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Post by Idea on Dec 15, 2022 3:28:55 GMT
Bump for entries!
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Post by twintania on Dec 15, 2022 13:10:13 GMT
This is a very tough challenge for there’s no database like scryfall and we cannot see the list of liked as we can do on Twitter. This is only an advice to help this challenge to have more entries and not my request, I think that you pick thirty or so flavorful cards up for example and also allows us to choose other cards for the entry will reduce this difficulty.
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Post by Idea on Dec 15, 2022 13:19:37 GMT
Thanks for the advice, though in my view that would defeat the purpose. I'll change the prompt if there keeps being no responses though.
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Post by ZephyrPhantom on Dec 15, 2022 19:48:42 GMT
I'd strongly suggest cutting down finding "four or five cards" to just "one card". Sometimes people read those things as busywork even if they don't intend to and it results in it being pushed back in favor of challenges that are quicker to do.
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Post by Idea on Dec 15, 2022 20:41:11 GMT
Yeah I think I’ll just change the prompt at this point.
So, new prompt: Aside from just those in the canonical story, there are bound to have been many other planeswalkers prior to the mending whose godlike powers were also lost during that event. Make some cards depicting the unseen consequences of the mending in a plane such a planeswalker might have had an influence.
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Post by ZephyrPhantom on Dec 15, 2022 21:40:04 GMT
Imagine a giant machine that was only able to stay at full power because it was able to draw on the full extent of its planeswalker spark. Now it roams the plane it is stuck on harvesting energy for its continued survival. Char'tun, the Depleted Artifact Creature - Spider ~ is a Planeswalker with subtype Char'Tun as long you have five or more . : You get . : Each player taps all nonartifact permanents they control. : You get for each tapped nonartifact permanent on the battlefield. Activate only if ~ is a planeswalker. 5/5 He weaves a giant circuit across Kdmor, hoping to no longer choose between striding the earth and walking the planes.
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Post by hydraheadhunter on Dec 15, 2022 22:26:29 GMT
Sorry Idea, I didn't even see your original prompt. Which is weird cause I'm always around except when I'm not. The character from my battleboard Zyrizys that never went anywhere (cause I didn't post on other people's battleboards because anxiety (and I wasn't aware of lore, etc)), fits the bill here, I think: Zyrizys had been doing something important in this unassuming corner of the Arena. He was always doing something important, until he forgot what he was doing. He lit his agoraroot pipe and took a big breath of the smoke, hoping to jog something resembling a memory. artist credit: prospass
The idea of the character was that he'd forgotten something important, and if I'd ever gone anywhere with him, I mighta gotten to the idea that he was either a desparked pre-mending planeswalker in late-stage dementia or he had a perfectly cromulent spark that he'd just forgotten how to use cause he was in late stage dementia. My plan for evolving his kit was to add black to his color pool but I just never got enough points cause I didn't do battleboards enough. Zyrizys, Agoraroot Addict A generic, a blue and a black
Legendary Creature — Lizard Wizard
If you would draw a card surveil 1 first.
Whenever a card named Agoraroot Saphead becomes attached to Zyrizys, Agoraroot Addict if you own and control both of them, exile them then return them to the battlefield melded together into Zyrizys, of Mended Memory
2/2
| Agoraroot Saphead Three generic A red and A green
Creature — Plant Giant
Medicate, two generic, A red, and a green — Attach Agoraroot Saphead to another target creature. For as long as Agoraroot Saphead is attached to that creature, it isn't a creature and that creature gains Agoraroot Saphead's other abilities.
Agoraroot Saphead gets +0/+X for each unique name among lands you control and +X/+0 for each card in your hand.
(melds with Zyrizys, Agoraroot Addict)
4/4
| Zyrizys, of Mended Memory No cost (color identity: black, blue, green, and red)
Legendary Planeswalker — Zyrizys
Cards you mill gain dementia as you mill them. Their dementia cost is equal to their mana cost.
Cards you own with dementia cost 1 less to play for each loyalty counter on Zyrizys. This reduces colored costs after generic costs.
+2: Put upto two cards from your graveyard on top of your library. If you put one or fewer cards on top of your library this way, you may activate another of Zyrizys's loyalty abilities by paying it's cost.
-1: Surviel 2.
-6: Each opponent gets an emblem with, "If you would draw one or more cards, mill that many cards instead. Cards that would be milled this way gain a dementia cost equal to their mana cost as you mill them." Exile Zyrizys. Return Zyrizys, Agora root addict the the battlefield under its owners control at the beginning of the next end step.
-8: Each opponent with an emblem gets an emblem with, "Once you are traumatized, you lose the game."
