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Post by Daij_Djan on May 17, 2021 22:46:46 GMT
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-seventh challenge! The winners of the "Everything He Sees is Just Blue" poll were @lackof (left) and sade612 (right) with...And the challenge issued by our runner-up was... Make a new super-type, type, or sub-type (yes, making a new creature type does count, just barely =) 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.And now, time to begin the challenge! Best of luck, competitors!
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on May 17, 2021 23:46:02 GMT
Spellcard Whenever you remove a spell counter from ~, exile target card from your graveyard. Create a scroll of that card. (A scroll is an artifact token. It can be sacrificed to cast a copy of the chosen card.) Whenever you sacrifice a permanent, target player loses 2 life.
Spellcards enter the battlefield with a number of spell counters on them equal to the number in the bottom right-hand corner. At the beginning of your upkeep, you remove a spell counter from each spellcard you control. Whenever you remove the last counter from a spellcard, you resolve any effects that may have resulted from its removal, then sacrifice the spellcard.
Most spellcards - especially at lower rarities - would only have effects that triggered on removing a spell counter from them. Some might trigger off of any time you remove a spell counter (or remove a counter period), or, like Dark Memory, have a static effect that doesn't interact with the spell counters at all.
(Considering making this a subtype of enchantments for backwards-compatibility's sake.)
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Post by ZephyrPhantom on May 18, 2021 0:14:10 GMT
Savage Anteater Creature - Anteater When ~ enters the battlefield, target creature gets -2/-2 until end of turn. If that creature is an Insect, it instead gets -4/-4 until end of turn. 2/2 Even the mightiest of queens fear its snorting wrath.Just felt like doing something a little silly
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aquonn
1/1 Squirrel
Fun is a zero-sum game
Posts: 59
Favorite Card: Electrodominance
Favorite Set: Guilds of Ravnica
Color Alignment: Blue, Red
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Post by aquonn on May 18, 2021 1:45:50 GMT
Not sure if this overlaps too much with Split Second but I have a uni assignment to do and need to stop procrastinating, thus this is what I have.
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Post by Jartis on May 18, 2021 7:12:16 GMT
Design Notes: So this is a very simple design, obviously, as it's just a vanilla creature. However, I think it accurately represents my idea for Spark spells. Effects or statlines that are more powerful than you would expect for the CMC, with a pretty harsh restriction to balance it. Apart from opening up a specific design space for really powerful effects, it could also serve as a way to functionally reprint cards that have been deemed too powerful for certain environments. (I might loosen the restriction a bit to sharing a color with a planeswalker, though, if people feel it's maybe a bit too restrictive as is.)
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Post by The Harlequin on May 18, 2021 16:04:23 GMT
Does the card itself has to have the new suptype or would it be conform if it is only mentioned in the card?
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Post by viriss on May 18, 2021 17:24:59 GMT
Does the card itself has to have the new suptype or would it be conform if it is only mentioned in the card?
Just because I'm curious let's say "or mentions"
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Post by The Harlequin on May 18, 2021 18:55:57 GMT
Does the card itself has to have the new suptype or would it be conform if it is only mentioned in the card?
Just because I'm curious let's say "or mentions"
I just asked for clarification -- Cause your challange only asked for new types but not where the type has to be mentioned (or used) on.
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Post by The Harlequin on May 18, 2021 18:58:05 GMT
Main ruling in regards to the "Invocate-Stack": Only cards and effects that are on this stack can interact with this stack. For example: " Counterspell can't counter spells on the "Invocate-Stack" cause it it put onto the regular stack and so on.
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Post by sdfkjgh on May 18, 2021 19:57:13 GMT
Call to the Depths Signature Instant--Kiora Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step. Create an X/X blue Kraken creature token, where X is the number of tapped creatures on the battlefield.
Signature is a new supertype that can go on any card type, and always has a corresponding planeswalker subtype. For as long as you control a planeswalker of a certain type, you can that planeswalker to search your library for a signature card of a matching type & put that card into your hand (normal planeswalker rules apply).
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Post by hydraheadhunter on May 18, 2021 20:39:59 GMT
| Headcrab A black and a red Symbiote Creature - Insect
Parasitic (As this creature enters the battlefield, it latches onto another target creature an opponent controls or dies. If the creature it is latched on to would die, you may latch it onto another target creature controlled by the same player. If you don’t it dies.)
