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Post by lordpat on Jul 3, 2021 15:05:41 GMT
(Not to be confused with the commander game.) Are you tired of games where they challenge you with one condition that you might not enjoy? Would you rather have TWO conditions to follow? No? Well too bad, this is my game. The rules are very simple. The judge proposes four conditions, and each contestants must choose two among them and design a card that satisfies them. After a while, as the name implies, the judge will judge and decides a winner. Then that person is the new judge and proposes four conditions. The conditions can be anything, the one exception is that no two conditions should be mutually exclusive (aka, you can't have one mode be "create a monocolored card" and another "create a multicolored card"). I'd try to follow this in spirit as well (avoid creating modes that are virtually imposible to combine). Here's the first challenge: Choose two:
- Create a card that uses a keyword from Return to Ravnica Block (Populate, Overload, Detain, Scavenge, Unleash, Batallion, Evolve, Cipher, Extort, Bloodrush)
- Create a card that costs .
- Create a legendary Lizard, Crododile or Turtle.
- Create a card that can create three or more Horror tokens
Have fun!
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Post by Flo00 on Jul 5, 2021 22:59:32 GMT
Does this count? Ulvenwald Abomination Creature - Wolf Horror Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)When Ulvenwald Abomination dies, create a 3/2 colorless Eldrazi Horror creature token for each +1/+1 counter on it. 1/1 I felt very tempted to try and make a card that fits all four restrictions. Yet I think this doesn't embrace the spirit of the game, so I didn't.
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Post by lordpat on Jul 6, 2021 1:56:50 GMT
It counts, the rule should be "Your card can create three or more horror tokens". I'm gonna edit it. As for a card that verifies more than two conditions, I thought about it at the time and thought that maybe it's a bit excesive, I mean, if someone wants to go for all four of them then maybe it's okay? I agree that it's weird with the Command mechacnic of choose two, but I dunno, I think the challenge is finding a design that meets two of the conditions, if it fits more I think it's okay.
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Post by Flo00 on Jul 6, 2021 17:19:43 GMT
Thanks!
Your conditions made it pretty hard to get all four anyway ^^
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Post by lordpat on Jul 14, 2021 1:41:55 GMT
I'm judging this in 48 hours so get your entries in.
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Post by ZephyrPhantom on Jul 14, 2021 2:30:13 GMT
Infiltrate the Strongholds Instant Target opponent creates three 6/6 black Horror creature tokens. Draw a card for each Horror created this way. Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each.”)Political combat trick/card draw that lets you help a struggling player(s) in exchange for lots and lots of cards. I played around with the P/T value of the Horrors a bit and was going to settle on 5/5 because that's an Emrakul's worth of power, but Emrakul has abilities so I went with 6/6 instead. Keep in mind that while you may draw nine cards for 4 mana in a four player game, your opponents get a net of 54 power worth of creatures and can just kill you on the spot if you use it recklessly. The Overload cost is deliberately designed so that you have to be very careful when to use it. EDIT: Thanks for pointing out the wording issue.
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Post by lordpat on Jul 14, 2021 2:57:25 GMT
Zephyr, wording is not my forte (at all), but if you cast it with overload wouldn't the card be "Each opponent creates three 6/6 black Horror tokens. Draw three cards"? Shouldn't it be "Target opponent creates three 6/6 black Horror tokens. Draw a card for each Horror created this way."? I could be totally wrong though.
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Post by hydraheadhunter on Jul 15, 2021 18:23:04 GMT
Fulfills:
• Create a card that uses a keyword from Return to Ravnica Block (Overload)
• Create a legendary Lizard, Crododile or Turtle.
Glupp, Spellweave Gourmand A red, A green, a black, and a blue Legendary Creature - Crocodile Wizard
Instant and sorcery cards you own have an overload cost equal to three times their mana cost. If you would cast a spell for its overload cost, you may pay an additional twice X to exempt X targets from that effect instead (If you do, change its text by replacing all instances of "target" with "each non-exempt".)
