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Post by vizionarius on Feb 15, 2024 2:56:59 GMT
Deceit Agent Creature - Human Detective Whenever ~ enters the battlefield or attacks, each player investigates. Activated abilities of Clues your opponents control cost more to activate. At the beginning of your end step, each opponent loses 1 life for each Clue they control. 3/3
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Post by Jartis on Feb 15, 2024 19:36:14 GMT
I have been incredibly sick this week, hopefully I should get around to judging next week
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Post by Jartis on Feb 23, 2024 22:23:56 GMT
Judging finally{ emberfire17}Simple, straightforward, basically what I was expecting/hoping we'd get in MKM. I like that it gets counters on saccing the clues, instead of creating them. Makes it a bit more reasonable, power-wise, imo. { Idea}Effectively removing the cost of activating Clues could be really powerful. I think there's probably a reason that the things they've currently printed that reduce the cost of activated abilities can't reduce the cost below 1. Also, having a higher cost ability to draw more cards is a cool ability, but neither of these things are explicit wincons by themselves. { melono}I like that it triggers twice per Clue. The flavor is very fun, and it can act as both a primary or backup wincon for a Clue deck, which is fun. Reminds me of running Crackling Perimeter in my Maze's End deck. I tend to judge things in terms of Commander, where I think this is fine, but at the cheap cost, I could see it possibly becoming problematic in 4-of formats, where creating a sacrifcing a single Clue could deal 8 damage to the entire table. { gluestick248}First off, always down for new artifact lands. Normally I would say a combat based wincon kinda goes against the spirit of winning with Clues, but I think the flavor of animating the evidence locker is cool enough for me to give it a pass. { elchetibo}Unfortunately, this is neither a wincon nor does it really do anything with Clues, other than effectively remove them from the current game. It's not a bad card, I think it would be interesting to see it printed, but it doesn't really meet the criteria of the challenge. { vizionarius}Forcing false evidence onto your opponent's boards, making it harder for them to do anything useful with them, and hurting them for how long it takes them to do so is very cool. Not at all how I expected a Clue based wincon to look, but it definitely fits the bill. {winner}Some very good designs here. I'd have been happy to have almost any of them printed in a set like MKM. For my money, though, the winner is going to be emberfire17 with vizionarius and gluestick248 as runners up.
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Post by Idea on Feb 23, 2024 23:39:50 GMT
{ Idea}Effectively removing the cost of activating Clues could be really powerful. I think there's probably a reason that the things they've currently printed that reduce the cost of activated abilities can't reduce the cost below 1. Also, having a higher cost ability to draw more cards is a cool ability, but neither of these things are explicit wincons by themselves. In fairness, you did say the wincon didn't have to be explicitly "you win the game" or "they lose the game". I figured death by milling counted.
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Post by Jartis on Feb 24, 2024 1:36:32 GMT
Idea Valid! Totally my bad; I misread "target player" and just assumed that it was just a bigger version of the normal Clue ability. Apologies!
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Post by Idea on Feb 24, 2024 2:34:42 GMT
Idea Valid! Totally my bad; I misread "target player" and just assumed that it was just a bigger version of the normal Clue ability. Apologies! No problem
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Post by emberfire17 on Feb 26, 2024 21:17:36 GMT
Thanks for the win! Unfortunately, my mind is completely blank about mtg lore right now and I've been fairly busy lately, so I'll let vizionarius be the next judge.
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Post by vizionarius on Feb 26, 2024 22:29:17 GMT
Thanks for the hand-off!
Next: Most people I speak with agrees that Ravnica feels like a flavor fail for the scene of a murder mystery set, and that New Capenna would have been a pretty ideal place for it. Design 3-5 cards that would shift this murder mystery set onto New Capenna. No need to provide an alternate story, but I won't stop you if you want to provide a quick synopsis.
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Post by elchetibo on Feb 27, 2024 0:35:36 GMT
Is it okay to use pre-existing art that was already used in SNC (or in previous sets, for that matter)?
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Post by vizionarius on Feb 27, 2024 0:58:43 GMT
Is it okay to use pre-existing art that was already used in SNC (or in previous sets, for that matter)? Absolutely! Just put the artist on there as usual.
