the summoning circle goes inside of the subject." -Sebri, Wizanxian teacher. Unleash the Hounds Enchantment Whenever a creature enters the battlefield under an opponent's control, create a 3/3 green Hound creature token. "You should have never set foot on my property." -Nobleman Larx Charm, Top Dog Legendary Creature - Hound Vigilance, haste. When ~ enters the battlefield, create a 3/3 white Hound creature token with vigilance and a 3/3 red Hound creature token with haste. "When you play fetch with her, don't be surprised when she brings back the whole tree." -Wilney, Head of Security 3/3
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Post by gluestick248 on Dec 3, 2019 18:25:38 GMT
Why do all the graveyard decks have to be ? Kula’a Mnemonist Creature — Human Wizard Kula’a Mnemonist’s power and toughness are each equal to the number of creatures, instants, and sorceries in your graveyard. At the beginning of your upkeep, you may put the top three cards of your graveyard into your library. */* Vivid Dream Sorcery Return up to one target creature and up to one target instant or sorcery card in a graveyard to their owners’ hands. Strength of the Ancestors Instant Target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Atma’a, the Wise Legendary Planeswalker — Atma’a : Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. : Return up to one target permanent card from your graveyard to your hand. : Return all cards from your graveyard to your hand. You get an emblem with “You have no maximum hand size”.
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Post by Daij_Djan on Dec 3, 2019 20:59:35 GMT
@ melono: Charm is missing power/toughness
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Post by melono on Dec 3, 2019 21:01:17 GMT
@ melono : Charm is missing power/toughness Boyhowdy ain't that embarrasing. It should be fairly obvious what they should be though: 3/3. Editing it in rn
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Post by viriss on Dec 4, 2019 0:06:00 GMT
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Post by fluffydeathbringer on Dec 4, 2019 0:36:57 GMT
Lovers' Seclusion Instant Return up to two target creatures and/or planeswalkers you own to your hand. Between days filled with war, they found solace in moments of peace. Brutal Separation Sorcery Target player sacrifices a creature or planeswalker. If they controlled exactly two creatures and/or planeswalkers, they discard a card. Love can shield against many things. Death is not one of them.Eternal Pursuit Enchantment - Aura Enchant creature Enchanted creature has indestructible. Whenever enchanted creature deals combat damage to an opponent, reveal the top card of your library. If it's a creature or planeswalker card, put it onto the battlefield and sacrifice CARDNAME. After he heard his beloved had sparked as well, he knew he'd never stop searching. Symbol of the Bond Legendary Artifact As long as you control exactly two creatures and/or planeswalkers, they have hexproof and indestructible. Love can endure many challenges. They would never again let death be one of them.
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Post by Daij_Djan on Jan 2, 2020 20:47:30 GMT
Yeah, one month is more than enough.. This challenge is now closed!
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DoctorStrangelove
0/0 Germ
Posts: 36
Formerly Known As: drstrangelove
Favorite Card: Emrakul, The Promised End
Favorite Set: Ooh, that's tricky. Probably Dominaria, or maybe Time Spiral.
Color Alignment: White, Red
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Post by DoctorStrangelove on Jan 11, 2020 19:44:54 GMT
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Post by Daij_Djan on Jan 14, 2020 20:00:53 GMT
That's completely fine indeed – actually I'm quite happy about this as it worked as a reminder for me Totally forgot to take care of the judging – so to not stall this any further just a short oneliner for each entry and then I'll announce the winner. If you want a more detailed feedback, feel free to send me a PM { melono} Those are really cool. Charm feels a bit boring for a mythic but other than that, I really like your doggies. { gluestick248} I like GU selfmill – and I definitely like your cards as well. Maybe add some flavor text to the common and/or uncommon to please the inner Melvin a bit more? { viriss} I could see the combination of normal Level up, your Adventurer mechanic as well as your Enchantment (which is very similar yet different to the mechanic) to end up being rather complicated – also how come your party has no rogues or warriors? { fluffydeathbringer} Really nice storytelling. Kind of sad planeswalkers won't profit much from being indestructible thanks to Symbol of the Bond. Maybe prevent all damage that would be dealt to them instead? { DoctorStrangelove} Very interesting designs. I'm a bit concerned about the ability on a CMC planeswalker in general and being able to target lands in particular. {And the winner is..} We might have had only five entries, but those were five pretty cool ones, seriously. After some hard pondering, the win goes to melono with fluffydeathbringer as insanely close runner-up.
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Post by melono on Jan 17, 2020 11:07:09 GMT
Thanks for the win! The next multiple card challenge is land-mechanics! Create three cards with different card types with abilities involving lands. They can all be one ability or different ones, as long as they feel like they could be from the same set.