4/4
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Post by lordpat on Jul 15, 2021 22:36:00 GMT
Contest closed. Judging will be provided soon.
Uvenwald Abomination by Floo
This is a very solid design. Devour fits very well in Inistrad, and I think in that sense you did a good job. However, I think a 1/1 is too small here, sacrificing your creatures means that your board is likely going to shrink a lot, and getting a measly 3/3 or 4/4 out of the deal is probably not good enough to compesate the tempo loss. In that regard, I think the card should be incentiviced to be killed, maybe some extra ability or something like that. Unless you have a sac outlet of your own, this will likely just be ignored for the most part, which is why again it being a 1/1 is probably not ideal (ignoring a 3/3 is a lot easier than ignoring a 5/5 for instance). Devour is a tough mechanic because it's beggining you to be blown out, with a bounce spell, exile spell, flicker spell, etc.
Still I think this is a good (and frankly very simple) idea and could work really well to push a sacrifice deck or even a heavy tokens deck to exist. This is a card I could see wizards printing.
Infiltrate the Strongholds by ZephyrPhantom
I love the idea behind this card, I think political cards are great and blue black isn't a color that gets enough of that imo. And furthermore, the usage of Overload here is very intresting, as it's not clear which is better. I have... a couple of issues though.
Honestly, my biggest problem is the non-overloaded version of the card. Imagine playing this on turn two, drawing three cards and giving someone 18/18 worth of stats. That's insane, it's just too impactful at two mana. The other two players might not be able to win at all, and you could end up having games being decided that early on. Sure, you might argue that as a player it's not a smart strategy, but then again, it might be. Perpahs you know that you can answer the horrors and as such are willing to take the risk. And I think that's a great idea for a card, but I think it's too risky at two mana. Crazy cards like those tend to cost more, even if it is probably still not a "good" card, I'm not convinced that it leads to good gameplay. I think a good change is to make it more expensive but to give you more than three cards (maybe three treasures as well, so that you can cast the cards you are drawing), so that other players have more resources to answer the insanity.
The Overload is so cool, because your opponents might not be able to attack you knowing that their opponents also have 18/18 worth of states to hit them with. Still, I think four mana is too little for something that is so fundamentally game changing. Which is a big deal, because it's very annoying when a player makes us play the game "they want to play", you know? Playing a card that makes it so that everything revolves around it (looking at you, Stasis players....). I think those effects are fine, but they are being undercosted here severly considering how big the imapct is.
Still, I think this is a great idea and I think with a bit of tweaking could be a total slam-dunk.
Also, this should probably shouldn't be uncommon. Rare probably. Maybe even mythic.
Glupp, Spellweave Gourmand by hydraheadhunter
This is a very intresting card, I love cards that slap keywords into spells. And this is a very cool and creative idea. I'm skeptical about this card though.
Wording wise, you run into very weird cases. Like, lightning bolt would be "Lightning bolt deals 3 damage to any each", which makes very little sense. You also run into weird stuff like "Up to two target creatures....". Also, translation and errata problems everywhere I can guarantee. I don't think that you can slap overload into any instant or sorcery, it just seems impossible without adding a lot of extra rules. I would suggest scrapping overload altogether and make it so that it becomes copied for each thing that it could copy (although I wouldn't fit the challenge anymore sadly). Still tough to word well, but I think could be doable, as we have seen cards like that before.
I'm a bit conearned though about play patterns. I'm thinking of this card in commander, seeing that it's a four color legendary creature with a build-around ability, and this can turn any removal spell into a wrath. The fact you can "exempt" cards also means that you can save this dude with it. Sunddently, all your land destruction spells are armagedons, all your bounce spells are mass bounce. And a lot of this effects would cost only 6 mana, some might even cost 3 mana. I don't think this is THAT serious, but it's a bit scary. I think it's worth a shot though, something like this could work and be a fun card.
I won't get too upset with the wording of the card, although it does need some reworking probably. It was a very difficult card you tried to design, and I think there is something here, I just think it needs a bit more refining. This is a very cool and unique card for sure, I am not convinced about how well it would actually work and how realistically it could be implemented.