Whenever the creature Headcrab is latched onto deals combat damage to a player, put a -1/-1 counter on Headcrab.
-1/-1
Art by Oscar Trejo |
Partially inspired by Half-life, partially inspired by SCP-1104 (Nose Crab). Symbiote is a creature exclusive supertype which denotes a creature that cannot survive without a 'host' creature to latch onto. All symbiotes have either the "symbotic" or "parasitic" keyword meaning they latch on to creatures you or an opponent controls respectively. A creature with a symbote latched onto it has its power and toughness modified by the power and toughness modifiers noted where a normal creatures power and toughness would be.
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vstrange
1/1 Squirrel
Resurrecting the dead, D.N.D.
Posts: 52
Formerly Known As: Lich Puppy
Favorite Card: Ur-Dragon
Favorite Set: Ikoria
Color Alignment: Black, Green
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Post by vstrange on May 18, 2021 22:00:15 GMT
A lot of cool ideas right now! Looking at what folks have so far just a few thoughts. {Spoiler}The Concept of this is, There is a major threat coming. As bad as i'm getting hurt for doing it, you're going to get hurt worse. T Feedback: Cool concept and flavor. I like it. Bit of a long burn though, I feel like it will likely be answered before that big payoff. Also, the "deals 5 damage to you for each opponent" could outright kill you in multiplayer which is a format I think this card type would be more fun in so maybe change that part? Overall neat idea. Input Received; Updated Version:
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Post by Tesagk on May 18, 2021 22:48:01 GMT
Pack is just a supertype for a mechanic we've seen before: Sewage Rats BB Pack Creature - Rat (A deck can have any number of cards with the same name that have the pack type)When Sewage Rat enters the battlefield, target opponent loses 1 life for each other creature named Sewage Rat that you control. “Honestly, if the bite don’t get ya, the stench will.” - Town Drunk1/1
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Post by hydraheadhunter on May 18, 2021 23:05:07 GMT
Pack is just a supertype for a mechanic we've seen before: Sewage Rats BB Pack Creature - Rat (A deck can have any number of cards with the same name that have the pack type)Target opponent loses 1 life for each other creature named Sewage Rat that you control. “Honestly, if the bite don’t get ya, the stench will.” - Town Drunk1/1 Sewage rats activated/triggered ability is missing a cost and/or trigger.
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Post by Tesagk on May 18, 2021 23:11:01 GMT
Pack is just a supertype for a mechanic we've seen before: Sewage Rats BB Pack Creature - Rat (A deck can have any number of cards with the same name that have the pack type)Target opponent loses 1 life for each other creature named Sewage Rat that you control. “Honestly, if the bite don’t get ya, the stench will.” - Town Drunk1/1 Sewage rats activated/triggered ability is missing a cost and/or trigger. Oops
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Post by t2stonerain on May 19, 2021 23:07:40 GMT
Relic, just like Clue and Food, has an ability tied to its type saying it can be stolen by an attacking creature. Flavor-wise, these are meant to be powerful artifacts coveted by different factions (like the Arc of the Covenant). Balance-wise, they're meant to be undercosted artifacts that have the downside of being able to be stolen, ideal for play in Commander.
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Post by spruder on May 19, 2021 23:53:44 GMT
Just place holding a loose idea. Era of Storms Scenario (When you draw this card, reveal it and send it to the scenario zone. Any scenario previously in the scenario zone is shuffled into its owner's library.) Instants have Storm. Idea is strong effects that favor certain play styles but are easily replaced if an opponent hits on their scenario. I could also see interacts like End of an Era Instant End the current scenario (If there is currently a scenario in the scenario zone, it is shuffled into its owners library.) or Omen of Changing Times Sorcery Search your library for a scenario, reveal it, then shuffle your library and place it third from the top.
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Post by Tesagk on May 20, 2021 2:38:33 GMT
I'm playing with ideas too. I'll have to settle on one by the end, but there's also...
