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
|
Post by thaneofglamis on Apr 4, 2021 2:17:11 GMT
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." Well, that's not much more useful. It only really affects creatures with vigilance, or I guess pingers that don't need to tap.
|
|
|
Post by Flo00 on Apr 5, 2021 0:33:39 GMT
Thanks for the win thaneofglamis! I just realized that I forgot to make Jelly a Food, but I guess it was obvious by giving it the Food ability. Next up: Make a mini-set of cards caring about a sort of lands that is not Desert, snow or Wastes. The mini-set should have 3-10 cards spread nicely over different rarities. It can be some other type of land, an ability of some lands or some other criteria you come up with. Feel free to include your own lands or don't if you just want to reference existing ones. I hope this gives you enough freedom and inspiration to have a nice challenge
|
|
|
Post by ZephyrPhantom on Apr 5, 2021 0:54:48 GMT
Somewhat inspired by your Land Designs entry:Reckless Mining Instant As an additional cost to cast this spell, discard two cards or discard a Mine. Draw three cards. I wanted to be careful about this being too advantageous compared to Cathartic Reunion or Thrill of Possibility, so I played around with the costs a bit. Blast the Quarries Sorcery As an additional cost to cast ~, tap and exert a land. (An exerted permanent won’t untap during your next untap step.)~ deals 3 damage to target creature or planeswalker. If the exerted land was a Mine, ~ deals 4 damage instead. Heavy Demolishment Sorcery Discard your hand. For each land discarded this way, ~ deals 1 damage to each opponent. For each Mine discarded this way, ~ deals 2 damage to each opponent. Quarry Cartographer Creature - Elf Scout When ~ enters the battlefield, search your library for a Mine, put it onto the battlefield tapped, then shuffle. 2/2 "Blast away from the sacred glades, lest you provoke the elken guardians."Revenge of the Naturalists Instant Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It’s still a land. If it's a Mine, put a +1/+1 counter on it. "You mine what you buried."Paradise Gem Dreamers Creature - Elf Scout : Add . , Exert ~: Add one mana of any color. Activate this ability only if you control a Mine. (An exerted permanent won’t untap during your next untap step.)1/1 Rogue Miner Creature - Elf Rogue You may exert Rogue Miner as it attacks if you control a Mine. If you do, draw a card and you lose 1 life. (An exerted permanent won’t untap during your next untap step.)2/2 "'The mines are for a better future.' What a joke. My ancestor's graves are torn apart for their profits."Worksite Insurance Instant This spell costs less to cast if you control a Mine. Counter target spell unless its controller pays . "Their sabotage efforts mean nothing as long as the quartz is not scratched."Union's Verdict Enchantment - Aura Enchant Mine you control When ~ enters the battlefield, exile target creature an opponent controls until ~ leaves the battlefield. "We won't cover for this criminal scum anymore. Send him to the brigs."Mining Union's Command Sorcery Choose two: - Draw a card for each Mine you control. - Untap each Mine you control. - Return target creature with converted mana mana cost less than or equal to the number of Mines you control to its owner's hand. - Return target Mine from your graveyard to the battlefield. Mining QuarryLand - Mine : Add . Owakar VeinLand - Mine :: Add . , Exert ~: Add or . (An exerted permanent won’t untap during your next untap step.)See - Cloudcrest Lake cycle. Plane could favor enemy colors or feature all 10 color combinations depending on set size. Bountiful VeinLand - Mine : Add . : Add . Activate this ability only if you control five or more Mines.
|
|
|
Post by hydraheadhunter on Apr 5, 2021 13:54:07 GMT
Earthshattering Eruption A generic and a red Instant Mountains you control gain: "Sacrifice this land: Add RR." until end of turn. FT: The land shook and then there was fire.
~I'm going back and forth on whether this one should add have mountains add R or RR.
Earth from the Ashes Two generic and a red Sorcery Multikicker R. Return target mountain card from your graveyard to the battlefield tapped. For each time this spell was kicked select upto one additional target.
Forge of Zornath Legendary Land Forge of Zornath enters the battlefield tapped. T: Add R. As long as you control ten or more mountains, mountains you control have "T: Deal 1 damage to any target."
