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Post by Flo00 on Dec 5, 2020 1:02:42 GMT
{text}Kannan, Deva of Memory Legendary Enchantment Creature - God Indestructible, vigilance As long as you have five or less experience counters, Kannan isn’t a creature. Whenever one or more cards leave your graveyard, you get an experience counter. , Remove one of your experience counters: Gain 5 life. 5/5 Vusho, Deva of Protection Legendary Enchantment Creature - God Indestructible, first strike As long as you have five or less experience counters, Vusho isn’t a creature. Whenever you draw two or more cards at once or scry, you get an experience counter. , Remove one of your experience counters: Target permanent becomes indestructible until end of turn. 4/6 Shrina, Devi of Compassion Legendary Enchantment Creature - God Indestructible As long as you have five or less experience counters, Shrina isn’t a creature. Whenever you discard or mill one or more cards, you get an experience counter. , Remove one of your experience counters: Put a +1/+1 countr on target creature. 3/4 Illak, Devi of Slaughter Legendary Enchantment Creature - God Indestructible, menace As long as you have five or less experience counters, Illak isn’t a creature. Whenever a player sacrifices a creature, you get an experience counter. 2, Remove one of your experience counters: Creatures you control get +1/+0 and gain frist strike until end of turn. 7/3 Bamesa, Deva of the Wild Legendary Enchantment Creature - God Indestructible, trample As long as you have five or less experience counters, Bamesa isn’t a creature. Whenever a source you control deals 5 or more damage to an opponent, you get an experience counter. , Remove one of your experience counters: Draw a card. 5/7
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Post by odivesco on Dec 5, 2020 2:31:59 GMT
Flo00 I like them quite a lot, could you maybe provide me with some references to the gods you based your cards on? like I said, I'll be judging flavor (more specifically I'll be looking for ludonarrative dissonance) and unfortunately I'm not well versed in Hinduism.
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Post by Flo00 on Dec 5, 2020 13:58:04 GMT
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Post by odivesco on Dec 6, 2020 5:15:10 GMT
I'll give this challenge 2 more weeks. I wanna see some deities!
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Post by odivesco on Jan 4, 2021 19:06:51 GMT
no new submissions. So I guess the challenge was either too much or not as appealing, I'll give it this week, if there's less than 2 viable submissions then I'll drop it and let someone else issue another challenge.
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Post by hydraheadhunter on Jan 4, 2021 21:18:28 GMT
For my pantheon, I chose the Entities of The Magnus Achieves (a horror podcast); beings which exist beyond our universe but are shaped and empowered by our fears. Naturally, they're all Black and have Fear. For consideration, I submit these five of the fifteen. | | | | | Based on The Desolation (Fear of destruction and loss)
Brandfire, The Blackened Earth Two a Black and a Red Legendary Creature - God Mythic
Fear. As long as player have not lost less than six life total this turn, Brandfire is not a creature. six mana and sacrifice a creature: Deal 6 Damage to target player. Any player may activate this ability. 6/6 | Based on The Buried (Fear of 'Not Enough Space')
Choke, I Cannot Breathe Two, a Black and Green Legendary Creature - God Mythic
Fear. As long as there are fewer than six land cards in all graveyard, Choke is not a creature. Untapped land you control are 0/1 elementals with indestructible. 2, Sacrifice a land: Destroy another target creature. Any player may activate this ability. 6/6 | Based on The Corruption (Fear of Disease, Bugs, Filth, and Rot)
Filth, The Crawling Rot Four, a Green, Blue and Black Legendary Creature - God Mythic
Fear. As long as you control fewer than six fungus, insect, or ooze creatures, Filth is not a creature. Fungi, Insect, and Ooze cards you own have a mutate cost equal to their mana cost. When you mutate creatures this way, they may target humans, but must target a non-fungus, non-insect, non-ooze creature. 5: Crete a copy of target fungus, insect or ooze. Any player may activate this ability. 7/7 | Based on The Dark (Fear of the Dark and That which lurks in the dark)
