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Post by Daij_Djan on Sept 13, 2021 21:03:05 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 eighty-fourth challenge! The winners of the "Third Time's the Charm" poll were Aarhg (top left), BinaryBolas (top right), sade612 (bottom left) and spazlaz (bottom right) with...And the challenge issued by one of our winners was... Make a card that cares about / interacts with lands. It can be as simple as a creature with Forestwalk, or Stone Rain, or maybe you want to do something jazzy like Lotus Cobra. 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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Post by ZephyrPhantom on Sept 13, 2021 21:20:55 GMT
Prime Real EstateLand ~ enters the battlefield tapped and doesn't untap during your untap step. Whenever a player casts a spell with converted mana cost 3 or greater, you may untap ~. : Add one many of any color. "It's not free, that's for sure..."
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spazlaz
6/6 Wurm
Posts: 335
Color Alignment: Blue, Black
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Post by spazlaz on Sept 13, 2021 22:47:21 GMT
*Snip* All renders require proper artist credit in the appropriate space. ~Daij_Djan
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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 Sept 13, 2021 23:33:36 GMT
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Post by sdfkjgh on Sept 14, 2021 1:57:33 GMT
So, we have Seismic Assault and Ayula's Influence, let's see about finishing out the cycle:
Ajani's Influence Enchantment Discard a land card: Choose one— • Target player gains 2 life. • Put a loyalty counter on target planeswalker. • Put a +1/+1 counter on target creature.
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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 Sept 14, 2021 1:57:42 GMT
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Post by kefke on Sept 14, 2021 4:32:21 GMT
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Post by zybourne on Sept 14, 2021 6:24:32 GMT
{Text} Ada, Nature's Malice GG Legendary Creature - Elemental 3/3 Champion a Forest Protection from artifacts and from Humans When Ada dies, search your library for a basic Forest card, put that card onto the battlefield tapped, then shuffle.
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Post by BinaryBolas on Sept 14, 2021 13:04:41 GMT
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Sept 14, 2021 16:56:47 GMT
I actually have something for this in the back pocket.
Roiling Terrain Sorcery Return each land you control to its owner’s hand, then put any number of land cards from your hand onto the battlefield tapped.
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Post by sdfkjgh on Sept 14, 2021 16:59:49 GMT
Nobody liked playing against the Leyline/ Thran combo, and this is that all in one card, in one color, at one mana cheaper! The only comparable things I could find are Taniwha and Realm Razer, each with their own inherent drawbacks to balance them out.
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Post by kefke on Sept 15, 2021 1:15:47 GMT
Nobody liked playing against the Leyline/ Thran combo, and this is that all in one card, in one color, at one mana cheaper! The only comparable things I could find are Taniwha and Realm Razer, each with their own inherent drawbacks to balance them out. Hardly. It's closer to a banisher effect, and when the one card goes, all the cards it sent away come back at once.
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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 Sept 15, 2021 2:34:05 GMT
Except you've taken their lands, meaning that if they don't have an answer to it on the battlefield, right then and there, then there's nothing they can do about it. Even then, it's rare for a creature to be printed with a disenchant-style effect. In modern, there's only 12 creatures with "destroy target enchantment" that don't have a mana cost tacked on (remember, no lands). And out of those 12, only 4 can be done at any point - the rest are ETB/LTB/haunt effects. If we expand the search for enchantments, artifacts, and creatures, we get . . . 13 cards. Mortal Obstinacy is the only enchantment card, in modern, that can destroy another enchantment "at will" (and even it has a restriction - the creature has to make it through). The only other cards that can do it are two planeswalkers: Vivian Reid, and Vraska, Relic Seeker.
So let's expand the search. Commander is extremely popular, what about in Commander? Well, it adds one more enchantment: Aura Fracture. Which in this case, is absolutely useless, so doesn't really count. We get two more creatures: Cloudchaser Eagle and Monk Realist. Both ETB effects, basically worthless. No lands or artifacts, and there's one more planeswalker: Freyalise, Llanowar's Fury.
That means, without shenanigans like ETB abuse, there's a grand total of seven cards that can get you out of this lock in Commander. Six if you're playing Modern. And I don't even really count ETB abuse as a counter to this, because, again, no lands. If you're not set up with mana dorks galore and a ETB engine (or an ETB engine already ready to go when it lands), then you have 6-7 cards that can save you. That's it.
It's a banisher effect in theory; in practice it's a "I win the game" button.
And you'd never play this onto a battlefield where they have an answer to it, so that's really a moot case anyways.