Igneous Phoenix Two Generic and Two Red Creature - Phoenix Flying Sacrifice or discard a mountain: return Igneous Phoenix from the graveyard to the battlefield. 3/3
Palisade Painter Two Generic and Two Red Creature - Giant As another ability exiles one or more mountains from your library, you may put one onto the battlefield tapped and exile a card from the top of your library instead (Treat this card as if it had also been exiled by that ability). 4/4
|
|
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
|
Post by thaneofglamis on Apr 9, 2021 5:02:54 GMT
Granite Highway
Land - Road ~ enters the battlefield tapped.
: Add . Whenever you attack with two or more creatures, you may sacrifice ~. If you do, draw a card.
Bitterblack CrossroadsLand - Road ~ enters the battlefield tapped unless you attacked this turn. : Add or .
Crookturn Bandits Creature - Human Rogue When ~ enters the battlefield, each opponent that controls a Road loses 2 life. Then you gain 2 life if you control a Road. 4/2
Street Race Instant Up to one target Vehicle becomes an artifact creature until end of turn. Until end of turn, target artifact creature gains haste and gets +1/+1 for each Road you control.
Road Map Artifact , , Sacrifice ~: Search your library for a basic land or Road card, put it onto the battlefield tapped, then shuffle.
Slipstream Biker Creature - Elemental Pilot Tap two untapped Roads you control: Put a +1/+1 counter on ~. It can't be blocked until end of turn. 1/1
Wayside Inkeeper Creature - Human Peasant When ~ enters the battlefield, if you control a Road, you gain 4 life. 1/3
Paving Juggernaut Artifact - Vehicle Trample Whenever ~ attacks, you may search your library for up to two Road cards, put them onto the battlefield tapped, then shuffle.
Crew 4
5/5
At first I wasn't sure about this idea, but I had a lot of fun with it.
|
|
|
Post by Flo00 on Apr 10, 2021 12:36:23 GMT
Judging on monday.
|
|
|
Post by melono on Apr 10, 2021 21:46:36 GMT
Gatefall Knight
Creature - Dryad Knight Vigilance Whenever a Gate enters the battlefield under your control, this gets +3/+3 until end of turn. 1/3 Gateseer Mage
Creature - Vedalken Wizard , : Draw X cards, then discard X cards. Spend only mana created by Gates on X. 2/2 Gatecrash Imperiorex
Creature - Dinosaur Spend only mana produced by Gates in order to cast this 7/7 Expanding Gateway
Land - Gate When ~ enters the battlefield, sacrifice it unless you control another Gate. : Add one mana of any color. Rakdos Telecular
Land - Gate ~ enters the battlefield tapped, unless you control another Gate. : Add or . Also, Teleculars for all guilds.
|
|
|
Post by Flo00 on Apr 12, 2021 23:03:47 GMT
I'll try so say at least something about every card. Since there are so many cards (really guys and gals, wow!), it might only be a short sentence for some of them. {ZephyrPhantom}That design was what led me to make this challenge Overall: A good and flavorful set. I like how exert gives it another component that makes the cards fit together. And how you used exert and other effects to represent draining the land of it's essence by mining. CardsReckless Mining: Seems to be at the right power level. Interesting enough WotC does things like this from time to time in blue, but not in red. Blast the Quarries: Exerting a land as a cost for a spell is a cool way of using exert. Now that I see this, I never realized before that the 'last' cycle in Hour of Revelation actually does this to all your lands just woithout calling it exert. Heavy Demolishment: Feels a bit like a spell version of Seismic Assault/ Molten Vortex. Requires quite the setup to work properly. Quarry Cartographer: Classic green land fetcher. Would be missing if it weren't here. Revenge of the Naturalists: Funny how this tells you to use more awaken effects to make use of that stray +1/+1 counter sitting on a land afterwards. Paradise Gem Dreamers: Interesting mixture of Boreal Druid and Birds of Paradise. Rogue Miner: New version of a classic effect. I think the second if shold be a when. Worksite Insurance: Good Lookout's Dispersal ( Mystical Dispute?) version. One that I'd actually be willing to play in limited. Union's Verdict: Chained to the Mine. Really good flavor for this effect. Mining Union's Command: Mnie tribal command. The first two modes combined look really explosive. Mining