Pitch, The Forever Blind Three and Two Black Legendary Creature - God Mythic
Shroud. Fear. As long as you control fewer than six other black permanents, Pitch is not a creature. Black creatures you control get +1/+0 for each other black permanent you control. X3: Target non-creature non-land permanent becomes an 0/X creature with shadow. Any player may activate this ability. 0/6 | Based on The Web (Fear of lose of control)
Snarl, The Queen Spider's Web Two, A Black, Green, and White Legendary Creature - God Mythic
Fear. As long as opponents control fewer than six tapped non-land permanents, Snarl is not a creature. Non-land permanents do not untap during their controller’s untap steps. 3: Untap target non-land permanent. Any player may activate this ability. 6/6 |
{And The Other Ten For Your Enjoyment} | | | | | Based on The Slaughter (Fear of Violence)
Butchery, Soaked in Bloodbaths One, a White, a Black, and a Red Legendary Creature - God Mythic
Fear. As long as fewer than six creatures have died this turn, Butchery is not a creature. Whenever another non-token creature you control dies, create a 1/1 white spirit with flying and a 2/2 black zombie. 2, Sacrifice a creature: Target creature gets +1/+1 until end of turn. Any player may activate this ability.
6/6 | Based on The End (Fear of Death)
Demise, That Which Comes for All Two, A Blue, A Black, and A Red Legendary Creature - God Mythic
Fear. As long as there are not six or more creature cards in a single graveyard, Demise is not a creature. Whenever another creature you control dies, target opponent sacrifices a creature unless they pay 1 life. 7: Destroy another target creature. Any player may activate this ability. 7/7 | Based on The Spiral (Fear of Insanity)
Distortion, The twisting Deceit One, a Blue and a Black Legendary Creature - God Mythic
Fear. As long as players have milled fewer than six cards total this turn, Distortion is not a creature. Whenever a creature you control deals damage to an opponent, that player mills that many cards. 4: Target player mills until they put a land card into their graveyard. Any player may activate this ability. 6/6 | Based on The Vast (Fear of too much space)
Expanse, A Boundless Beyond a White, Blue, Black, and Red. Legendary Creature - God Mythic
Fear. As long as there are fewer than six cards in exile, Expanse is not a creature. Other creatures you control have flying. Creatures without flying cannot attack. 1: Target creature gains flying until end of turn. Any player may activate this ability. 6/6 | Based on The Extinction (Fear of the death of a species)
Extinction, The World Without Us A Blue, Black, Red, and Green Legendary Creature - God Mythic
Fear. Trample. As long as any player has more than six life, Extinction is not a creature. Creatures you control have “T: Add colorless mana to your mana pool equal to this creatures power.” 6: Target creature can’t block this turn. Any player may activate this ability. 12/12 | | | | | | Based on The Lonely (Fear of being Alone)
Forsaken, by Oneself Two, a White and Black Legendary Creature - God Mythic
Fear. As long as fewer than six permanents have left the battlefield this turn, Forsaken is not a creature. Whenever a creature you control attacks alone, create a non-legendary copy of it tapped and attacking. Exile it at the end of combat. 3: Exile target permanent you control. Return it to the battlefield under its owners control at the beginning of the next end step. Any player may activate this ability. 6/2 | Based on The Hunt (Animalist Fear of being hunted)
Pursuit, The Ever Chasing One, A Black, Red, and Green Legendary Creature - God Mythic
Fear. As long as an opponent controls six or more creatures, Pursuit is not a creature. Creatures you control have trample. 3: Target opponent creates two 0/1 sheep with “This creature cannot be sacrificed to pay any part of a cost.” Any player may activate this ability. 6/4 | Based on The Stranger (Fear of the Uncanny)
Stranger, I Do Not Know You A Green, White, Blue, and Black Legendary Creature - God Mythic
Fear. As long as there are fewer than six mockeries in play, Stranger is not a creature. Mockeries you control have protection from mockeries you don’t control. 4, exile target permanent card from an opponents graveyard. Create a mockery of that card. Any player may activate this ability. 6/6 | Based on The Eye (Fear of being Watched.