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Post by spruder on May 20, 2021 15:48:12 GMT
A lot of cool ideas right now! Looking at what folks have so far just a few thoughts. {Spoiler} Spellcard Whenever you remove a spell counter from ~, exile target card from your graveyard. Create a scroll of that card. (A scroll is an artifact token. It can be sacrificed to cast a copy of the chosen card.) Whenever you sacrifice a permanent, target player loses 2 life. Spellcards enter the battlefield with a number of spell counters on them equal to the number in the bottom right-hand corner. At the beginning of your upkeep, you remove a spell counter from each spellcard you control. Whenever you remove the last counter from a spellcard, you resolve any effects that may have resulted from its removal, then sacrifice the spellcard. Most spellcards - especially at lower rarities - would only have effects that triggered on removing a spell counter from them. Some might trigger off of any time you remove a spell counter (or remove a counter period), or, like Dark Memory, have a static effect that doesn't interact with the spell counters at all. (Considering making this a subtype of enchantments for backwards-compatibility's sake.)
Feedback: I like this idea, I also like the idea of making it a subtype of Enchantment just to allow more interaction with it. Right now there doesn't seem to be anything opponents can do to address the threat of spellcards, which making it an enchantment would fix Savage Anteater Creature - Anteater When ~ enters the battlefield, target creature gets -2/-2 until end of turn. If that creature is an Insect, it instead gets -4/-4 until end of turn. 2/2 Even the mightiest of queens fear its snorting wrath.Just felt like doing something a little silly Feedback: Nice, I like it.
Not sure if this overlaps too much with Split Second but I have a uni assignment to do and need to stop procrastinating, thus this is what I have. Feedback: I think it's solid and separate enough from split second to be its own thing. Split second spells can interact with other split second spells, but even if your opponents have their own interruptions they can't interact with each other. I also like the Lightning Bolt reference and how you doubled its cost when making it an interruption (double in this case just being cmc 2 instead of 1). Strong spells I imagine would cost significantly more if made into interrupts. Design Notes: So this is a very simple design, obviously, as it's just a vanilla creature. However, I think it accurately represents my idea for Spark spells. Effects or statlines that are more powerful than you would expect for the CMC, with a pretty harsh restriction to balance it. Apart from opening up a specific design space for really powerful effects, it could also serve as a way to functionally reprint cards that have been deemed too powerful for certain environments. (I might loosen the restriction a bit to sharing a color with a planeswalker, though, if people feel it's maybe a bit too restrictive as is.) Feedback: Neat idea, I like spells caring about planewalkers. I think caring about the specific planeswalker is part of why the cost works, don't think you need to loosen restrictions. Might be a bit "Win More" as is though; usually when you have your planeswalker on the field you are already on your way to a good board state. If you made the creatures generally a bit less aggressive it might be less of a game changer, like making it a 2/5 creature or giving it defender. I could see the spark creatures flavored as being the planeswalkers' familiars, so less of a potential game closing threat and more of a protector of the planeswalker or an interesting effect giver. Main ruling in regards to the "Invocate-Stack": Only cards and effects that are on this stack can interact with this stack. For example: " Counterspell can't counter spells on the "Invocate-Stack" cause it it put onto the regular stack and so on. Feedback: Fun to play with stack shenanigans. Not sure I understand it perfectly though, does "This stack only resolves once each turn" mean that only one invocation effect happens each turn and if there are multiple innovations, only the most recently cast one resolves, with the next resolving the next end of turn and so on? I think the reminder text could be clarified a little. You could also maybe leave Sorcery as the card type and make Invocation a subtype of sorcery that changes which stack it is part of. That would let you drop the reminder text about when you can play sorceries and allow some flash style shenanigans if players were inclined to build it that way, especially if only one invocation resolves each turn.
Call to the Depths Signature Instant--Kiora Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step. Create an X/X blue Kraken creature token, where X is the number of tapped creatures on the battlefield.
Signature is a new supertype that can go on any card type, and always has a corresponding planeswalker subtype. For as long as you control a planeswalker of a certain type, you can that planeswalker to search your library for a signature card of a matching type & put that card into your hand (normal planeswalker rules apply). Feedback: Again, I love spells caring about planeswalkers. Not as big of a fan of new types requiring explanation off the card, might be better showcasing it with a simpler signature spell with room for the necessary rules text on it. Cool card and cool effect though!
| Headcrab A black and a red Symbiote Creature - Insect
Parasitic (As this creature enters the battlefield, it latches onto another target creature an opponent controls or dies. If the creature it is latched on to would die, you may latch it onto another target creature controlled by the same player. If you don’t it dies.)