I think it's a cool design, but it definitely should be on the player who cast this card to keep it around, either via an upkeep effect or something else, not on the player that just got shut down to get it off.
TL;DR: Even if this card getting removed gets rid of the lock down, it still locks down the opponent by itself and can't be answered by that player. (Outside of very specific and rare circumstances.) Just like how "dies to removal" doesn't justify a broken creature, "can be removed" doesn't justify a broken enchantment.
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Post by viriss on Sept 15, 2021 2:42:29 GMT
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Post by kefke on Sept 15, 2021 6:49:00 GMT
Except you've taken their lands, meaning that if they don't have an answer to it on the battlefield, right then and there, then there's nothing they can do about it. Even then, it's rare for a creature to be printed with a disenchant-style effect. In modern, there's only 12 creatures with "destroy target enchantment" that don't have a mana cost tacked on (remember, no lands). And out of those 12, only 4 can be done at any point - the rest are ETB/LTB/haunt effects. If we expand the search for enchantments, artifacts, and creatures, we get . . . 13 cards. Mortal Obstinacy is the only enchantment card, in modern, that can destroy another enchantment "at will" (and even it has a restriction - the creature has to make it through). The only other cards that can do it are two planeswalkers: Vivian Reid, and Vraska, Relic Seeker.
So let's expand the search. Commander is extremely popular, what about in Commander? Well, it adds one more enchantment: Aura Fracture. Which in this case, is absolutely useless, so doesn't really count. We get two more creatures: Cloudchaser Eagle and Monk Realist. Both ETB effects, basically worthless. No lands or artifacts, and there's one more planeswalker: Freyalise, Llanowar's Fury.
That means, without shenanigans like ETB abuse, there's a grand total of seven cards that can get you out of this lock in Commander. Six if you're playing Modern. And I don't even really count ETB abuse as a counter to this, because, again, no lands. If you're not set up with mana dorks galore and a ETB engine (or an ETB engine already ready to go when it lands), then you have 6-7 cards that can save you. That's it.
It's a banisher effect in theory; in practice it's a "I win the game" button.
And you'd never play this onto a battlefield where they have an answer to it, so that's really a moot case anyways.
I think it's a cool design, but it definitely should be on the player who cast this card to keep it around, either via an upkeep effect or something else, not on the player that just got shut down to get it off.
TL;DR: Even if this card getting removed gets rid of the lock down, it still locks down the opponent by itself and can't be answered by that player. (Outside of very specific and rare circumstances.) Just like how "dies to removal" doesn't justify a broken creature, "can be removed" doesn't justify a broken enchantment.
So...your entire argument, if I may summarize it, is that playing a rare card at the right time could swing a game. And yes, you're right. No duh. And if someone played Acid Rain against a mono-green deck, they'd get much the same result. Or they could play a card that does it with a drawback, like Armageddon, while already be in a favourable board state. It's called playing the game well. "Strong if the opponent doesn't have an answer" is just as bad an argument as "dies to removal" is. Anything is strong if the opponent doesn't have an answer. A 1/1 with no abilities can kill a player if they somehow don't draw into an answer. You're claiming that there aren't many cards that can remove the enchantment, but that only holds water if the player never gets to have lands again, which isn't the case. They can still play new lands after it comes out, which greatly expands the pool of what can deal with it. Besides which, what about other game-swinging effects at a comparable cost? How about taking an extra turn? Something which, if played when the opponent's board state is unfavourable (and when else would you play it) can just make them lose outright. Capture of Jingzhou, Temporal Manipulation, and Time Warp are all the exact same mana cost as my card. There are cards with a drawback that can pull it off at MV3 or lower. Adrix and Nev can be used to set up board flood where the opponent just physically can't block everything that you swing with, and actually make themselves die less to removal, at MV4. You could say that requires other cards to work with to be effective, but the same is true of removing lands. The same is true of almost any card. If you don't have cards to follow up with, it doesn't accomplish anything. Æther Snap can shut down certain decks completely. Call to the Kindred can get out a turn 5 Emrakul (Which one? Doesn't matter.) The list goes on and on. At just one mana more, a Commander player could make their Commander Sun Quan, Lord of Wu, which basically nobody runs a counter to. Or outside just Commander, there are other cards to just give your entire board an evasion ability. Like Archetype of Imagination at the same cost as Sun Quan, which not only gives your entire board evasion, but disables ~90% of all counters to that evasion even if the opponent is running them. MV5 with a double-color component is within the bounds for a swingy card.