Quarry: Very basic. Maybe a bit too basic? Owakar Vein: I like how you used exert to do a functional reprint of an existing cycle. Being Mines might just be that bit extra to make them playable. Bountiful Vein: Nice inbetweener of Temple of the False God and Shrine of the Forsaken Gods. {hydraheadhunter} Overall: I dind#t think anyone would go with a basic land type here. Interesting choice. I like how this could be in a set focused on a monocolor-theme and yet still be interesting on two-color decks of formats where you have access to shocklands and similar stuff. CardsEarthshattering Eruption: Two really close cards are Rain of Filth and Mana Seism. So I guess only adding would be the save option. The again you're restricting this to only mountains. I guess some playtesting would be in order to really know what to do here. Earth from the Ashes: I don't think the color pie would be happy with a red card reanimating lands. Also this looks a bit too cheap for comfort. I think the kicker cost should be at two or three mana. Else if you have something that eats lands, you can tap all your mountains, sac them, then get them back with this. That sounds a bit too easy to exploit. For a cleaner wording, look at Comet Storm or strive. Forge of Zornath: Strong, but in a good way. Valkut found a new best friend. I like how you can't use this with Blood Moon, so it wouldn't make Scapeshift decks more bonkers. Igneous Phoenix: I think the revival is a bit too cheap and spontanous. I think there should be a mana cost together with the sacrifice/discard or ti should return to the hand and/or return tapped. It's kind of strange to have a constant flash blocker in your graveyard even if you're outtapped. It's also something both players have to constantly remember or they will get frustrated about it. Palisade Painter: That#S a really cool way of interacting with impulse draws. I like that this restricts to one land per exile so it won't explode. I guess it's not on purpose that this only works on abilities and not spells? (Works with Abbot of Keral Keep, but not with Act on Impulse.) {thaneofglamis} Overall: Good way of showing off what Roads as a new tpe are about. I like the flavor of vehicles having a better time moving around if there is a road. CardsGranite Highway: Good way of ensuring card flow lategame and making use of excess lands. Bitterblack Crossroads: Good raid design. Wouldn't be surprised if someone told me this should have been printed in Ixalan. Crookturn Bandits: Nice card for limited. Street Race: I think the second line should say "target artifact creature or Vehicle", otherwise the two ines couldn't target the same uncrewed vehicle. Road Map: Good and falvorful Wayfarer's Bauble/ Expedition Map version. Slipstream Biker: Should probably be limited to once per turn, else that thing could get pretty explosive. Wayside Inkeeper: Simple common. Every set needs those. Paving Juggernaut: That looks damn strong. Interesting callback to Primeval Titan. Since this is colorless, I think fetching one Road would be strong enough already. {melono} Overall: When I made the challenge I tried to rule out all the things WotC already made in significant numbers. Seems like I missed one. That's some pretty aggrassive Gate tribal. Very different from what's already out there. CardsGatefall Knight: I'm not sure how much I like the stats on this. +3/+3 sure is exciting. On the other hand, without the Gates this is just a 1/3 for four mana. And on an opponent's turn this is what it will allways be. Maybe a bit bigger with +2/+2 would make it feel a bit better. Or maybe that's just me. Gateseer Mage: Restricting mana to Gate mana for big effects is a fun idea. I especially like this because the choice of Gates is so restricted. You either have to play three or more colors to really get enough Gates into your deck or have some where you can use only one color propperly. Gatecrash Imperiorex: Same as above. I really like this one. Has the Imperiorsaur feel all over it. Expanding Gateway: Intersting way of restricting an any color land. Rakdos Telecular: Kind of the soft verison of the Expanding Gateway. I tried to find out what Telecular means, with no success. It's really nice how each of you tackled the challenge from a different point of view and made an amazing set of cards.