SL: 3
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dementia: madness but for mill. (As you mill this card, mill it into exile. You may play it for its dementia cost or put it in your graveyard.) traumatized: named after the best bad mill card in the game, traumatize (Once you have more cards in your graveyard than your library, you are traumatized for the rest of the game.)
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Post by Idea on Dec 22, 2022 11:08:33 GMT
I will be judging this one later today! If anyone wants to get any last minute entries in, feel free!
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Post by Idea on Dec 23, 2022 4:41:01 GMT
ZephyrPhantom{Spoiler}Looking at the way it's designed, it would probably be better if done in reverse, as in a planeswalker that is a creature rather than a planeswalker if you have less than 5 energy. Some rules I feel may be uncertain for someone who isn't familiar with more in-depth rules, namely is the one-ability-per-turn restriction tied to planeswalkers or loyalty abilities in general? It also appears that becoming a planeswalker may be an active downgrade, which is itself counter-intuitive.
As for the flavor idea, it's quite a cool one. I feel you captured the idea of this machine in a run-down state pretty well, though boy imagine what kind of monstrosity would need an oldwalker spark to function! I wish you had developed on the context surrounding this a little more, but alas.
hydraheadhunter{Spoiler}Meld, that does seem fitting given the recent set design, and I also like how it ties into your flavor. I think Addict's design is simple but works and is properly priced. On the other hand, the Saphead may be a little overcosted there. The Medicate costs 3, and from the looks of it needs to be done while already in play. I hardly see a very consistent deck running more than four or five different lands if it's at less than three colors unless it's like a commander deck, and keeping a decent hand size will in many cases mean not casting as much. So even a Rumbling Baloth level of stats may prove a challenge without really building around this. As for the card once melded, two ultimates is a really neat way of expressing the epicness of the card, though the -6 feels a little unfair for an effect you get to in just two uses (it can completely kill your opponent's ability to cast a lot of their spells, or do so effectively, when you can use your +2 right before). That +2 ability is also not exactly my cup of tea, I'm a little too tired to properly formulate my exact issue with it, but I simply don't think a +ability for a planeswalker should be something you can, by default, use in conjunction with others. On a more positive note, I like the approach to the mill strategy getting some love. As for flavor I think it's an interesting idea, but I don't think it does a lot with the concept at hand specifically, that is the loss of power. The lack of power and lack of memory may or not be related, but they don't really seem to interact much with one another. Your mechanics don't much reflect the flavor there either, as the way they function is more like inflicting dementia on others rather than somehow using your own. Winner {Spoiler}I will give this victory to ZephyrPhantom . I felt in terms of balance and sticking to the prompt's idea more closely the destroyer mecha spider was a better approach.
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Post by ZephyrPhantom on Dec 23, 2022 5:21:05 GMT
Thanks for the win. Byode, Inverse Sun unofficially introduces the type Universewalker into the game - what kind of reality would we live in had WoTC gone with the type "Universewalker" instead of "Planeswalker" at the very start of the game? Your challenge is to design any number of cards that would fit a Universewalker-based reality.
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Post by Idea on Dec 23, 2022 14:34:18 GMT
Thanks for the win. Byode, Inverse Sun unofficially introduces the type Universewalker into the game - what kind of reality would we live in had WoTC gone with the type "Universewalker" instead of "Planeswalker" at the very start of the game? Your challenge is to design any number of cards that would fit a Universewalker-based reality. Just to be on the same page here, the difference between "Universewalker" and "planeswalker" is just that universewalkers can travel outside of the MTG multiverse? Or is even that a misinterpretation on my part?
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Post by ZephyrPhantom on Dec 23, 2022 23:46:44 GMT
Thanks for the win. Byode, Inverse Sun unofficially introduces the type Universewalker into the game - what kind of reality would we live in had WoTC gone with the type "Universewalker" instead of "Planeswalker" at the very start of the game? Your challenge is to design any number of cards that would fit a Universewalker-based reality. Just to be on the same page here, the difference between "Universewalker" and "planeswalker" is just that universewalkers can travel outside of the MTG multiverse? Or is even that a misinterpretation on my part? I'd say this prompt is very open-ended and anything goes as long as you can make it make sense within one form of Magic design or another. So if you want to go the Universes Beyond route and say "Doom Slayer jumped dimensions therefore he is a universewalker" that works but I'm also fully open to properly making Universewalkers a 'different' type of PW-esque permanent similar to the Fortress cards I believe Daij used to make that had all the trappings of planeswalkers but were designed differently to represent locations rather than people.