Vigil, Patient and Always Watching Three, A White, Blue, and Black Legendary Creature - God Mythic
Fear. As long as you have fewer than six cards in hand, Vigil is not a creature. If you would draw a card, you may scry 2 then draw a card instead. If you do not, you may pay 2 and two life. If you do, draw two cards instead. 5: Draw a card, then discard a card. Any player may activate this ability. 2/4 | Based on The Flesh (Animalistic Fear of the slaugherhouse)
Visera, That Which Bleeds Blood A Black, Red, Green, and White Legendary Creature - God Mythic
Fear. As long as you control fewer than six food, Viscera is not a creature. Whenever a creature enters the battlefield, you may pay two life. If you do, create a food. 4, Sacrifice a food: Gain five life and draw a card. Any player may activate this ability. 5/5 |
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Post by odivesco on Jan 10, 2021 2:00:33 GMT
I think 20 card to judge is enough. I'll finish judging next week, see you then
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Post by Flo00 on Jan 19, 2021 14:16:05 GMT
odivesco I know judging so many cards can take long. Just wanted to check on your status?
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Post by hydraheadhunter on Feb 10, 2021 7:14:45 GMT
Flo00 Since odivesco's not been on in about a month, would you like to take this one? I'm more than happy to concede if it revives the game.
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Post by ZephyrPhantom on Feb 10, 2021 8:18:34 GMT
Flo00 Since odivesco's not been on in about a month, would you like to take this one? I'm more than happy to concede if it revives the game. I can handle judging if you guys would like that. (Feel free to @ me or Daij for situations in general like these, really.)
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Post by Flo00 on Feb 10, 2021 20:41:25 GMT
I'm good either way. I know judging five cards per entry can be tiring, so I'm not insisting on a full judging.
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Post by hydraheadhunter on Feb 11, 2021 15:16:15 GMT
I think Flo's are better than mine in the first place (and I'm not just saying that because I want to participate in the next round too). If y'all wanna do a judging, I ain't gonna stop you; I just figured I'd try to save everybody that small bit of time.
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Post by Flo00 on Feb 11, 2021 19:23:05 GMT
Okay, then; next challenge: Let's throw a party. A full party!
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Post by dangerousdice on Feb 12, 2021 0:27:06 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 Feb 12, 2021 2:53:47 GMT
Lunar Sneak Creature - Moonfolk Rogue Flying
Whenever ~ deals combat damage to a player, you may return a land you control to its owner's hand. If you do, return target creature to its owner's hand.
2/1
Thought Gnawer Creature - Rat Wizard ~ can't block or be blocked. Whenever an opponent discards a card, that player loses 1 life. 2/2
Akki Boulderlifter Creature - Goblin Warrior As long as ~ is equipped, it gets +1/+1 and has trample.
2/2
Wardweaver Miko Creature - Fox Cleric Protection from instants
3/3
Sometimes I just want to make commons!
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Post by hydraheadhunter on Feb 12, 2021 6:59:07 GMT
Okay, then; next challenge: Let's throw a party. A full party!{Let's get this party started.}
| Aledgedly Guilty Party A Blue, A Black, A Red, and A Green Enchantment Rare As long as there are no humans, elves, or dwarves in your party (That is, you control no creatures that are at the same time both a human, elf, or dwarf, and a cleric, rogue, warrior, or wizard), creatures in your party get +1/+1. If your party is also full, creatures in your party instead get +X/+X where X is the number of creatures in your party and clerics you control have "A Black and A Green: Regenerate target member of your party." The same is also true for rogues and deathtouch, warriors and menace, and wizards and hexproof.