Whenever the creature Headcrab is latched onto deals combat damage to a player, put a -1/-1 counter on Headcrab.
-1/-1
Art by Oscar Trejo |
Partially inspired by Half-life, partially inspired by SCP-1104 (Nose Crab). Symbiote is a creature exclusive supertype which denotes a creature that cannot survive without a 'host' creature to latch onto. All symbiotes have either the "symbotic" or "parasitic" keyword meaning they latch on to creatures you or an opponent controls respectively. A creature with a symbote latched onto it has its power and toughness modified by the power and toughness modifiers noted where a normal creatures power and toughness would be. Feedback: I love this idea a lot a lot a lot... but have some reservations about it being able to switch hosts as long as there are more bodies under that player's control. Headcrab could hypothetically wipe any number of 1/1 creatures upon casting, switch to a 2/2 then wipe all of those upon getting a -1/-1 counter. Maybe if it was initially a 0/0 and the counters reset whenever it changed hosts, or if it could only conditionally change hosts I would be able to get 100% on board with this. If you see addition -1/-1 counters being a frequent thing with parasites, I think working it as " you may remove all counters from it and latch it onto another target creature controlled by the same player" would work. Or you maybe you could frame the re-latching as an always available ability that has a cost and can be activated on host death like " (When this creature enters the battlefield, it latches onto target creature which becomes its host and adds this creatures power and toughness to its own. If this creature does not have a host, sacrifice it. You may pay <this creatures casting cost> to have it latch onto another target creature when its host dies.)" The Concept of this is, There is a major threat coming. As bad as i'm getting hurt for doing it, you're going to get hurt worse. T Feedback: Cool concept and flavor. I like it. Bit of a long burn though, I feel like it will likely be answered before that big payoff. Also, the "deals 5 damage to you for each opponent" could outright kill you in multiplayer which is a format I think this card type would be more fun in so maybe change that part? Overall neat idea. Pack is just a supertype for a mechanic we've seen before: Sewage Rats BB Pack Creature - Rat (A deck can have any number of cards with the same name that have the pack type)When Sewage Rat enters the battlefield, target opponent loses 1 life for each other creature named Sewage Rat that you control. “Honestly, if the bite don’t get ya, the stench will.” - Town Drunk1/1 Feedback: I like this mechanic, liked it on the official cards that have come out, like it as a keyworded super type and would love if it was a key worded supertype because that would likely mean us seeing more of them. Very cool. Relic, just like Clue and Food, has an ability tied to its type saying it can be stolen by an attacking creature. Flavor-wise, these are meant to be powerful artifacts coveted by different factions (like the Arc of the Covenant). Balance-wise, they're meant to be undercosted artifacts that have the downside of being able to be stolen, ideal for play in Commander. Feedback: I wish I had thought of this. It looks super fun. 10/10 good card design I'm playing with ideas too. I'll have to settle on one by the end, but there's also... Feedback: This is really cool, like a Saga but instead of operating across the axis of time (turns), it is across the axis of DRAGONS. I like it. One small nitpick, if you see all ballads having such a plethora of effects, you might be able to save some words if you made the levels cumulative, something like "All unlocked effects apply" and then you only have to say vigilance once, +1/+1 when the amount goes up, etc. Feedback: I like the idea of cursed artifacts but I'm not seeing what has changed about it being cursed other then it having a special payment option, which doesn't require a new type. Do you see there being other cards that care about or interact with cursed permanents, like snow? If you included something like "Curse - Whenever CARDNAME becomes tapped, you lose 2 life" it would make more sense for me because right now it just looks like a flavor type. I think that's everyone right now, thanks folks!
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Post by Tesagk on May 20, 2021 16:18:51 GMT
spruder I'm actually trying to find precedent examples for that. Everything I've seen tells me that it wouldn't be clear that the effects don't replace one another, and I'm not sure what the syntax should read to enforce that.
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Post by sdfkjgh on May 20, 2021 16:36:00 GMT
spruder: The first Signature card I designed was
but I didn't post that for two reasons: 1) Garruk is no longer Veil-cursed with ; and 2) MSE won't let me put where it needs to go in the reminder text. There are other Signature spells.