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Post by hydraheadhunter on Dec 24, 2022 16:42:20 GMT
Meld, that does seem fitting given the recent set design, and I also like how it ties into your flavor. I think Addict's design is simple but works and is properly priced. On the other hand, the Saphead may be a little overcosted there. The Medicate costs 3, and from the looks of it needs to be done while already in play. I hardly see a very consistent deck running more than four or five different lands if it's at less than three colors unless it's like a commander deck, and keeping a decent hand size will in many cases mean not casting as much. So even a Rumbling Baloth level of stats may prove a challenge without really building around this. As for the card once melded, two ultimates is a really neat way of expressing the epicness of the card, though the -6 feels a little unfair for an effect you get to in just two uses (it can completely kill your opponent's ability to cast a lot of their spells, or do so effectively, when you can use your +2 right before). That +2 ability is also not exactly my cup of tea, I'm a little too tired to properly formulate my exact issue with it, but I simply don't think a +ability for a planeswalker should be something you can, by default, use in conjunction with others. On a more positive note, I like the approach to the mill strategy getting some love. As for flavor I think it's an interesting idea, but I don't think it does a lot with the concept at hand specifically, that is the loss of power. The lack of power and lack of memory may or not be related, but they don't really seem to interact much with one another. Your mechanics don't much reflect the flavor there either, as the way they function is more like inflicting dementia on others rather than somehow using your own. My flavor logic is Zyrizys was as strong as any other old walker, but the majority of his magic was spent keeping his mind magically keen through advanced dementia, and to keep tier with his peers he needed a lot of control because most of his raw power was being used just to keep him lucid. And then the mending nerfed the old walkers and Zyrizys didn't have the magic to keep his mind keen anymore, so he declined into dementia. But, his precise control of his power has remained (when he's lucid enough to use it thanks to Agoraroot) through precise control he's able to muster feats to rival Old Walkers with his post mending power. He just, isn't lucid enough to know he can make himself do that anymore. Yeah, the melded abilities aren't quite exactly what I wanted them to be and I shoulda played around with them a lot more. Maybe swapping the plus 2 with the minus 1 woulda worked better, but I'm not sure. The second ult is definitely missing the clause the first ult had that exiles the boy. You're not supposed to be able to get both ults off without two agoraroot sapheads, playing into the addict them of Zyrizys's front side (you exile the melded card, but only get Zyrizys back). I think 8 mana is about par for course for a meld ability that nets you an old walker, looking at Urza, Lord Protector, Saphead's expensive for what it does on its own, but you're really playing it to meld wit Zyrizys; but considering you're supposed to want two, yeah it might be a little over-costed. I don't think Zyrizys was about owning your dementia; He was about inflicting it on others; and when ironic justice inflicted it on him, he spent most of his power running away from it..
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Post by Idea on Dec 29, 2022 2:53:05 GMT
Let us imagine a scenario in which Universewalkers are a thing, as distinct from planeswalkers, and they were so from about the start of the game (with some wiggleroom for not immediately starting out as universewalkers, the same way planeswalkers began as legendary creatures themselves). What I think this would be imply is a far greater degree of both thematic and mechanical integration to the idea that 'things exist beyond the planes'. A planeswalker is one who traverses the planes... a universewalker traverses the multiverse, or perhaps across realities. Watermarks aren't something WOTC has current serious plans to make a real mechanic, being limited to silver border. However, with a concept like universewalkers in the game, it would probably have even kept planes themselves more akin to what would eventually be called Rabia, with not only inspiration but outright integration of popular settings into MTG (within public domain stuff of course). With universewalkers collaborations with other media would likely be more common, and there would be more setting-dependence. This is all to say, that watermarks could make for a good non-intrusive indicators of a card belonging to a setting. If watermarks are a logical path to make more use of, then rule changes are more of just something I think makes thematic sense and seems really fun. In order to trigger an effect at the beginning of the camp, a separate non-interactive zone is useful to have (today we might call this the command zone) and emblems are a good way to track a permanent rule change that nobody can do anything about. With these two elements, universewalkers could alter some big aspect of gameplay from the start without needing to come into play. Naturally though, Universewalkers wouldn't simply have to be from other properties, many of them would be MTG-originals, but come from somewhere either outside of the MTG planes or in a region so remote as to have bizarre rules not seen anywhere else. One can only wonder how all of this would affect something like, say, the mending or the Eldrazi. So, without further ado, the stars of the show: Naturally, there would also be cards supporting or interacting with Universewalkers and their mechanics. Here's one example:
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Post by ZephyrPhantom on Jan 6, 2023 3:33:23 GMT