Art by Daniel Zrom. (This art is from the picture into card contest, but unfortunately, it took too long for me to finalize the templating and I wound up late to the party).
| No Render Provided. | Detritus, Party Starter A red or a black. Legendary Creature - Goblin Rogue. Common
Haste. First strike. Whenever a creature dealt damage by Detritus dies this turn, its controller discards a card. If they can't, they lose a life. 1/1 | No Render Provided. | Thrumdmpl, Party Planner A blue and a green Legendary Creature- Homunculus Wizard Mythic
A Generic, a green, and a blue: You may change a target of target spell or ability to Thrmdmpl or another party member as though Thrmdmpl didn't have hexproof, shroud, or protection. Then, if Thrmdmpl has hexproof, shroud, or protection from that spell or ability's source and is untapped you may tap Thrmdmpl. If you do, counter that spell or ability. Whenever a creature in your party becomes the target of a spell or ability you don't control, draw a card. 0/2 | No Render Provided. | Dimi Di, Party Animal A Generic, a red, and a green Legendary Creature - Satyr Warrior Uncommon
Whenever Dimi Di attacks, you may have it fight target creature the defending player controls. That creature cannot block Dimi Di this turn. Whenever Dimi Di attacks and isn't blocked, it deals one damage to each creature the defending player controls. 2/4 | No Render Provided. | Clemence, Life of the Party Three generic, a black, and a green Legendary Creature - Zombie Wizard Rare
Three generic and a black or green: Return target creature card from your graveyard to your hand. If that card is a party member, return it to the battlefield instead. 3/3 | No Render Provided. | Jougf, Party Crasher Four generic, a blue, and a red Legendary Creature - Giant Beserker Rare
Companion — Your starting deck contains no creatures that aren't berserkers or party members.
When you choose Jougf as your companion, for the rest of the game Berserkers are considered additional members of your party (Your party then consists of up to one of each of Berserker, Cleric, Rogue, Warrior, Wizard. Your party is full if it has four or more members, and over full if it has more than four members). Jougf has trample while your party is full and double strike while your party is over full. 5/5
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{personal rules errata to existing cards that you're free to ignore}'Party' cards that say "Cleric, Rogue, Warrior, or Wizard" (eg Nimble trapfinder) and "is a Cleric, Rogue, Warrior, and Wizard," (eg Tajuru Paragon) are technically errata'd to say "Any party member" and "is all party member types" respectively. This has no effect on game play unless you choose Jougf, Party Crasher as your companion or have a similar effect. Doing so however will cause berserkers to trigger nimble trapfinder and cause tajuru paragon gain the berserker subtype, both for the duration of the game. All similar effects to party composition would have to happen during turn null before the game begins (companions, conspiracies, draft matters, etc) or on turn zero (laylines, etc).
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Post by Flo00 on Feb 12, 2021 19:41:38 GMT
dangerousdice: If I control a Furious Druid, do I still only need four creatures in my party to make it full or do I need five now? And if I control two Furious Druids and no other creatures, do I have a party size of 2?
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Post by dangerousdice on Feb 12, 2021 21:02:29 GMT
the main purpose of furious druid is add an additional party member. this means that scaling whiles, the max is now 5. you still need a warrior, cleric, rogue and wizard to have a full party though!
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Post by Flo00 on Feb 13, 2021 9:53:58 GMT
the main purpose of furious druid is add an additional party member. this means that scaling whiles, the max is now 5. you still need a warrior, cleric, rogue and wizard to have a full party though! So having two Furious Druids wouldn't increase your party count by 2?
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Post by dangerousdice on Feb 13, 2021 15:14:24 GMT
the main purpose of furious druid is add an additional party member. this means that scaling whiles, the max is now 5. you still need a warrior, cleric, rogue and wizard to have a full party though! So having two Furious Druids wouldn't increase your party count by 2? sorry, I messed up a little! would "your party has a druid." be better?