{Results}
The winner is Floo, with Zephyr as runner-up.
This was honestly very hard, and all three designs were great. Sadly, Gluup had the most issues in my mind, but in the end, it came up with whether I preferred a clear, simple card, or a very daring but maybe too chaotic one. I choose Flo in the end because I feel we don't appreciate small simple designs enough, but all three cards were pretty good imo.
So, winner... you take it from here!
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Post by Flo00 on Jul 16, 2021 9:45:21 GMT
Thanks for the win lordpat! Here is your next choose two: • Your card can add three or more mana in one turn. • Your card is a non-traditional Magic card. • Your card uses a Tarkir clan mechanic. (Outlast, Prowess, Delve, Raid, Ferocious, Bolster, Rebound, Exploit, Dash, Formidable) • Your card relates to two or more different kinds of counters.
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Post by gluestick248 on Jul 19, 2021 2:04:19 GMT
3 mana in a turn and a Tarkir ability: Atarka’s Channeler Creature — Human Shaman : Add or Formidable— , Sacrifice ~: Add or . Activate only if creatures you control have total power 8 or greater. 2/1
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Post by Flo00 on Aug 7, 2021 5:18:52 GMT
Anyone else? No one? These restrictions can't be too hard, right?
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Post by ZephyrPhantom on Aug 7, 2021 5:30:28 GMT
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Post by hydraheadhunter on Aug 7, 2021 18:42:19 GMT
• Your card can add three or more mana in one turn.
• Your card is a non-traditional Magic card.
• Your card uses a Tarkir clan mechanic. (Outlast, Prowess, Delve, Raid, Ferocious, Bolster, Rebound, Exploit, Dash, Formidable)
• Your card relates to two or more different kinds of counters.
Graverobber's Cache Twice X generic a black, a blue, and a green Sorcery
Delve Create X treasure tokens and gain X life. Until end of turn, whenever you sacrifice a treasure you may pay 2 life to draw a card.
It technically doesn't create the mana directly opting to create treasures instead; but it does incentivise you to use those treasure immediately, so I think it someone to add 3 or more mana in a turn is a pretty reasonable expectation.
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Post by ZephyrPhantom on Oct 4, 2021 9:20:16 GMT
Flo00 - Seems like we haven't gotten entries for a while. Might be time to judge?
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Post by Flo00 on Oct 5, 2021 8:27:51 GMT
Oopsie. I'm at it. EDIT: {gluestick248}That's a cool mana dork. I like how you can ritually sacrifice it once you have enough manpower (or dragonpower or whatever) to conduct the ritual. Also does a good job of combining red and green elements in one card in a natural way.
{ZephyrPhantom}That is quite the extra cost. I see how you can build around this thing with cards like Hunter of Eyeblights and Grim Poppet. Or you use something with a die trigger or have a good token generater. The +1/+1 counters can also be used to work some politics in a multiplayer game. Definitely a strange and interesting design. {hydraheadhunter}I'm having a really hard time evaluating the power of your card. Since it has delve, it is probably busted I like how you use delve to create X treasures on a cost. That seems pretty reasonable. On the other hand, this is potentially 3 mana, draw a ton of cards (lose life) and get the mana to play some of them. Being three colored balances this a bit I guess.
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Post by gluestick248 on Oct 5, 2021 19:01:52 GMT
Hey, I won something! Thanks Flo00!
For your next choose two: • Your card is multicolored • Your card is a creature with power 5 or greater • Your card doubles something • Your card is set on Theros
Good luck!
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Post by viriss on Oct 5, 2021 21:55:22 GMT
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Post by lordpat on Oct 5, 2021 23:39:34 GMT
Pharika's Hatred Enchantment - Aura Enchant nonland permanent At the beginning of your upkeep, you may exile a card from a graveyard. If a creature card is exiled this way, each player loses 1 life. : Destroy the enchanted permanent.