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Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
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Post by Fermat on Sept 15, 2021 11:31:18 GMT
Tireless Healer Creature — Kor Cleric When ~ enters the battlefield, you gain 3 life. Wasteswalk (This creature can't be blocked as long as defending player controls a Wastes.)"I go where I am most needed."3/2
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Sept 15, 2021 15:06:48 GMT
Except you've taken their lands, meaning that if they don't have an answer to it on the battlefield, right then and there, then there's nothing they can do about it. Even then, it's rare for a creature to be printed with a disenchant-style effect. In modern, there's only 12 creatures with "destroy target enchantment" that don't have a mana cost tacked on (remember, no lands). And out of those 12, only 4 can be done at any point - the rest are ETB/LTB/haunt effects. If we expand the search for enchantments, artifacts, and creatures, we get . . . 13 cards. Mortal Obstinacy is the only enchantment card, in modern, that can destroy another enchantment "at will" (and even it has a restriction - the creature has to make it through). The only other cards that can do it are two planeswalkers: Vivian Reid, and Vraska, Relic Seeker.
So let's expand the search. Commander is extremely popular, what about in Commander? Well, it adds one more enchantment: Aura Fracture. Which in this case, is absolutely useless, so doesn't really count. We get two more creatures: Cloudchaser Eagle and Monk Realist. Both ETB effects, basically worthless. No lands or artifacts, and there's one more planeswalker: Freyalise, Llanowar's Fury.
That means, without shenanigans like ETB abuse, there's a grand total of seven cards that can get you out of this lock in Commander. Six if you're playing Modern. And I don't even really count ETB abuse as a counter to this, because, again, no lands. If you're not set up with mana dorks galore and a ETB engine (or an ETB engine already ready to go when it lands), then you have 6-7 cards that can save you. That's it.
It's a banisher effect in theory; in practice it's a "I win the game" button.
And you'd never play this onto a battlefield where they have an answer to it, so that's really a moot case anyways.
I think it's a cool design, but it definitely should be on the player who cast this card to keep it around, either via an upkeep effect or something else, not on the player that just got shut down to get it off.
TL;DR: Even if this card getting removed gets rid of the lock down, it still locks down the opponent by itself and can't be answered by that player. (Outside of very specific and rare circumstances.) Just like how "dies to removal" doesn't justify a broken creature, "can be removed" doesn't justify a broken enchantment.
So...your entire argument, if I may summarize it, is that playing a rare card at the right time could swing a game. And yes, you're right. No duh. And if someone played Acid Rain against a mono-green deck, they'd get much the same result. Or they could play a card that does it with a drawback, like Armageddon, while already be in a favourable board state. It's called playing the game well. "Strong if the opponent doesn't have an answer" is just as bad an argument as "dies to removal" is. Anything is strong if the opponent doesn't have an answer. A 1/1 with no abilities can kill a player if they somehow don't draw into an answer. You're claiming that there aren't many cards that can remove the enchantment, but that only holds water if the player never gets to have lands again, which isn't the case. They can still play new lands after it comes out, which greatly expands the pool of what can deal with it. Besides which, what about other game-swinging effects at a comparable cost? How about taking an extra turn? Something which, if played when the opponent's board state is unfavourable (and when else would you play it) can just make them lose outright. Capture of Jingzhou, Temporal Manipulation, and Time Warp are all the exact same mana cost as my card. There are cards with a drawback that can pull it off at MV3 or lower. Adrix and Nev can be used to set up board flood where the opponent just physically can't block everything that you swing with, and actually make themselves die less to removal, at MV4. You could say that requires other cards to work with to be effective, but the same is true of removing lands. The same is true of almost any card. If you don't have cards to follow up with, it doesn't accomplish anything. Æther Snap can shut down certain decks completely. Call to the Kindred can get out a turn 5 Emrakul (Which one? Doesn't matter.) The list goes on and on. At just one mana more, a Commander player could make their Commander Sun Quan, Lord of Wu, which basically nobody runs a counter to. Or outside just Commander, there are other cards to just give your entire board an evasion ability. Like Archetype of Imagination at the same cost as Sun Quan, which not only gives your entire board evasion, but disables ~90% of all counters to that evasion even if the opponent is running them. MV5 with a double-color component is within the bounds for a swingy card. The fact that you're comparing "remove target player's ability to play spells" to "remove all counters and tokens" says everything you need to about your ability to gage the power level of cards. Everyone, nothing is to be gained by arguing with Kefke here. They are not in a headspace where they're willing to accept any feedback.