Due to time issues I'll have to judge this as is. Idea wins. Idea - I feel like there are days where I'm conflicted on the usefulness of the command zone as a tool for "extra" cards like Conspiracies and Vanguards and how it clashes with the very concrete identity that WoTC has built around it (for well, Commander) but I also think of an alternate timeline where these debuted after Lorwyn and I think I can see it. (Almost makes me wish you'd used another period appropriate character that was trending in the early 2000s like Dante instead of Ainz for full immersion, but it's all good.) Overall, I like the concept, but I'm not sure what the intention of Attunement is - are you meant to cast additional copies of the Universewalker to try and Stability feels like an excellent way to make a card like this feel distinct from PWs and tbh I think addresses a concern that was previously present with Fortresses in that they were just PWs with static abilities (which looks kind of silly post-WAR where PWs having static abilities is a normal thing now). I like that it works more like toughness and the way Attunement/Toughness is formatted in general makes it feel like a natural fit with how P/T already works, compared to other games and PWs that tend to use "regular" health mechanics where damage is permanent. I like the idea of watermarks but I think it is a bit of playing with fire as Unsets and various reprint sets treat it like an art-matters thing, i.e. reprints of the card are not necessarily guaranteed to have the same watermark. Not saying that is a bad thing, but it feels like it belongs in a different card game with different tracking rules because of this. I would've tied it to subtype in some creative way instead (maybe leverage the fact that you can give cards subtypes of a different type? Not 100% sure about the rules of giving say a creature Ainz typing w/o PW type off the top of my head) but frankly I found this a bit hard follow and would've just ditched it entirely.
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Post by Idea on Jan 6, 2023 19:37:30 GMT
Due to time issues I'll have to judge this as is. Idea wins. A shame there no other entries, but thanks regardless. (Almost makes me wish you'd used another period appropriate character that was trending in the early 2000s like Dante instead of Ainz for full immersion, but it's all good.) Funnily enough I did consider trying to make the things more immersive by using the futureshift or leveler templates instead of the planeswalker one, precisely to give the appearance of older cards. In the end though I felt not using the planeswalker template might stray a bit too far from what you might have been looking for with this challenge (since making a whole new card types with rules change is already a pretty big push) and other things might have had to be changed for immersion as well, so I ended up just settling for using the planeswalker template to not overcomplicate things even further. Overall, I like the concept, but I'm not sure what the intention of Attunement is - are you meant to cast additional copies of the Universewalker to try and You didn't finish the sentence there, so I would like to ask what you were going to say... but I'm going to give a brief explanation anyways. Flavor-wise, attunement represents a connection between the universes, the metaphysics of the two bridging closer thus allowing aspects from the universewalker's own universe to seep into the MTG planes. The closer this connection the more the universewalker can tap into their power. Mechanically, attunement (the value) gives attunement counters equal to that value when the universewalker is cast. Universewalkers gain access to more of their abilities depending on how many attunement counters you have. So for instance, let's say you somehow get Noma in play without casting them. Because you have no attunement counters, they don't have their abilities. If you cast 1 Noma once, then you gained 1 attunement counter as you did, so Noma has the first ability ( :Untap up to two target permanents. Activate only once per turn and only during your turn.), but not the second ability. To get more attunement counters you'd either need to cast different copies of Noma or in some way recast Noma (bouncing or letting it die then returning it to your hand or possibly casting it from your graveyard). Hopefully that is more clear? Not saying that is a bad thing, but it feels like it belongs in a different card game with different tracking rules because of this. That is partially intentional. As I mentioned it doesn't seem in line with current design for MTG to use watermarks, but I think the story may have been different if Universewalkers were a thing because franchise crossovers/incorporation could have been a more prominent part of the product. With very few exceptions you see very little cannon crossover of planes for instance, phyrexia being one of the few exceptions and they do have a proper watermark. It's not referenced in rules text, but that might have been different if active contact of different planes or universes together was a bigger deal and more common in MTG. Of course, it could have been something else entirely rather than watermarks, but as far as templating goes I'm limited by which ones are available...
Now, for the next challenge! Mana allows for great and mighty things. But the same mana that might let one shoot lightning, conjure the angels or strengthen the natural world, also seems to be put into frankly mundane-seeming actions. From barging in to kicking open a door that was barred in, and taking a bite out of the person who antagonized you by throwing a pie, but turns out they had a bow and shot an arrow at you, so you went home to bandage yourself. On the plus side, free arrow. What a bargain. At the same time, perfectly mundane-seeming artifacts can also take mana. A boarded window, a butcher knife, a purse. Make some cards that explain why mana is used even for things that just seem like stuff you could do or obtain normally without any form of magic involved.