|
|
|
Post by ZephyrPhantom on Apr 13, 2021 3:27:49 GMT
Flo00 - Mining Quarry was a Draft design that I wanted to emulate a basic land without actually being Basic (since I felt with a full cycle of Mining duals it'd ultimately be unnecessary). That said I think it would've probably helped to add a small effect like Cradle of the Accursed had in hindsight. Glad you liked the cards overall and thanks for the win - for what it's worth, I liked everyone else's cards too. Your next challenge is to take an iconic card like Delver of Secrets and make a series of cards referencing it like Aberrant Researcher and Docent of Perfection did. A cycle, a series of increasing cost cards, a more indirect mechanical/niche reference like Misson Briefing being clearly based on Snapcaster Mage or Asylum Visitor being based on Dark Confidant etc...., it's up to you. One thing I will say though is that I am interested in the reference cards being competitively playable in their own right in some format, so don't just make a Gitaxian Probe that costs . Good luck!
|
|
foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
|
Post by foureyesisafish on Apr 13, 2021 12:18:37 GMT
May I ask what counts as iconic?
|
|
|
Post by ZephyrPhantom on Apr 13, 2021 12:26:47 GMT
May I ask what counts as iconic? Something that a big chunk of the Magic fanbase would immediately recognize for some signifciant reason. E.g. Nicol Bolas is icomic to Vorthos as a major villain or Sol Ring is one of the best constantly reprinted ramp cards in Commander.
|
|
foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
|
Post by foureyesisafish on Apr 13, 2021 12:33:51 GMT
How iconic are the Pacts?
|
|
|
Post by ZephyrPhantom on Apr 13, 2021 12:39:03 GMT
How iconic are the Pacts? Negation tends to see play in protecting combo decks while Summoner's helps find things like Primeval Titan to win. It's not my first though but you could make it work.
|
|
foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
|
Post by foureyesisafish on Apr 13, 2021 12:41:50 GMT
How iconic are the Pacts? Negation tends to see play in protecting combo decks while Summoner's helps find things like Primeval Titan to win. It's not my first though but you could make it work. I have an idea I think will work (hint: combining pacts with the newest set) but depends on the iconic status of the normal pacts.
|
|
|
Post by Flo00 on Apr 13, 2021 13:51:47 GMT
Spirit-Guided Emissary Creature - Elf Shaman When Spirit-Guided Emissary enters the battlefield, you may exile any number of cards from your hand. Add for each card exiled that way. 2/2 Akale, Guided by Spirits Legendary Creature - Ape Shaman , Exile a card from your hand: Add mana equal to the exiled card’s mana cost. She never seeked their guidance. Still she’s just grateful for it.2/2 Even the flavor is a hint to the Spirit Guides. EDIT: Thanks for the catch ZephyrPhantom! I hpoe this isn't overdoing it: Paradise of the Lost Enchantment Whenever you exile a card from your hand, put a guidance counter on it and add . Sacrifice Paradise of the Lost: Shuffle all cards you own in exile with guidance counters on them into your library. The first ability also works great with suspend and foretell. The second is a slight nod at Riftsweeper. Forced Guidance Sorcery Exile your hand, then draw that many cards. For each card exiled this way, add one mana of every color that card is.
|
|
|
Post by hydraheadhunter on Apr 13, 2021 14:10:25 GMT
Akale, Guided by Spirits Legendary Creature - Ape Shaman , Exile a card from your hand: Add mana equal to the exiled card’s mana cost. She never seeked their guidance. Still she’s just grateful for it.Mana of what type/color? Mana cost includes color... I realized exactly two seconds after posting this question. Sorry for the unnecessary ping.
|
|
|
Post by Flo00 on Apr 13, 2021 18:09:45 GMT
Sorry for the unnecessary ping. No problem. Nice to see that other people spend some thoughts on my designs I adapted the wording of Elemental Resonance for this.
|
|
|
Post by ZephyrPhantom on Apr 13, 2021 23:18:59 GMT
Flo00 Heads up, Akale is missing P/T
|
|
|
Post by melono on May 8, 2021 18:03:58 GMT
Faith in Ferocity Sorcery Target creature you control with power 4 or greater gains "Whenever this creature deals combat damage to a player, draw two cards." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Faithful Truce Sorcery Each player draws two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) Faith in the Wicked Sorcery Reveal the top two cards of your library. You lose life equal to their combined mana value. Then put them in your hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) Spellbinder's Faith Sorcery Draw three cards. You may then discard a creature card and a land card. If you don't, discard your entire hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) If you hadn't noticed yet, it's a fill in of all the other colors of Faithless Looting.