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Post by Flo00 on Jan 18, 2020 14:46:44 GMT
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Jan 18, 2020 20:43:55 GMT
Monitored DemenseLand Monitored Demense enters the battlefield tapped unless you return a land you control to it’s owner’s hand. : Add or . Outpost Confiscator Creature - Human Soldier , : Exile target artifact. Whenever a land enters the battlefield under your control, untap Outpost Confiscator. ”That’s contraband.”Claim the Wilderness Sorcery Gain control of target land. “They took our land. Called it civilization . Tonight, we take it back.”Might add renders
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Post by Flo00 on Mar 19, 2020 6:30:19 GMT
More competition please? And/or judging?
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Post by fluffydeathbringer on Mar 19, 2020 11:06:57 GMT
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Post by Flo00 on May 4, 2020 4:06:26 GMT
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Post by ZephyrPhantom on May 4, 2020 4:12:03 GMT
Wow, this might be the oldest card design round people have kept in their minds at four months.
Seeing as melono already didn't respond 2 weeks ago I'm going to judge this in 48 hours unless someone A) puts in an entry or B) melono speaks up.
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Post by ZephyrPhantom on May 6, 2020 19:47:22 GMT
Flo00 Worth noting Bolt Bend was printed recently, so this is still considered a plausible effect. Fairly straightfoward takes on Awaken and explores space that wasn't done by it before while respecting previously existing costs - it feels like you studied Earthen Arms and Scatter to the Winds quite closely, but that's not a bad thing. I think Roilspawn Howler's effect is a bit of a push even with an increased cost and conditional nature - Corpsejack Menace is only Uncommon in very specific sets that have draft/reprinting in mind, otherwise most Doubling Season knockoffs stay at rare. I think Howler would've been a better design fit if it followed Corpsejack Menance's design of a more pushed P/T line and at - this doesn't feel like an effect that should be easy to find multiples of in draft. thaneofglamis I see what you were going for but ultimately Monitored Demense is land disadvantage in the "best" case and that is kind of feel-bad for a rare, especially when the Simic Growth Chamber cycle already exists. I don't dislike the implied cycle - more thought-out duals variations are always a good thing, but I do wonder if people would really want to run this card outside of needing more land bounce effects in EDH. Given it some further thought, I think the reason I feel awkward about it is because the dual land ultimately puts you down a land either way - you've either wasted a turn for a tapland or given up a chance to play a land to colorfix. There's nothing technically wrong with it but it does feel like a choice between two bad outcomes to make even with the set justification. I think a writeup explaining a bit more would've really helped this card's chances here, like something about how eternal formats or EDH could take advantage of this card, but from a new player perspective I suspect this will have the Time Spiral effect of getting veteran players very interested while making new players less enthusiastic. EDIT: So I ended up running this by a few people because I still wasn't sure about how to make the card feel better, and I think something like giving the card basic land types really would've helped it here. I think the subtle problem with this card is that it ultimately feels like it's a carrot and stick with too little "carrot" - there needs to be a little more incentive to make the dilemma of choosing these two drawback outcomes reasonable. Making the land fetchable could possibly have that effect, and open you up to having Krosan Verge or Safewright Quest effects to make more a more interesting lands-matters set. Outpost Confiscator is missing its P/T, but is otherwise not implausible. Repeatable destruction at common is a bit suspect especially in - Cavalier of Dawn and Bounty Agent imply such repeatable destruction should be at least , but I see the point. I feel like this would've been a safer design if it was lifegain, tapping, or cost taxing/cast restricting if you wanted to be risky. Claim the Wilderness is a design I've seen before - I think I've even made it myself a few years ago. It's a cute design that pushes the pie without breaking it and probably has a place in a set, nothing wrong with that. It's not as closely related to the other cards but you can easily see how it came from the same set. Overall this was mostly a choice between whether it's more interesting to revisit an old plane or design for a new one. I think the deciding factor was looking at the cards and thinking about how much attention the individual cards were given in design - I feel Flo00's were closer to being ready to be printed for a set. Winner: Flo00
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Post by Flo00 on May 7, 2020 16:56:51 GMT
Thanks for the win and for the feedback Zephyr!
Next: Make a cycle of hybrind - gold split cards like in Guilds of Ravnica block. Banus points if the hybrid is the more expensive/strong effect because I think that's what is wrong with this cycle. If the hybrid is better, then you are more likely to draft the card for only one color. With the originals I felt like it made almost exclusively sense to draft them if you had both colors.
You can make a cycle of ten or a cycle of five as long as you use any color pair only once and each single color is in there in the same ammount.