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Post by vizionarius on Jan 7, 2023 1:16:30 GMT
Mana is just life energy! You need it for anything and everything! A Good Night's Rest Sorcery Cast this spell only during your first main phase and only if you haven't cast a spell or activated a nonmana ability this turn. During your next turn, whenever you tap a land for or , add one additional mana of that color. Until end of turn, you can't cast spells, activate abilities, or attack. Leyline Fatigue Sorcery Put a stun counter on up to two target lands. (If a permanent with a stun counter would become untapped, remove one from it instead.)Training of the Will Enchantment - Aura Enchant creature you control Whenever enchanted creature attacks, add . Until end of turn, you don’t lose this mana as steps and phases end. Academy Overachiever Creature - Human Whenever you draw your second card each turn, add . 1/2
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Post by hydraheadhunter on Jan 7, 2023 8:16:05 GMT
What mana does when you're paying for a seeming mundane object, is it turns the object into an artifact making it durable enough to last until the mana runs out. Without mana flowing through them, objects are subject to wear and tear. Without mana making them more durable, artifacts would all have: Cumulative Upkeep A red or a white and a black
Enchantment — Aura
Enchant Artifact or Enchantment
Enchanted permanent has cumulative upkeep 1.
Whenever enchanted permanent is sacrificed to its cumulative upkeep, you may attach Cumulative Upkeep to another target artifact or enchantment.
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Post by Idea on Jan 14, 2023 1:13:35 GMT
Hoping for some more entries, but I'll judge this on Sunday!
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Post by twintania on Jan 14, 2023 14:27:56 GMT
In Japan, Narou Novel got be popular. The Irregular at Magic High School, In Another World With My Smartphone, Re:Zero are from narou. Narou means wannabe. It is web novel mainly written by amateur writers. Often their protagonists die in the real world to reborn in another fantasy world with an extremely high spec. Though not all of them are so, it is often told that the writers are so hard to depict a wise protagonist that they reduce fantasians' intelligence to make the protagonist be wise relatively. Q: Why mundane things require mana? How Innistradian non-magicians survive zombie assaults without even boarded window? A: They are all fool. Until an otherworldly planeswalker takes lot efforts to inform them, they don't know a purse nor a bandage. "We must be awake all the night to prevent zombies from coming into the house. So we have no power to work in the daytime." "Hmm, how about to shut the window with wooden boards?" "Amazing! If all windows were shut, there's no place zombies come through!" "Fantastic idea...! Now we can sleep at the night!" "Please tell us your name. Your name and your brilliant intelligence will be told in this village forever, our messiah." Note the fact Mercadian Masques was the watershed when mundane spells widely spread. Old Dominarians were usually wise. Once in a while they required mana to have a lance or so, most of their spells were products of magic. Mercadians begun "Oh, with this Credit Voucher, we can easily manage returned purchases!" and "Your enemies are speedy and evade your slash? Hmm, how about to Lunge?" things and other planes followed it. Though this is very rough impression, Dominarians seem to know more things compared to dwellers in other planes even in Dominaria and Dominaria United. In short, otherworlders are less intelligent.
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Post by Idea on Jan 15, 2023 12:04:44 GMT
vizionarius {Spoiler}A simple and common but effective explanation. A Good Night's Rest- I love this card. I have no idea about it's balance or lack thereof, but it really feels like one of those One with Nothing cards that really get people excited to take advantage of this really unusual effect and work around or even with the drawbacks of it. The only thing that bothers me a little about it is how the last sentence while not poorly worded nor in practice the same kind of comes across as an overcomplicated version of "End your turn". Leyline Fatigue- Flavorful, balanced in cost land disruption, I think it might need some playtesting to see if it passes the test of being a fun card. It feels like more a blue card than a green card to me though, since it's using stun counters and attempting to disrupt the opponent's plays. Training of the Will- Simple and pretty balanced I think, not much more to say. Academy Overachiever- At first I thought this just seemed like a weaker overcosted Llanowar Elves, but then I realized this card can also give you mana during your opponent's turns. I'm not entirely sure of the flavor this card is trying to convey, but it still feels fitting. hydraheadhunter {Spoiler}I think this is by far my favorite among the explanations this time around. I do think cumulative upkeep is a little much just for the idea that things are more fragile and vulnerable to the ravages of time without mana reinforcement, but other than being a bit excessive it's a good representation of it. As for the card you designed, I think it's a little too strong, though at first it is pretty balanced. The issue isn't that it stays on the battlefield and progressively destroys things, it's that the counters stay on the card even as it moves from permanent to permanent. So when you get to the point where your opponent can no longer afford to pay the upkeep, it becomes a "make your opponent sacrifice an artifact or enchantment each turn until they no longer have any", which at three mana seems much, even if you have to wait a while for it to happen. I'm also not sure if the effect as is doesn't need a "instead of sending it to the graveyard" added.