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Post by Flo00 on Oct 6, 2021 15:10:04 GMT
Chromatic Acension Enchantment - Aura Enchant creature Enchanted creature gets +X/+X, where X is the number of colors it is. Whenever enchanted creature deals combat damage ot a player, double the nuber of colors that creature is. Yes, this is silver-border.
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Post by ZephyrPhantom on Oct 10, 2021 15:58:20 GMT
Decided to try for all 4: Incarnation of Heroism Enchantment Creature - Elemental Trample, flash, haste ~ has double its power as long as it's blocking. At the beginning of the end step, sacrifice Eidolon of Heroism. 5/1 Philosophers debate that Kytheon's influence is strongest when saving the innocent from peril.A Lightning Skelemental type design where the multicolor gives a new line of play - in this case, gives Righteousness. You can either use it like another Ball Lightning or flash it in as a combat killspell (Maybe even a Fling combo? Part of why I left the power at 5, since dealing 12 damage off this combo seems a bit too aggressive.) Typing: Elemental was chosen mostly so that this could slot into Ball Lightning tribal decks that are reliant on Thunderkin Awakener, while Enchantment Creature is used to show Gideon's gradual deification in Theros via his comrades and also give an extra way to interact with the Fling combo via enchantment removal to limit how easy it is to pull off.
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Post by gluestick248 on Oct 13, 2021 13:02:33 GMT
I’ll likely judge this in a day or two. Keep ‘em coming!
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Post by gluestick248 on Oct 15, 2021 13:21:09 GMT
Okay, time to judge this thing. viriss: I’m going to assume Wukong’s a rare, because that’s a really strong uncommon. There are probably several Underworld Breach-like combos with this, and even without that you can get some pretty insane value. lordpat: This reminds me of Quiet Disrepair, with it threatening to kill something every turn and giving you value in the meantime. 4 mana is fair for a Vindicate, and it interacts very well with Heroic, since you can enchant your own stuff too. Flo00: What I want to know is what colors the creature is after a couple turns. It’s a neat idea, but the logic just doesn’t work out, which is especially important in an Un card. I do like doubling the buff with every hit, but that might start to snowball out of control. ZephyrPhantom: Ball Lightning that can block is a cool idea, even though it’ll usually just be a Kill Shot. The options are nice to have though. Alas, there can only be one winner, and today that’s lordpat! Congrats!
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Post by lordpat on Oct 15, 2021 19:24:14 GMT
Thanks for the win! Here is mine: Choose two:- Your card is a white enchantment
- Your card is a green creature
- Your card is a blue instant or spell with flash
- Your card is black and can come back from your graveyard (to your hand, battlefield, or library)
Obviously, your card will be two or more colors... or you could try to do some double faced shenanigans. It's up to you!
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Post by viriss on Oct 15, 2021 20:16:16 GMT
First thought...
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Post by hydraheadhunter on Oct 15, 2021 22:28:10 GMT
Choose two: - Your card is a white enchantment
- Your card is a green creature
- Your card is a blue instant or spell with flash
- Your card is black and can come back from your graveyard (to your hand, battlefield, or library)
| Unrelenting Pact-Puppet A blue and a black Creature - Zombie Warlock
Flash
You may cast Unrelenting Pact-Puppet from your graveyard for a generic, a blue, and two black.
As Unrelenting Pact-Puppet enters the battlefield choose one from among deathtouch, hexproof, and +1/+1. It enters the battlefield with a counter of each chosen type on it. If you cast it from your graveyard, choose two instead.
FT: "Occasionally, a warlock will agree to a contract with their patron so inescapable and free of loopholes that even death won’t release them from service.” — Guidebook to the Sapient Undead
2/2
Art: concept art of a pact-puppet, the sapient undead created by the death of a warlock. Art by: Filibuster Frog.
Notes: Filibuster Frog also wrote the flavor text was featured on the original crop of the art used for this card. |
Yes, you can cast Unrelenting Pact-Puppet from your graveyard at instant speed.