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Post by ZephyrPhantom on May 10, 2020 5:03:16 GMT
Ally color guild-themed cycle that lets you pay 5 mana (hybrid) for a big influential effect or 2 mana (multicolor) for a smaller more pragmatic effect. The idea is that the 5 mana effects either get you a noticeable card advantage effect or a potential finisher that you can use in a variety of draft decks, while running multicolor gives you the ability to use the card for a more immediate advantage earlier in the game. Cease Instant Tap all creatures target player controls. /// Desist Instant Target creature gets +2/+2 and gains hexproof until end of turn. You can cast Catch to completely freeze up the opposing player's board for a turn in any control deck as needed, but if you run both colors it gets the added bonus of being a combat trick. Live Sorcery Create a 4/4 green and white Elemental token with reach. /// Breathe Sorcery You gain 7 life. Heroes' Reunion is an instant and can target any player, so I think this is a fair tradeoff. Hybrid-wise, you can get a big stompy creature that can deal with flyers, but if you play multicolor you can get a giant life upswing that can give you an extra turn or two to win. Ask Instant Target player may return a creature they control to their hand. If they do, they draw three cards. /// Answer Instant Return target spell to its owner's hand. Its controller loses 1 life. Big draw spell that can double as a janky last-minute removal in hybrid (I admit I had to think really hard about emulating Black's sacrifice to draw aspect in a sensible way in hybrid). Answer is a sidegrade to Unsubstantiate with a bit of Vapor Snag tacked on, letting you use it as a situational tempo counter of sorts. Wrack Sorcery Search your library for a card, put that card into your hand, discard a card at random, then shuffle your library. /// Ruin Sorcery Target opponent sacrifices a creature or planeswalker. I'll have to admit I was really looking for a fitting effect for the hybrid one here that would make some amount of sense because I didn't want to do Lava Axe variant number 100. In the end I decided to push the pie a little bit with an expensive Gamble variant to excite the player, since there should be plenty of opportunities to run a reanimator or get back from graveyard effect with all the other potential colors/color combinations. Multicolor is effectively a less flexible Angrath's Rampage that you play to keep the board clear. Willing Sorcery Put target land card from a graveyard onto the battlefield as a 4/4 green and black Elemental creature under your control. It’s still a land. /// Able Sorcery Target creature gets +4/+4 and gains menace until end of turn. Speaking of reanimator, here's another intriguing push! Green turns lands into creatures all the time Awakener Druid so I decided to combo it with your typical once-a-set Unbreakable Bond effect at uncommon for a Restore. In multicolor you get a sorcery speed pump spell that helps push damage through.
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on May 10, 2020 6:46:55 GMT
Partially inspired by Lorwyn's tribes: GW kithkin, WU merfolk, UB faeries, BR boggarts, and RG elementals. Promotion Instant Target creature gets +2/+2 and vigilance until end of turn. // Emotion Instant Untap all creatures you control, then put a +1/+1 counter on each creature you control. Mystify Instant Tap or untap target nonland permanent. Draw a card. // Pacify Instant Up to two target creatures lose all abilities until end of turn. Irritate
Instant Exile target creature, then return it to the battlefield under its owner's control with a -1/-1 counter on it. // Captivate
Instant Gain control of target creature with converted mana cost 3 or less. Multitude
Instant Create two red 1/1 Goblin creature tokens with "This creature can't block." // Barbecued
Instant Put four -1/-1 counters on target creature. This spell can't be countered. Exclaim
Instant Exile the top three cards of your library. Until your next end step, you may play creature cards exiled this way. // Reclaim
Instant Destroy target artifact or land. Then destroy target artifact or land. I'm afraid some of these are too long to fit on split cards...
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Post by Flo00 on May 16, 2020 2:19:09 GMT
Judging. Only two entries? I guess my restrictions were a bit too narrow. I'll give this one to ZephyrPhantom. I think those are a little more interesting than thaneofglamis's. If you'd like a feedback, just tell me
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Post by ZephyrPhantom on May 18, 2020 5:17:12 GMT
Thanks for the win! Your next challenge is to make a vertical cycle of cards that have in the mana cost. (A vertical cycle is at least 3 cards in ascending rarity that share similar effects, e.g. Bloodfire Dwarf, Bloodfire Kavu and Bloodfire Colossus)
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Post by Flo00 on May 19, 2020 9:16:45 GMT
Vision of the Warper Sorcery Reveal the top five cards of your library. You may put a colorless card from among them into your hand. Put the rest into your graveyard. Kozilek’s Recall Sorcery Return up to two target colorless cards from your graveyard to your hand. Call of the Titans Sorcery Put X target colorless cards you own from exile into your hand. Kozilek, Warper of Realities Legendary Creature - Eldrazi When you cast this spell, choose up to seven colorless cards you own from outside the game, reveal them and put them into your hand. You have no maximum hand size. Kozilek, Warper of Realities can’t be blocked by creatures with power 4 or less. 12/12
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Post by Flo00 on Aug 5, 2020 15:41:14 GMT
More competition please?
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Post by viriss on Aug 6, 2020 1:27:08 GMT
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