I think if I were to make a suggestion, would be to make the card return from the graveyard and attach itself to a new permanent. That way it would lose the counters it had, which I think would balance the effect. twintania {Spoiler}Oh, that trope! I gotta say, I love how creative that explanation is. On the other hand, I'm a little iffy on whether that really leads to "using mana even for every day things". I understand the concept that the "less intelligent other worlds" would be inefficient and do some dumb things as a result, but employing mana that way feels a tiny bit of a stretch. Plus you know, we the planeswalkers also do that...
As for the cards themselves, I really don't think Table and Chairs or Three Work System need to be uncommon. The effects are pretty simple and nothing so bombastic or disruptive as to require uncommon status. Well, I say that but Three Work System is pretty bombastic, I just think rather than a rarity issue it's more that this card is waaaay undercosted for an effect that strong.
The syrup is likewise quite undercosted, and aside from that I would say the effects should probably require tapping it for flavor, since you're eating eating the syrup on it's own or you're adding it to something, otherwise you literally have a "eating your cake and having it too" situation, but that is more of a nitpick than anything. Winner {Spoiler}I will give this one to vizionarius for a pretty good explanation and great cards to boot. Runner up is hydraheadhunter which I felt had the best explanation, but was unfortunately a little more lacking in the card department.
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Post by vizionarius on Jan 16, 2023 0:09:35 GMT
Thanks for the win Idea! I think of "end the turn" effects as very strong. So I wanted to just end the turn for yourself, not for all others too (if it's ever given flash, it could be a bit of a strong card).
Next: How would food in Magic taste like for the various races and cultures that exist in the game. Let's explore the "flavors of Magic" with some examples of cards. What is rancid, what is tasty, and things in between. What would be your addition to something like a "Magic Cookbook" akin to the Redwall Cookbook.
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Post by Idea on Jan 16, 2023 1:02:26 GMT
Thanks for the win Idea! I think of "end the turn" effects as very strong. So I wanted to just end the turn for yourself, not for all others too (if it's ever given flash, it could be a bit of a strong card).
Next: How would food in Magic taste like for the various races and cultures that exist in the game. Let's explore the "flavors of Magic" with some examples of cards. What is rancid, what is tasty, and things in between. What would be your addition to something like a "Magic Cookbook" akin to the Redwall Cookbook. To be fair, I did say "End your turn" not "End the Turn"
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Post by vizionarius on Jan 16, 2023 4:32:09 GMT
Thanks for the win Idea ! I think of "end the turn" effects as very strong. So I wanted to just end the turn for yourself, not for all others too (if it's ever given flash, it could be a bit of a strong card).
Next: How would food in Magic taste like for the various races and cultures that exist in the game. Let's explore the "flavors of Magic" with some examples of cards. What is rancid, what is tasty, and things in between. What would be your addition to something like a "Magic Cookbook" akin to the Redwall Cookbook. To be fair, I did say "End your turn" not "End the Turn" Hmm, I guess I could have used the wording on Day's Undoing and it would have been fine. Thanks for making me double check what's out there.
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Post by hydraheadhunter on Jan 16, 2023 5:44:11 GMT
The issue is ... that the counters stay on the card even as it moves from permanent to permanent. That's not actually what happens. The permanent that has cumulative upkeep is the permanent Cumulative Upkeep is attached too, and that permanent is the object that gets age counters and eventually needs to be sac'd. When Cumulative Upkeep moves to a new permanent, that newly enchanted permanent presumably doesn't have any age counters on it, unless it also has a cumulative upkeep cost natively, in which case hey bonus value, so it starts over from zero; it's self-resetting.
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Post by Idea on Jan 16, 2023 9:01:46 GMT
The issue is ... that the counters stay on the card even as it moves from permanent to permanent. That's not actually what happens. The permanent that has cumulative upkeep is the permanent Cumulative Upkeep is attached too, and that permanent is the object that gets age counters and eventually needs to be sac'd. When Cumulative Upkeep moves to a new permanent, that newly enchanted permanent presumably doesn't have any age counters on it, unless it also has a cumulative upkeep cost natively, in which case hey bonus value, so it starts over from zero; it's self-resetting. Hmmmm.... Yeah you're right. Sorry for my misreading...
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Post by Idea on Jan 17, 2023 3:06:44 GMT
The Tummy RumbleWelcome, everyone, to Rumblebead's food blog! Today we have a very interesting set of places we decided to visit for some exotic local cuisine. Yum!