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Post by elchetibo on Feb 28, 2024 1:19:11 GMT
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Post by Idea on Feb 28, 2024 14:46:48 GMT
Truth be told, I think the main reason why the set seems like it would fit better in New Capenna is aesthetics, plus maybe a little bit of the setting's "time period" just feeling more appropriate. Ravnica isn't fully medieval, but it's certainly not been shown to be as advanced as we see in the new set before outside of something like the Izzet. Here's my take on a potential storyline: The setting is New Capenna, currently in the process of reconstruction. Following the release of the angels during the phyrexian invasion, now with the invaders dealt with, the angels turned their sights to the demons. However, the angels lacked the power to exact revenge upon the demons immediately. Nonetheless, they had the halo, and the crime families were weakened by conflict, particularly the Maestros who lost their leadership not once but twice recently. There's also the matter of Ob Nixilis now stuck on the plane without a spark, and with a lot of ill will directed towards him. Falco Spara is quick to bank on the collaboration he showed during the invasion to set up a bargaining table with the angels, drafting up contracts that will enable the angel's influence over the city to grow, with the brokers remaining as the underbelly of law enforcement, the Cabaretti letting angels enforce more peaceful parties and help with reconstruction efforts, and the Obscura serving as informants, though they secretly also sell information to other factions. The Riveteers simply strive to be left alone and out of trouble, but they also find some solidarity with the remnants of the Maestros who are now scattered and simply trying to escape and hide form angelic persecution. When a string of peculiar murders begins to appear in New Capenna, at first few think much of it. Nothing unusual in their city. But as they continue and escalate, the rising tensions lead many to send out the best investigators in the city to uncover what is happening. --------------------- Mechanically, since we're going for a flavor win here, I think suspecting fails a bit as cards are often suspecting themselves and you are encouraged to suspect your cards more than your opponent's. So I'd do a bit of reshuffling of mechanics here.
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Post by vizionarius on Mar 25, 2024 5:28:46 GMT
FeedbackelchetiboOverall, I wish there were some flavor texts, but the cards a generally interesting, but some feel like a bit of a filler/doesn't quite show off how the change in plane affects the effects other than things being a re-skin. Destroy the Evidence: I like that you get a payment (Treasure) if you destroy a Clue. I don't think the 2 damage to self is needed; I also think this should cost a single . Giada, Icon of Innocence: This is my favorite of your designs. Love the idea of Giada as a Detective; I like its colors. Ob Nixilis, Ideal Culprit: I like the keywords and stats, but I think the effect is very weak. A 5-mana 4/5 flying trample is not very strong to begin with, and he comes with a lot of extra text that I can't see will ever really be used, but is technically a nerf. I wish he allowed his controller to sacrifice a Clue when he attacks for some effect (like opponent discarding a card or something). Unsuspectable Politician: I guess this could be a filler common, but it does kind of seem like it's filler. I think the "can't be suspected" is fine, but maybe also add that it becomes unsuspected if it unmorphs. It feels more like a than a for the added color identity. Vigilant Magpie: I like it as a Clue creature. Not sure I'll ever choose to create a Treasure, but that might just be me. IdeaOverall, I like that you gave a bit of synopsis, and that you have flavor text to drive the story on the cards. I agree that SNC is a better fit in large part due to aesthetics. Contracts Were Made: I wish the choice was between two different groups ("disguisables" vs "non-disguisables"), and was a "choose one or more." Obscura Broker: I'm not sure the life loss is needed. Caldaia Refuge: Love the low-value hideaway at lower rarity, and it fits well in pulling in the flavor of the new host world for the set. Not sure how other colors could be designed without it being too repetitive; It's a really neat effect that I think would be OK even on a filter land without colors ( , :, Add one mana of any color.). Deantes, Grand Investigator: Love detain! It's wild that they didn't use it in MKM, especially since it's originally a Ravnica mechanic that would actually make sense with this theme. It fits perfectly on SNC as well. I think detain on any draw might be a little powerful (maybe giving Clues a "when this is sacrificed, detain" effect would be cool). I like that he makes a Clue on leaves and not dies, to work with the white "exiles until this leaves" effects. Nice design! Blame Game Hit: I like that you made a collect evidence card, but I'm missing the connection to why that would cause two creatures to fight each other. It feels a little strong at common, killing off 2 enemy creatures. But I like the effect overall. WinnerIdea wins with a submission that I feel did a better job at capturing the feel of the new location more than a straight re-skin, and with some interesting designs.