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Post by hydraheadhunter on Feb 13, 2021 16:23:35 GMT
sorry, I messed up a little! would "your party has a druid." be better? I'd suggest having a look at my sixth card for this contest; Joughf, Party Crasher. I'm not saying the way I did it is the only way to do it, but gamerule modifying card effects are trixy to template, and seeing (what I feel is) a successful templating might help you figure out how to do yours (full disclosure: Joughf was prompted by your first version of Vengeful Druid).
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Post by Flo00 on Mar 3, 2021 9:07:05 GMT
Oh, totally forgot about this one. Any last minute entries? Judging in a few hours. EDIT: Here it is. {dangerousdice}Dustmaw Crusher: I like the flavor of this one. Also has a good annihilator feeling without being too oppressive. Tome of Forgotten Secrets: I see where you were aiming with this. A symmetric cost reduction that you want to sac before your opponent takes too much advantage of it. While I think that is a fun idea, symmetrical cost reduction allways has the bad feeling about it that I'm gifing my opponent a bit too much. Smelt Intruder: I can't really picture that one from a flavor prespective. What is a Rogue Wall? I like it mechanically though. Defenders that do something upon receiving damage are allways fun and this is a really interesting one. Ori, Expedition Leader: This is very swingy. Really good if you have a full party but not woth it's mana otherwise. Maybe a more graduated approach would be more interesting? Something like 1 (or 2?) life per party member. Furious Druid: The fifth party member that raises a lot of questions. Fun idea, yet somehow hard to execute. You see how many words hydraheadhunter's Jougf has dedicated to explaining this. And they don't exactly work the same as your druid. If you still want only the other four to form a full party (and not three plus the druid) - and not let multiples of this raise your party number by more than 1 - maybe something like this makes sense: Controlling one or more ~ raises the number of members in your party by one.
{thaneofglamis}All commons is alright. Those are simple, yet still interesting. Lunar Sneak: Combining flying with a sabotage effect is pretty strong for a common. The closest thing I can think of is Mistblade Shinobi. The extra cost of bouncing a land helps make this less oppressive. It also is a perfect fit for a Moonfolk. Thought Gnawer: Strange that this effect only appears in 2s on existing cards. I think this is a good fit. Akki Boulderlifter: Plays nicely into the equip/enchant archtype seems to have a lot of recently. Wardweaver Miko: 3 Mana 3/3 seems a bit strong at common (outside green). Also protection from instants seems to be quite rare. You did a fine job of throwing a party on Kamigawa! {hydraheadhunter} Aledgedly Guilty Party: While this makes for an interesting deckbuilding restriction, it has it's problems. Wizards intentionally avoided calling specific party members. According to your reminder if I control a Human Rogue and an Orc Rogue, the ability would already not work. Yet (quote) your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard. So why can't I make the Orc the party member instead of the Human? I think it would make a bit more sense to just forbid to control those types at all and not just as party members. That raises less questions and makes checking a bit easier. Also giving creatures in your perty specific abilities also makes me choose my party. Or I guess the way you intended it to work is that all your Clerics, Rogues, Wizards and Warriors get the bonus, right? It seems like you treat "your party" the same way you would treat "historic permanents you control". The +X/+X is also a bit confusing since your full party usually consists of 4 members. I know, down there is Jougf who can raise it to 5. It's still quit ethe overkill to make a variable that can be changed by one single card (not referenced on this one). This also seems to have a on/off problem. Without a full party, this is a four colored tribal anthem. Pretty weak and overcosted. With the full party I guess this pulls its weight. It's just pretty hard keeping your perty full to keep the effect. Detritus, Party Starter: This seems like the perfect fit for a signpost uncommon. Works probabaly well in aggro as well as a discard-centered control strategy. Thrumdmpl, Party Planner: The strong ability on a small body make a good combinations that it probably isn't too oppressive. On the other hand, stealing your opponent's combat trick