|
|
|
Post by ZephyrPhantom on May 8, 2021 21:49:26 GMT
Planning to judge in 24-48 hours. Get your last entries in while you can.
|
|
|
Post by hydraheadhunter on May 8, 2021 22:41:00 GMT
Based on Young Pyromancer. Baby Pyromancer A Red Creature - Human Shaman Whenever you cast an instant or sorcery you may pay a generic to create a 0/1 red Elemental creature token. Sacrifice it at the beginning of the next endstep. 0/1 | Experienced Pyromancer A generic and Two Red Creature - Human Shaman If casting or copying an instant or sorcery causes an ability you control to trigger, that ability triggers an additional time. 2/3 | Ancient Pyromancer Two generic and Two Red Creature - Elder Human Shaman Whenever you cast an instant or sorcery, you may cast a copy of it (You still pay all casting costs for that copy. Choose targets for the copy as you cast it.) 4/3 |
I know that Ancient Pyromancer triggers itself, but I feel fact that you still have to pay the spells cost to get the next trigger seems reasonabl: it's basically 'instants and sorceries you control have a replicate cost equal to their mana cost.'
|
|
|
Post by Flo00 on May 18, 2021 5:31:18 GMT
|
|
|
Post by ZephyrPhantom on May 18, 2021 22:46:04 GMT
Flo00 - Thanks for continuing to tag me and other judges for judging. It's hard to keep track of multiple games at once sometimes. Flo00 - Spirit-Guided Emissary - A creative spin on Burning-Tree Emissary that might seems powerful but isn't a strict upgrade since the ideal use of this kind of card typically requires you to keep your hand full of extra creatures to develop a wide board. I like that it forces you to carefully consider just how many cards you would get rid off to try and put some more stuff on the battlefield as if your opponent is holding back removal or a boardwipe you will get wiped out hard. Strong but still reasonable in the right environment; probably for the best that it is not a . Akale, Guided by Spirits - Keeping things like Somberwald Sage, Rosheen Meanderer and the like in mind I think this is fairly reasonable at four mana as well. It's a fairly straightforward card but not a bad one and I think people would find it equally exciting as a regular big mana enabler and a commander. I like in general how this acknowledges you have to be conscious of the cards in your hand when playing this kind of strategy like the Spirit Guide does. Paradise of the Lost - I feel like this one is deceptively explosive and its main saving grace is that the typical combo intense decks Spirit Guides appear in would rather play their game-winning 2-4 mana plays instead of this on turn 2. It feels a bit more comparable to Medallions given what it can broadly do and might enable some kind of unusual Storm engine. I'd like to see this card get playtested by someone willing to build a deck around it to see if it is powerful or broken in less powerful formats but ideally it encourages something new and unusual in Legacy. Forced Guidance - And a much safer design to round it all off. I think this would normally be printed at 4 mana when you are trying to compete with the likes of Wheel of Fortune and Wheel of Misfortune I can see what you are going for. It is an interesting challenge to Storm decks because they normally want to sculpt a very specific hand and drawing this at the wrong time might make it about gambling your existing hand over getting a new one (or trying to manuever it in a way that it will keep your Past in Flames gameplan on track.) I think this would mostly get tried by existing Storm builds without being certain if it's a key piece or not. Overall: You pushed your cards pretty hard but given the nature of the prompt I would rather someone be risky and interesting than play it too safe. I like that you made me think about various formats and if some kind of new deck could arise from them or if existing archetypes would try and adopt them into their gameplan, and most of the card succeed in that regard. melono - Ah yes, Faithless Looting, the card that died for Hogaak's sins. One of the strongest aspects of Faithless Looting is that it fuels itself and like-minded cards by letting you discard heavily on turn 1 without much drawback, and you can even discard Faithless Looting to itself to play it later if needed. I think the problem here is that but not letting the other nonBlue cards do similar things, they're automatically struggling to be comparable to Faithless Looting's level of power, with only the Black one really managing to make up for it in a vacuum via sheer card advantage. The white one would require some very careful use of Hullbreacher, Alms Giver, or 3 