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Post by Idea on Mar 25, 2024 18:46:41 GMT
Thank you for the win vizionarius ! Regarding your comments: -The Obscura Broker's life loss came about as a comparison to other cards and the need to make the effects a little more black. -Blame Game Hit's flavor is pretty much in the name. You're collecting evidence to frame someone and get your enemies to fight each other.
So it appears a few planes - like Bloomburrow and Segovia - adapt planeswalkers upon entry. They turn into talking animals or shrink down to the plane's typical scale. However, during the phyrexian invasion, the invaders were seemingly not affected by Segovia's shrinking. Make a few cards exploring the potential mechanics of these planar changes. Why do they happen in some planes and not others? Why didn't the phyrexian invaders change? Any other details that would be interesting to look into? I look forward to what you come up with.
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Post by Idea on Apr 5, 2024 1:10:57 GMT
Giving this a hearty bump!
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Post by Idea on Apr 11, 2024 20:13:54 GMT
One more bump to this one. If there's still no responses I'll change the prompt.
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Post by melono on Apr 12, 2024 9:50:02 GMT
Let Loose the Sparks Sorcery Target legendary creature you control with an activated ability becomes a planeswalker instead of a creature. Put X loyalty counters on it equal to its mana value. Its activated abilities cost instead of its original cost. At first Mulna the Multiversal gave the planeswalker spark to a select few, but after the good those first few did, she made it an oft occuring phenomenon instead. Just a bit more context: planeswalkers were meant to help the plane they went to, so it was needed they would fit in. Can you imagine a larger person stepping on Segovia? That ain't helping.
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Post by elchetibo on Apr 15, 2024 9:04:00 GMT
An idea for a mechanic : "Shrink"<type/class/color> shrink <N> - creatures of the chosen type/class/color you control cost <N> less to cast. They enter the battlefield with base power-toughness of 1/1. A few simple examples : Angrath's Raid Kindred Enchantment - Minotaur : Minotaurs shrink 1 until end of turn (Minotaurs you control cost less to cast. They enter the battlefield with base power-toughness of 1/1). Activate only once per turn. Whenever a minotaur enters the battlefield under you control, create a treasure token. Theokeos, Tamer of Outerbeasts Legendary Creature - Human Shaman Whenever ~ becomes tapped, beasts shrink 1 until end of turn (Beasts you control cost less to cast. They enter the battlefield with base power-toughness of 1/1). 2/3 Dean of Oracles Creature - Human Wizard Blue creatures shrink 1 (Blue creatures you control cost less to cast. They enter the battlefield with pase power-toughness of 1/1). Whenever a blue creature enters the battlefield under your control, scry 1. 1/1 I am aware that the "base power-toughness of 1/1" doesn't scale well and need some tweaks, but the general idea is there...
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Post by Idea on Apr 19, 2024 23:29:48 GMT
I shall review this tomorrow! Last minute entries are welcome!
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Post by Idea on Apr 20, 2024 22:58:12 GMT
melono{Spoiler}This is a pretty interesting card, I really love the effect of turning a creature into a planeswalker, but it also seems really abusable. The most obvious is giving this to a creature with a high cost for an ability, something like a Gix, Yawgmoth Praetor or Ezuri, Renegade Leader for an effective planeswalker ult on a plus cost. There is also color dodging, you could play General Tazri on monowhite with full ability (not the best example since allies usually wants to be all colors, but you get my point). In addition, I don't think the card's flavor really conveys the explanation you gave. elchetibo{Spoiler}As you may have pointed out, reducing to a 1/1 isn't always that big of a downside to justify discounting. That being said, there's plenty of cards that discount without any downside at this mana value that you used for your cards. I think the main issue here though is the memory one, since there ins't inherently any marker on which creatures are now 1/1. I will also say you didn't quite meet the prompt. The prompt was to explore the idea of why those changes happen or their criteria for happening - not presenting one of those changes. Angrath's Raid - Creating a treasure token on top of discounting is a decently big deal, but it does require upfront investment for the discount (requiring minimum 3 minotaurs to make up its cost and have a bit of an advantage) and shrinks them in the process, so the card does feel fair and maybe even a little underpowered. Theokeos, Tamer of Outerbeasts- There is seldom a discount for good reason, but since you expose the card to danger by attacking and its a legendary, it should be fine. I presume you mean Shrink 2 not Shrink 1. Dean of Oracles-It's balanced, I'd say. Pretty akin to a Keftnet's Monument. Winner {Spoiler}I think melono met the prompt much more properly, but seeing as the way the prompt is met didn't very much reflect on the card in my view, I will fall on the card balance criteria and in that regard, I feel elchetibo 's cards were all pretty balanced. So I'm giving elchetibo the win here.