and drawing a card for it is pretty strong. Also you can use every targeted spell or ability from your opponent as a three mana draw source by bouncig the spell between Thrumdmpl and another party member. Maybe limit one of the two abilities to once per spell? I think the retarget working around hexproof and friends is very clever. And I think that the second part of the ability makes it a bit too wordy. If the new target is illegal by the time the spell resolves, the spell won't do anything anyway (unless it has othe rlegal targets). Dimi Di, Party Animal: Fighting and prventing a second fight during combat is a fun ability. Even if you might not kill with the fight, this can help you get past that one annoying defender. I remember quite some sealed games where I could have used a card like this. Clemence, Life of the Party: Nice pun. Looks really strong. Maybe it should tap so you can't repeatedly get creatures back and back again. This looks like it can easily go infinite with things like Composite Golem[7card] (I know, that's not a perty member) or Priest of Gix. Jougf, Party Crasher: Having only party memebers is a good restriction for a companion. I wonder why you chose Berserker as the fifth party member? Somehting primaty in green (like Druid or Shaman) would have felt more natural. Or since Jougf is , something aligned with both of those colors. Thanks to Firehoof Cavalry[7card], blue is acutally the only color without berserkers. Also it's not a type as common as the other four. Jougf overall seems monored. There is just nothing blue about it. Thanks for throwing three awesome parties for me!
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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 Mar 16, 2021 22:16:27 GMT
Oh, yeesh, how did I miss this? Thanks for the win! Your next challenge is to create two nonlegendary cards that partner with each other!
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Post by hydraheadhunter on Mar 18, 2021 12:23:59 GMT
{Spoiler}Yet (quote) your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard. So why can't I make the Orc the party member instead of the Human? I think it would make a bit more sense to just forbid to control those types at all and not just as party members. That raises less questions and makes checking a bit easier. Also giving creatures in your perty specific abilities also makes me choose my party. Or I guess the way you intended it to work is that all your Clerics, Rogues, Wizards and Warriors get the bonus, right? It seems like you treat "your party" the same way you would treat "historic permanents you control".
708.a The calculation of the number of creatures in a player’s party is performed automatically by the game and results in a number between zero and four. Players don’t declare which specific creatures they control are in their party. My templating decisions were intentional, based on rule 708.a, although it seems the reasons behind them weren't unintuitive. I blame WotC who, imo, didn't really do a good job making party a urgrockable mechanic (You can grock what's going on but you can't really grock how the game determines what's happening). Rule-wise, "your party" is just a number: 0, 1, 2, 3, or 4 [or 5]; so to get around that I felt the need to treat "party members" like "historic permanents you control". But your right that the intentional design choices I made lead to the card not being very grockable, and having a very unsatisfying on-off problem. {Anyway, here's an updated version of Alegedly Guilty Party to address the critiques you made. I won't update the rest of 'em or do the new render cause I figure that effort should be spent primarily on the next round.}Alegdedly Guilty Party A Blue, Black, Red, and Green. Enchantment Humans, elves, and dwarves you control are not clerics, rogues, warriors, nor wizards, and cannot become clerics, rogues, warriors, nor wizards. Clerics, rogues, warriors, and wizards you control get +1/+1 for each creature in your party. As long as your party is full, clerics you control have “pay a black and a green: Regenerate target member of your party.” The same is also true for rogues and deathtouch, warriors and menace, wizards and hexproof. no new render provided.
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Post by hydraheadhunter on Mar 19, 2021 17:41:25 GMT
Criminal Associate && Lawyer Retainer
Criminal Associate Two blue and a black Creature - Human Rogue
Partners with Lawyer Retainer Whenever Criminal Associate deals combat damage to a player, create two treasure. 1/2 FT: "It's only illegal if you get caught..."