First, an introduction. My name is Rumblebead, and I a foodie first and a planeswalker second. I shall taste all the delicacies in the blind eternities or die trying, and with some of the stunts we have to pull to get our meals, you can bet that later option is always close. So far, it hasn't gotten me yet, and I continue to be your loyal reporter of all the great meals you can find.Our first stop is at a land called Kamigawa. Honestly, I bet my fellow dwarves would have loved this place, it's got all kinds of gadgety-gos and watchamacallits. Still, I know what I came from: Traditional cuisine, all shoved into a can. It's a little crude, but certainly a novel experience.The inhabitants of Amonkhet are always busying themselves with the coming of the their god-pharaoh. No wonder that, for all their talk about crops, there aren't any real restaurants around! Even so, the efficiency of the work is something to admire, if slightly unnerving. Well, this blogger has seen worse.Note to self: gods are not good brand managers. Honestly, who makes people run around with spears and shouting at their next meal? I've come across many hunter cultures, but very few require me to hunt myself.
Well, as some might say, he who does not work does not eat.
I hope my work is as satisfying to you as the meals are to me.By contrast with the preceding, the ogre in Eldraine was quite more pleasant. Whether it was his hidden kind nature or the effect of the charm spell is something I leave to the reader's imagination.Back to proper work, I got to witness firsthand that Ravnica lives up to its reputation as a city of intrigue. Despite having woken up alone in the alley with only faint memories of a good meal, I just barely managed to avoid that Azorius guard, and I had the sense not to taste anything offered by the Simic at least.There were some troubles brewing up in Kaladesh, so I just stopped by for a quick sweet refreshment. The ice cream seemed just perfect, and I was ready to go for three days and three nights (straight).I woke up tied to a mast in a pirate ship, my clothes taken. I guess the crash after the high was just that bad, and even though it wasn't due to alcohol, the bouncing of the waves still made me feel sick. Naturally, I could have escaped instead of waiting for hours, but I just couldn't take my eyes off that never-seen-before snack they were having.Now every now and then, you experience something akin to being a child, like when you didn't want to eat your peas or drink your bear. But to end up healthy like me, you need both, and eventually you learn to love them. Still, I must confess my reservations to returning to such standards as Innistrad's.With quite the abundance, Zendikar nonetheless proved to me another challenging place. Still, it was nothing like my first visit years prior. It was like everything was more.. aggressive? Fortunately, my guide was quite adept at improvising stews.Our final destination and delicacy this time comes from .... Ikoria! It had been quite some time since I'd seen eggs that size. Or that green. Or with scales. Actually I had never seen an egg with scales.
Make sure you cook Ikoria eggs properly, kids. Beaks and tails are a rather inconvenient thing to grow on the road or while trying to have a relaxed meal.Thank you for joining me, and as always, thank you for reading and your support. -Rumblebead, Gourmet Extraordinaire
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Post by hydraheadhunter on Jan 17, 2023 20:40:39 GMT
How would food in Magic taste like for the various races and cultures that exist in the game. Let's explore the "flavors of Magic" with some examples of cards. What is rancid, what is tasty, and things in between. What would be your addition to something like a "Magic Cookbook" akin to the Redwall Cookbook. This seems like an obvious place to bring back the tribal supertype, so you can have dwarf food, giant food, elf food, etc. You get a reasonable static ability, and the standard activated ability wit a bonus "if you control a [creature type] foo." Visitors' Curry A generic and white
Tribal Artifact — Dwarf Food
Non-dwarves enter the battlefield tapped unless their control pays 1.
2 generic, tap, and sac: Gain 3 life. If you control a dwarf, tutor a card named Authentic Dwarvish Curry.
| Shoal Medley A generic and two blue
Tribal Artifact — Merfolk Food
When Shoal Medley enters the battlefield, target land becomes an island until end of turn.
2, T, Sac: Gain 3 life. If you control a merfolk, target merfolk you control gains island walk until end of turn.
| Forest's Bounty A generic and a green
Tribal Artifact — Elf Food
T: Add G. Activate only if you control an elf
2, T, Sac: Gain 3 life. Add three green activate only if you control an elf.
2, T, Sac: Gain 3 life.
| Swallow-sized Steak A generic, a green and a black
Tribal Artifact — Snake Food
Snakes you control with deathtouch have lifelink. Snakes you control without deathtouch have deathtouch.
2, T, Sac: Gain 3 life. If you control a snake, you may target creature you control deal damage equal to its power to another target creature.
| Strictly Better Blood (Silver border) A black and a red
Tribal Artifact — Vampire Food
As long as you control a vampire Strictly Better Blood has madness 0 and is Blood in addition to its other types.