mana Narset, two of which are (at which point you might as well play regular Blue draw spells), but I could see it happening - at the very least, I'd like to play it, and I could see this being something I toss over to R&D's Secret Lair if anyone's interesting in facing off with it. I'm not really sure what the Green one would work with - shame it's not power 3, because Delver of Secrets and Tarmogoyf would have a field day with it if it was. Overall: Your Blue and Black members of the cycle are great, either capturing what makes Faithless Looting interesting well or providing a dangerously potent amount of card advantage that would kick it upstairs to Legacy or even Vintage. Your Green one falls just short of being the kind of pushed card I'd like to see, and while your White one makes sense it's in a weird limbo where it requires a bunch of cards that might not make it worth the effort when you can just play Brainstorm or something similar. I think you should've picked a format that all of these would've been focused on and stuck to that specific format, so that maybe they'd all be a little closer in powerlevel, or perhaps looked a bit more closely at what Faithless Looting itself is used for. hydraheadhunter - Baby Pyromancer - I think the payment hurts this pretty bad honestly. Cards like Monastery Swiftspear and Clever Lumimancer are good precisely because the power boost is free (even if temporary). Take away the need to pay and this is the exact kind of card I am looking for. Experienced Pyromancer - A pyromancer lord of sorts? I guess it could be considered in Prowess decks to help double up triggers and overrun the opponent. Seems kind of dependent on multiple cards being around though and doesn't do much for 3 mana by itself which makes me hesitant to say it meets the prompt. I like it and think it could see print, but competitively playable? Not as sure - it certainly doesn't have the raw card advantage of Jeskai Ascendancy, a card itself isn't the most famous combo in Modern. It's a 3 mana Panharmonicon if used right so maybe there's something there though. Ancient Pyromancer - Interesting to me because normally WoTC would never print something like this on purpose if they couldn't help it, but doing it on purpose to allow for pseudo-replicate strategies is quite interesting and possibly a good win condition in itself - imagine resolving a bolt next turn after you play this. It's less dependent on specific cards than its lower costing kin and does threaten to win the game if it sticks around. Overall - I think there was a bit of playing it safe here (which is understandable) but it would seems that most of the cards are a bit too weak to stick with the appropriate decks of their time. Winner: Flo00
|
|
|
Post by Flo00 on May 19, 2021 17:36:14 GMT
Thanks for the win! Flo00 - Thanks for continuing to tag me and other judges for judging. It's hard to keep track of multiple games at once sometimes. I happen to be one the other side of those tags most of the times. I have my bright moments now and than. Forced Guidance - And a much safer design to round it all off. I think this would normally be printed at 4 mana when you are trying to compete with the likes of Wheel of Fortune and Wheel of Misfortune I can see what you are going for. It is an interesting challenge to Storm decks because they normally want to sculpt a very specific hand and drawing this at the wrong time might make it about gambling your existing hand over getting a new one (or trying to manuever it in a way that it will keep your Past in Flames gameplan on track.) I think this would mostly get tried by existing Storm builds without being certain if it's a key piece or not. Note that it draws "that many cards", not 7. I was very unsure how to cost this propperly. Next challenge: Combo time! Design 3 or more cards, which you want to assemble during a game to make awesome things happen.
|
|
|
Post by OldSchool on May 21, 2021 3:37:55 GMT
|
|
|
Post by spruder on May 21, 2021 17:10:24 GMT
|
|
|
Post by Flo00 on May 21, 2021 20:38:44 GMT
Reused my card of the week card and built a combo around it, hope that's okay. Sure is ok. The CotW poll is actually a pretty close race between the two of us. I'm really excited to see who is going to win
|
|
|
Post by hydraheadhunter on May 22, 2021 15:05:42 GMT
Witty Comeback An X and two blue Instant
Draw a card Shuffle Witty Comeback and X copies of it into your library When you mill or discard Witty Comeback, add U. | Blithe Jinxspeaker Two generic a blue and a black Creature - Rogue Wizard
2, Mill 5: Add three colorless. Spend this mana only on costs with X in them.