Lawyer Retainer A blue and two white Creature - Human Advisor Partners with Criminal Associate Defender. Whenever a creature deals damage to Lawyer Retainer, tap it. At the beginning of combat on your turn, up to one target creature you don't control deals damage to Lawyer Retainer equal to its power. 0/6 FT: "...and it's only a crime if you get convicted."
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Post by Flo00 on Mar 20, 2021 2:08:31 GMT
Peanut Butter Artifact - Food Partner with Jelly (When this permanent enters the battlefield, target player may put Jelly into their hand from their library, then shuffle.), , Sacriifce Peanut Butter: You gain 3 life. , , Sacirifce all Food you control: You gain 2 life for each Food sacrificed this way. Jelly Artifact Partner with Peanut Butter (When this permanent enters the battlefield, target player may put Peanut Butter into their hand from their library, then shuffle.), , Sacriifce Jelly: You gain 3 life. When you sacrifice Jelly, look at the top X cards of your library, where X is the number of Food you sacrificed this turn. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
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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 Apr 2, 2021 21:55:31 GMT
Last call for entries! Judging in 24 hours.
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Giraculum
0/0 Germ
Posts: 34
Color Alignment: Blue, Green
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Post by Giraculum on Apr 3, 2021 2:06:06 GMT
Arcos Lock Artifact Partner with Arcos Key (When this permanent enters the battlefield, target player may put Arcos Key into their hand from their library, then shuffle.)Arcos Lock doesn’t untap during your untap step. , : Target creature can’t attack or block for as long as Arcos Lock remains tapped. Arcos Key Artifact — Equipment Partner with Arcos Lock (When this permanent enters the battlefield, target player may put Arcos Lock into their hand from their library, then shuffle.)Whenever equipped creature attacks or blocks, untap target permanent. Equip
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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 Apr 3, 2021 22:42:30 GMT
Judge time!
I enjoy the concept of a criminal and a lawyer that partner, but the mechanics of the cards confuse me. Criminal Associate is fine, although kind of pushed - are these meant to be rare? It reminds me of Rapacious One, but Treasures are often better than Spawn. The Lawyer, on the other hand, baffles me. Why would you ever want it to get damaged and tapped? It has Defender. All it can do is block. It doesn't even synergize with Criminal Associate. I expected it to grant evasion or something so the Associate could get through and make Treasure. Forgive me if I misunderstood, but the Lawyer might as well be a vanilla Wall. Flo00 - Peanut Butter & JellyI enjoy silly cards. The two of these synergize well, and it's interesting that they also reward you for making a ton of other Food. Not much else to say, just some solid Food support. Arcos Lock reminds me of many older cards that have similar effects. Unfortunately, that's not exactly a good thing. Without some sort of visual indicator, such as tapping the creature, it's easy to forget which creature you took the abilities from. It's also a pretty weak card. That's a total of five mana for Pacifism, with the only upside being the ability to change which creature is Pacified if you have something like Arcos Key. Arcos Key is more useful generally. While I like the flavor of the Key "unlocking" the lock, it's rarely worth untapping the Lock unless you need to Pacify a new creature.
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Post by hydraheadhunter on Apr 4, 2021 0:07:45 GMT
Criminal Associate & Lawyer Retainer I enjoy the concept of a criminal and a lawyer that partner, but the mechanics of the cards confuse me. Criminal Associate is fine, although kind of pushed - are these meant to be rare? It reminds me of Rapacious One, but Treasures are often better than Spawn. The Lawyer, on the other hand, baffles me. Why would you ever want it to get damaged and tapped? It has Defender. All it can do is block. It doesn't even synergize with Criminal Associate. I expected it to grant evasion or something so the Associate could get through and make Treasure. Forgive me if I misunderstood, but the Lawyer might as well be a vanilla Wall. Whelp whoops, that's what I get for doing things in a hurry. The creature doing damage is supposed to be the one getting tapped down so it shoulda read "Whenever a creature deals damage to ~, tap that creature."
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