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Post by The Harlequin on Sept 15, 2021 17:14:29 GMT
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Post by ZephyrPhantom on Sept 15, 2021 20:56:08 GMT
Let's take a breather and cool off here before things get too heated. Spirited discussion on card design is fine, putting words in someone's mouth is not.
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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 Sept 16, 2021 0:31:18 GMT
These Lands Were inspired by from Diablo II Resurrection These lands are part of my "Kingdoms of Veylendel" Set which i am working on currently. My Actual Entry is "Wise Bear Waypoint, But I also wanted to show its interaction with its counterparts.
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Post by Aarhg on Sept 16, 2021 1:06:33 GMT
With Golos banned in EDH, Gate/ Maze's End decks will be needing a new commander.
This one will play quite a bit different than Golos, but it'll do its damnedest to dig up all those juicy Gates you want.
Volko, Cryptic Gatekeeper Legendary Creature - Soldier Volko, Cryptic Gatekeeper is all colors. Whenever Volko attacks, look at the top four cards of your library. You may reveal a Gate card from among them and put it into your hand. Then put the rest on the bottom of your library in a random order. When you reveal a Gate card this way, Volko can’t be blocked this turn. 2/4
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Topaz542
0/0 Germ
Posts: 10
Favorite Card: One With Nothing
Favorite Set: Future Sight
Color Alignment: Blue, Red
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Post by Topaz542 on Sept 16, 2021 7:07:52 GMT
Lunatic Outburst Sorcery - Target player mills X cards for each nonbasic land they control. “All at once she heard the ethereal murmurs of the worldsoul, and it was too much for her mortal mind to comprehend.”
Because who doesn't love absurd amounts of milling? I know I sure don't do.
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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 Sept 16, 2021 14:46:25 GMT
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Post by sdfkjgh on Sept 16, 2021 16:58:36 GMT
Aarhg: You might just have accidentally stumbled onto a fix for one of Golos' biggest problems. Just saying "~ is all colors." does nothing for color identity in Commander, you must have the mana symbols somewhere on the card for it to count.* Golos, being an actual WUBRG generic commander, would just be jammed into any old WUBRG Goodstuff deck.
Be honest, was this intentional on your part, or were you truly unaware of this little rules quirk?
*Now I'm wondering about mana symbols in the name...
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Post by Daij_Djan on Sept 16, 2021 17:58:39 GMT
@ sdfkjgh: Sorry, but there is no such loophole:
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Post by Aarhg on Sept 16, 2021 18:01:47 GMT
Aarhg : You might just have accidentally stumbled onto a fix for one of Golos' biggest problems. Just saying "~ is all colors." does nothing for color identity in Commander, you must have the mana symbols somewhere on the card for it to count.* Golos, being an actual WUBRG generic commander, would just be jammed into any old WUBRG Goodstuff deck.
Be honest, was this intentional on your part, or were you truly unaware of this little rules quirk?
*Now I'm wondering about mana symbols in the name... Actually, since it's a characteristic-defining ability, it does mean that Volko's color identity includes all five colors. That's also pretty much the reason you can use Freyalise, Llanowar's Fury and the like as commanders.
Edit: Aaaand Daij freaking ninja'd me.
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Sept 19, 2021 1:05:15 GMT
Aarhg: I'd suggest changing that ending to "this combat" to avoid potential memory issues with multiple combats. It seems like the kind of issue such a deck would run into given it wants its commander attacking as much as possible.
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Post by Aarhg on Sept 19, 2021 22:41:13 GMT
Aarhg : I'd suggest changing that ending to "this combat" to avoid potential memory issues with multiple combats. It seems like the kind of issue such a deck would run into given it wants its commander attacking as much as possible. Hmm, I think I'd consider this more of an option to nerf the card if playtesting showed it could be abused too easily. It's possibly a very mild memory issue that I don't think would be much of a challenge to remember.
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Post by Flo00 on Sept 20, 2021 13:36:04 GMT
Fun fact: I drew this on the backside of a proxy I don't need anymore. Also the wording works that way because this. Land Glue Artifact - Fortification Enchant two lands or land cards in the same zone If one fortified land would move to another zone, both lands move to that zone instead. If that zone isn’t a library, Land Glue stays attached to them and they both stay revealed. TEST CARD - Not for constructed playIs there a test card frame for download somewhere?
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Post by Daij_Djan on Sept 20, 2021 15:00:14 GMT
This thread is now closed, the poll can be found here. And here's the next challenge!
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