2, T, Sac: Gain 3 life. If you control a vampire, discard a card then draw a card.
| Authentic Dwarvish Curry A black, a red, and a white.
Tribal Artifact — Dwarf Food
Dwarves you control have haste.
2, T, Sac: gain 3 life. If you control a dwarf, Authentic Dwarvish Curry deals 3 damage to any non-dwarf target.
| Nyxthosian Ambrosia 5 generic
Tribal Artifact — God Food
Nyxthosian Ambrosia counts as one devotion to each color and each combination of colors.
2, T, Sac: Gain 3 life. If you control a god, choose a god you control than gain life equal to your devotion to that god's color or combination of colors instead.
| Colossal Cake Three generic
Tribal* Artifact Creature — Giant Food Wall
Defender
2, T, Sac: Gain 3 life. If you control another giant, gain 6 life instead.
0/6
| Orcish Stew Four generic and Two red or black
Tribal Artifact — Orc Food
Whenever one or more Orcs you control deals combat to a player, if Orchish stew is not a token, create token copy of Orcish Stew. This ability triggers only once each turn.
2, T, Sac: Gain 3 life. If you control an Orc you may pay 2. If you do, after this phase there is an additional combat phase followed by an additional main phase. Untap all Orcs you control at the beginning of that combat phase.
| Meat and Moss A red or a green
Tribal Artifact — Goblin Food
Tribal Conspiracy (As you cast this spell, you may tap two untapped creatures that share a type with it. When you do, copy it. The copy becomes a token.)
2, T, Sac: Gain 3 life. If you control a goblin, put a +1/+1 counter on up to one Goblin you control.
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*While tribal is technically unnecessary on an artifact creature, to maintain the symmetry of the cycle, I've included it.
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Post by vizionarius on Jan 26, 2023 18:55:17 GMT
Two strong entires so far! Last chance for submissions before judging tomorrow.
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Post by vizionarius on Jan 30, 2023 22:51:07 GMT
FeedbackBoth submissions are very thorough with many examples and what seems like quite a bit of work! Thank you for spending so much effort on this! Idea: Love the blog structure! Rumblebeard's feels a little strong for a 3-mana 'walker foodie, but aside from that, he's got fun vibes as the narrator. Tying the food to a plane is a great idea, but I think tying it to a color doesn't quite tie it with a culture/race. I'd have preferred not charge counters, but something else, like flavor or aroma counters. I think you could use " or" in the cost to save some space on the wording: " , , Remove a charge counter from ~ or sacrifice it: Choose one-- *You gain 3 life. *<Choice 2>" : Untap feels good here. : -2/-0 feels more . Maybe a life syphon would fit better here. : Feels too to me. Also, not sure you need the +1/+1 to the enemy here. Maybe a simple first strike until EOT would work. : 5 life to you and an opponent is OK, but I think has more interesting things at it's disposal. : Surveil 1 is perfect here. (Good call on not eating from the Simic.) : One feels weak. Maybe add a "look at your top card"? : Conditional +1/+1 counter works here; good tie-in with the explore-like condition. : This feels too to me. 1 damage to any target might be better. : Extra land is OK, but deathtouch until EOT might be better for . : Trample or haste feels good here. The meal I'd be most interested in trying is that back-alley steak! hydraheadhunter: Love the use of Tribal here with the race subtypes! If it ever comes back, I hope it's with something like this! The use of static abilities is great, and the extra boost based on controlling its matching type is a nice addition and very flavorful. Dwarf 1: Makes the visitors stop. Love the flavor. Dwarf 2: I'd be running back home from battle too if I knew a good authentic curry was waiting for me back home. And I'd also bruise up someone if they took it away! Merfolk: Feels a bit overcosted on the casting cost. A single might be enough. God: I'd make it a "you may" in case you have lesser devotion. Great static. Might be OK at . Elf: 1st ability would need to be "other Elf." Don't think you need the separation on 2nd and 3rd abilities. Giant: Nice idea on making it a wall! Agree on keeping it Tribal as well. Snake: I think this would make all snakes you control have both deathtouch and lifelink. Also, without fight, this just means "kill a dude if you have a snake." Feels too strong, but good flavor. Orc: This is strong, but does cost 5-mana... Probably OK in terms of power. Berserker food! Vampire: Lol, definitely better! This could have been black border! I like it. Goblin: I like the conspire on this! And the tribal conspire variant is a great idea! ResultWinner is hydraheadhunter with an awesome way to bring back Tribal, and a nice way to show off cultural foods in MTG. Idea has a really interesting cycle of cards that I think might actually be better not as Foods but another cycle. It's mechanically a nice design.
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