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Post by doran333 on Oct 16, 2021 1:25:23 GMT
Choose two: Your card is a white enchantment Your card is a green creature Your card is a blue instant or spell with flash Your card is black and can come back from your graveyard (to your hand, battlefield, or library)
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Post by Flo00 on Oct 18, 2021 23:14:27 GMT
Call of the Afterlife Enchantment Spells you cast from your graveyard cost less to cast. Sacrifice Call of the Afterlife: Gain 3 life. Activate only if an opponent has cast two or more spells this turn. Disturb (You may cast this card from your graveyard transformed for its disturb cost. This card’s back face has flash.)------------ Resentful Apparition Creature - Spirit Flash Flying When Resentful Apparition enters the battlefield, counter target spell unless its controller pays . If Resentful Apparition would be put into a graveyard from anywhere, exile it instead. 1/1 Note that I added the flash on the backside to the disturb reminder. Pseudo-nightbound condition on the sac ability so that you can't just do it whenever you feel like countering something. You have to time this right. I was thinking about making the front side cost so that it also fulfills the black condition.
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Post by lordpat on Oct 21, 2021 15:43:01 GMT
Juding this over the weekend!
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Post by lordpat on Oct 25, 2021 17:29:07 GMT
Le juding is here virisshope you enjoy your millions after you sue wizards for printing this exact card in the future. hydraheadhunter This card has two big problems: For starters, it's way too strong. A 2 mana 3/3 flash is already very above rate for a UB creature, and it has soo much upside above it, it's insane. A 2 mana 2/2 deathtouch flash is also strong, and the fact that you can keep replaying it from your graveyard as a card that will always block and kill is too powerful. It does everything: it's an endless blocker against aggro that will always trade, is a virtually imposible card to remove against control because of hexproof + recursion. It's strong on rate and provides endless value. It reminds me of Uro tbh. My second issue with the card, which I kind of touched on already, was that it leads to bad play patterns. Against aggro especially, it's very painful to never be able to attack. You pretty much have to run graveyard hate or you can't win. I love the flavor and I think the idea is pretty cool, but deathtouch and hexproof are not the right abiltiies on this card, and should probably have a cap to how much you can recast it from your graveyard, or some additional cost. doran333 This is a card that has good flavor, but struggles with the mechanics. Concert is not a great mehcanic as it requires your opponent to make a choice. In fact, unless you are playing this in a commander game (which, fair enough) the card is a 6 mana do nothing. Even in commander, this is way too contingent of your opponents to be any fun. And even then, you are letting them draw cards, which is almost always not a good idea. I could see something like this working with treausres instead of life, and might be better in flavor too, but either way I think you should leave the choice to the player playing the card (we all remember tribute, don't we....) Concert aside, the card is still very weak. I don't think 6 mana is good enough for that creature even without all the extra work + the liability of losing it if your life total gets low. I think it could be stronger, the tokens themselves could be much better too (I'm talking, 4/4 white angels with vigilance, 4/4 red Dragons with haste, etc.). Still is a cool idea for a card, I like creating tokens are random, and one for each color twist is pretty cool. Flo00 First of all, I'm dqing you because this card can't ever be both white and blue. Indeed, at any point of the game and in any zone, this card can be either white OR blue, but never both. If you look at how the game is worded, it's pretty clear "choose two: your card is white ... AND your card is blue ....". I put the thing about DFC to see if someone would fall for it. just kidding! I like the idea of the card and love the back of the card. The front I'm not super stoked about however. It's good flavor, don't get me wrong, but it's between a bit too narrow, and it doesn't do very much, and it requires your opponent to do something before it does anything. Honestly, I'd just maybe make it cost to the sac ability, add 'draw a card' and remove the condition from your opponent. I get it from a flavor perspective, but it's too restrictive and doesn't give you enough. I love the idea of the back though, and flash in the reminder text is great detail.
The winner is viris with armadillo cloak. If you need a good lawyer, I know a couple. Flo00 is runner up.
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