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Post by elchetibo on Apr 21, 2024 18:53:33 GMT
Thank you for the win!
Okay, next challenge : design one or more (2-3) cards that would depict the first users of magic on a plane of your choice
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Post by Idea on Apr 21, 2024 19:13:33 GMT
Like, on a given plane or…
Also it should be noted, almost nobody in-universe in the story is even aware of the colors of magic.
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Post by elchetibo on Apr 21, 2024 19:50:21 GMT
1) Yes, on a plane of your choice - you could even make your own for this challenge. 2) My bad, changing the prompt of it
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Post by Idea on Apr 22, 2024 23:58:31 GMT
When addressing the topic of pre-Bolas Amonkhet, one must consider the changes that were made. On a previous post, I laid out a possible interpretation of how pre-Bolas Amonkhet might've looked like. Desert wandering nomads seeking to settle down somewhere a civilization could actually flourish in a harsh world. Nicol Bolas did twist the gods and reset their culture to reshape it to his designs, yes, but he didn't make Amonkhet a desert nor invent the curse of Wandering. He merely took advantage of those things. For the most part, I'll ignore the nomadic lifestyle I came up with for them, and focus on what we more factually know was still present: The curse of Wandering. People would've had to deal with it. Also, interestingly, Amonkhet is unlikely to have developed its mummies under Nicol Bolas. They are not like the kind of thing Nicol Bolas would be likely to be familiar or bothered with, they are very egyptian themed and seem to specifically work alongside Amonkhet's self-proclaimed "gift". As such, I think mummification was likely something that existed prior in Amonkhet and was also perverted for Bolas. Still, would such a lengthy ritual come about by accident? No, especially not with the other person just going zombie while you're at it if you don't have the right preparations. As such, it might have been these parts - the ritual and the bandaging - came about separately. Rituals to try to keep the curse of wandering at bay, even if just to buy time for people to mourn or escape, would likely be the first things to be pursued and come to exist. Meanwhile, perhaps cloth was already something these nomads were used to using anyway, even before discovering any kind of magical property. Necromancy seems like it'd be especially potent in Amonkhet, as it happens the mummification process makes the risen zombies docile and obedient, a property of necromancy when the user wishes it to be. Such magic might have been waiting all along inside the inhabitants of the plane, waiting for the opportunity when one of them managed to unleash it through the means of cloth and strong desire. Experiments, and a practice would come to follow, until the day it could be mixed with their usual rituals to ward the curse. Perhaps they wouldn't be seen well, controlling the zombies the rest wanted to keep at bay, but minds would eventually change. Finally, there's god-given magic. Certainly in many planes, beings that are inherently magical would likely be able to give the first mortals to use magic gifts to enable this, reflecting thee god's own purpose and kind of magic. (Side-note: Na'Ohr in my previous post is the version of the Scorpion god before he lost his name and was corrupted. He would guide the nomads and help them encounter oasis to survive)
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Post by elchetibo on May 3, 2024 7:09:39 GMT
Bump
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Post by elchetibo on May 24, 2024 11:34:42 GMT
Due to a lack of other entries, Idea wins this challenge
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Post by Idea on May 26, 2024 22:13:44 GMT
Pity there were no other entries nor feedback, but thank you for the win nonetheless elchetibo ! For the next challenge, I'm taking inspiration from sdfkjgh's newest challenge in The Cycle of Cards game and some quick research I did for it. The Theros titans once ruled over Theros as the gods do now, before being imprisoned and memory of them wiped as their traces were removed from fate by Klothys. Partly because they simply haven't been explored much and partially due to this, there is simply very scarce information on the titans. They appear to represent the fears of humanity as the gods do their own domain, and a few cases are known, plus one only mentioned in a D&D book set on Theros. The challenge is as follows: Come up with some lore for the titans and at least 2 or 3 cards representative of that lore. In particular, whatever you come up with should explain why the Titans, despite presumably having come from Nyx, aren't enchantment creatures.
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