2/2
| Neglected Memories A generic a black and a blue Enchantment
Cards you mill have a dementia cost equal to have they're mana cost (When you mill a card with a dementia cost, you may cast it for its dementia cost).
|
This is more value engine than combo, because I'm not a fan of pure combo, but the idea is you can use the mana from milling Witty Comeback to cast it for the dementia cost it gets from Neglected Memories. Blithe Jinxspeaker is just an engine to mill your witty comebacks and cast them for X=3 to further increase their density in your library.
This Witty Comeback is different from the one I posted in the set game; That one is just exploring the idea of shuffling copies into the library; this one is a more fleshed out version of the card that I might actually want to run in an actual build. i was just too lazy to draft an actual name for this card.
|
|
|
Post by Flo00 on May 25, 2021 7:21:04 GMT
Judging at some point in the next three days.{OldSchool} The combo: It's not a really strong combo, yet it's woth assembling and fun to do. The combo is actually only Poke + Prod with Chagrach being the tutor for them. Being tutorable by a single card makes it also very reasonable that this isn't too strong a combo. All of them being legendary also dampens the power since you can't get multiples of the Imps on the battlefield to stack the effects. I think in a Limited environment the cards could as well be so it's possible to get the combo in a draft. Cahgrach: It took me quite a while to get why he isn't tutoring them to the battlefield right away. But since they are legendary you might only need one of them and keep the other until the one you already have dies. I think it would be nice if his first ability would be something a little bit more related to the combo. Maybe just first strike or another combat related keyword to make a bit more use of Prod's bility. Poke & Prod: Solid one drops. Not weak and not too strong. Red normally isn't the color to force blocks. {spruder} The combo: A nice infinite damage combo. Reminds me of typical combos using KCI, Blasting Station or Grinding Station. Feels like it would fit perfectly in decks using those cards. Very clever use of the Urn ability. I don't know if it's on purpose, but I like that you actually need two Tribute Urns. (To activate, you first choose targets, then pay the cost. So you need one Urn in the graveyard and the other on th ebattlefield for this to work.) Biomass Converter: Strong card for most artifact decks. Seems like it has a lot of combo potential overall. Spark Siphon Imp: This looks also like a powerhouse for any black artifact deck. I think it would suffice if it dealt damage only to opponents (and planeswalkers). That would also fit better into black's part of the color pie. Tribute Urn: Pretty weird at the first glance. It's one of those cards that just tell you to think out of the box and explore different uses for it. In a limited environment this should probably be since it literally doesn't to anything on it's own. As a side note, I think you should take a look at this post to get the right fonts for the cards running. {hydraheadhunter} The combo: That's a strange and funny combo that looks like it takes some time to set up and actually get value out of it. Probably works best in long multiplayer games. Witty Comeback: Looks to me like a utility card for decks using dredge or madness-like effects. It's one of those cards that doesn't do much on its own but tells you to come up with creative ways of using (or breaking) it. Should probably say "... and X card named Witty Comeback from ourside the game ...". WotC stopped using "copies" for "cards with the same name" years ago. I think there is even a mention of this in the comprehensive rules Blithe Jinxspeaker: I imagine you could play this just for cheap repeatable self-mill and less for the mana. Probably pretty good in Zaxara decks. I like how it gets you more mana without tapping and forbids you to use its own mana for the activation. Neglected Memories: Mill-Madness sounds like a fun concept. Granting it to all your cards seems extremely strong. You basically turn every self-mill into an impulse draw. And you usually mill about four cards per mana. I think it would be safer to grant dementia only to a certain subset of cards, (maybe depending on the setsurrounding this). Should probabaly say nonland cards, since it doesn't make much sense on lands. That was very interesting. Thank you all!
|
|
|
Post by spruder on Jun 1, 2021 3:21:23 GMT
Thanks for the win! Sorry for the gap before the next challenge, got busy irl this past week and didn't see I'd won.
Since the last challenge was combos, for the next challenge I'd like to see some combo breakers. Please design two or more cards that restrict each other or in some way dampen each others effects.
|
|