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Post by Tesagk on May 20, 2021 17:18:34 GMT
Maybe this wording will work:
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Post by sdfkjgh on May 20, 2021 17:47:35 GMT
Tesagk: There's an easy way to show that the effects don't replace each other: put a + after each Roman numeral.
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Nonagon Infinity
2/2 Zombie
Posts: 124
Favorite Card: Barren Glory
Favorite Set: Future Sight
Color Alignment: Blue, Black, Red
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Post by Nonagon Infinity on May 20, 2021 19:41:15 GMT
Cursed spells allow you to sacrifice a creature instead of paying certain costs, but punish you for doing so. Thanks to spruder for the idea.
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Post by Tesagk on May 21, 2021 13:31:56 GMT
Tesagk : There's an easy way to show that the effects don't replace each other: put a + after each Roman numeral. That would actually help in other ways as well. I was trying to design some other versions of the type, just to show its range and realized that the chapter marker setup makes it difficult to span across multiple levels, which is sort of what this design was made for: leveling for enchantments.
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inverness
3/3 Beast
Posts: 184
Favorite Card: Mystic Snake
Favorite Set: Kamigawa
Color Alignment: White, Green
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Post by inverness on May 21, 2021 17:03:21 GMT
I definitely feel like the Bard subtype is a thing that could exist in magic.
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Post by zybourne on May 22, 2021 2:47:05 GMT
{Text} Simple Substitution 2U Simple Instant Exile target creature or creature spell. Its controller creates a 4/4 colorless Food Golem artifact creature token with “2, T, Sacrifice this creature: You gain 3 life.”
Simple is a supertype for cantrips. Simple permanents have "When ~ ETB, draw a card" and simple instants and sorceries have "Draw a card" as a final spell ability.
Notably, you only draw one card off of the simple effect, even if multiple effects would give it the simple supertype. This makes it cool for providing extra card velocity to an archetype without having to cost around the possibility of duplicate effects.
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Post by Tesagk on May 22, 2021 3:21:32 GMT
I made some other Ballads to help flesh out the type. Notably: - Ballads enter the battlefield with one song counter and a verse number with a + sign indicates that its effect is continuous and extends across verses.
- All Ballads progress in counters based off of some condition which is defined in the first verse slot.
- When multiple verse numbers are next to a verse (without a + indicator) it means that the effect fires once each as it gains the song counter, just like a Saga does at the beginning of each upkeep.
- Verses with plus signs are continuous enchantment effects and are cumulative across verses.
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Post by sdfkjgh on May 22, 2021 15:09:24 GMT
Tesagk : The zeroth verse has a bit of ambiguity. You might wanna put a 0+ next to each of them, or add a rule about the card type that states that the zeroth verse is always active. Otherwise, people might think that once that first counter is on it, the 0th no longer applies.
Also, adding a song counter implies starting a new song. Mebbe switch to the already used verse counters?
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Post by The Harlequin on May 22, 2021 17:53:11 GMT
A lot of cool ideas right now! Looking at what folks have so far just a few thoughts. Feedback: Fun to play with stack shenanigans. Not sure I understand it perfectly though, does "This stack only resolves once each turn" mean that only one invocation effect happens each turn and if there are multiple innovations, only the most recently cast one resolves, with the next resolving the next end of turn and so on? I think the reminder text could be clarified a little. You could also maybe leave Sorcery as the card type and make Invocation a subtype of sorcery that changes which stack it is part of. That would let you drop the reminder text about when you can play sorceries and allow some flash style shenanigans if players were inclined to build it that way, especially if only one invocation resolves each turn.
Even if it is called "Invocation-Stack", in its core it is still a stack, implied by the name -- So therefor you can't play any other "slow" invocation as long as there is one on the stack, but "fast" invocations (instand, effects that could be placed on the Invo-stack etcpp....) still can. Invocation has to be a super-type, because it alters/adds new rules to the game -- And these are omnipresent. So i can't make it a sup-type (note: some of the cards in this contest don't follow this rule, sadly) The reminder is just to make life easier for Daij_Djan , so that he doesn's has to copy a whole paragraph of ruling into the voting part of the contest.
sdfkjgh Adding such a way of searching would be more confusing than helpful -- And should be added as a reminder text on the planeswalker itself. so good luck reprinting all planeswalkers ;-)
@dahlia Black So your supertype/type (whatever it is) is also a keyword...? just confusing and unclear imo
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