temawimag
2/2 Zombie
Posts: 137
Favorite Card: Elite Arcanist
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Post by temawimag on Apr 23, 2019 4:59:54 GMT
Since judging hasn't commenced yet, and I need practice designing lands:
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Post by burntsquirrelman on Apr 26, 2019 21:56:43 GMT
Is judging happening soon?
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Post by melono on May 5, 2019 17:11:36 GMT
Heads up to gateways7 that this challenge is ripe for judging.
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Post by gateways7 on May 5, 2019 18:33:57 GMT
My computer has stopped working, so it's been hard to keep up with this, sorry! This will close in 24, get those entries in!
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Post by 2wb on May 6, 2019 10:52:13 GMT
I don't really like how looks but there's nothing to be done since I like the flavor of feeding the flames you too much.
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Post by Jartis on May 20, 2019 0:27:44 GMT
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Post by Jartis on May 23, 2019 11:13:11 GMT
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Post by Daij_Djan on May 24, 2019 20:22:34 GMT
I'm actually busy over the weekend, but if this isn't done by Tuesday I'll take care of it
EDIT: Ok, this challenge is now closed!
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Post by burntsquirrelman on May 30, 2019 12:56:15 GMT
I'm excited to see who the winner is of this 55 day long challenge
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Post by Daij_Djan on May 30, 2019 19:30:27 GMT
Not sure if I can deliver on that much suspension and hype But I'll be damned if I wouldn't give it a try – so here we go! Just as a quick reminder to everyone (including myself), this was our challenge: For your next challenge, make a land that creates a token or emblem. Creature, artifact, enchantment, whatever. Good luck! So let's take a look at your entries, shall we? | Considering I once used them as a small subtheme in one of my sets, me liking these kinds of land tokens should not really be a big suprise. Also the flavor behind this card is flat out awesome, balancing should be fine as well. Concering the discussion of creating Wastes tokens: gamma3 was correct to point out Wastes is no land type at all. For proof look at the two cards referring to Wastes (and the clunky „named Wastes“ wording they require to work) or simply check Comp. Rule 205.3i for the the full land type list. I do not mind you turning Wastes into a land type at all, though – just wanted to clarify. |
| | That's some pretty cool flavor right here, I like it. The token's wording could be polished a bit more though: „Whenever this creature blocks another creature, destroy that creature at end of combat.“ This nitpick aside, I do think your card is too strong. Considering you can tap the land itself before you sacrifice it, you only need to pay and sacrifice it to create a venomous (-like) 0/5 blocker at uncommon. This is way over the curve and will wreck any non-evasive opposition in Limited ever. Playing around with the cost, toughness and rarity will offer you a few different approaches to lead this card to. |
| | Back when Alara was around, WotC talked a bit about Crumbling Necropolis and its kin being slightly over the curve compared to what they normal do (but needing the cycle as Limited mana fixing), so your card being strictly better obviously is kind of an issue. Still, I think the activated ability is costly enough to still be considered fine, the flavor is spot-on, and I really like how clean the design feels. |
| | This is a really difficult design to judge. Obviously it makes you go down a land at first (considering you cannot tap it to add mana by itself) and then it binds even more mana to create the tokens while making additional lands you draw useless. But still, it feels like the kind of effect that will take over the game all by itself the longer you go on as each turn you'll have access to one mana more than the turn before – also there might be other things to do with the land cards left inside of your hand.. All in all, this card seems to be slow at first, but feels like it can be broken with some proper brewing nethertheless – which is kind of exciting at scary at the same time, I guess^^ |
| | Best entry, easily a 10/10.
(No seriously, I'd really like some feedback on this design. Also I was a bit sad no-one else tried taking the emblem approach to the challenge ) |
| | I like the idea of a token creating Locus, even though I'm really concerned about balancing such a card. Your approach is a bit hard to judge concerning its missing rarity, but it seems to be reasonably costed. I think it's a bit sad how it cannot create any tokens on its own, though? Obviously this would srew with the balancing, but I think I'd like it more if X was equal to „the number of Loci you control plus 1“ instead. |
| | That's quite an upgrade to Vitu-Ghazi, the City-Tree for sure.. Have to say, I quite like the idea of creating 1/1 dudes without requiring you to tap the land – but I'm afraid if you combine this with the hybrid mana activation cost on a dual land you go too far above the curve. Adding a tap cost to the token creation would be the easiest fix, if you'd want to refrain from doing so, some more rebalancing would be necessary. |
| | Sorry to be frank, but this card is way too strong, seriously. Urza's Factory still sees some play in Eternal formats' Tron decks and it merely creates 2/2 tokens. Sure, your cards requires red mana (which does help a bit even if that mana being phyrexian already mitigates this balancing effect) but you're still repeatedly creating 4/4 tokens, a task so far only Gold-Forge Garrison can do (and that one requires a much bigger setup). Also is this really supposed to be a common? |
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Post by Jartis on May 31, 2019 8:56:57 GMT
Phew, thanks for the win! I realized it was a straight upgrade over the Necropolis, which is why I costed the ability like I did and also upped the rarity. I'm glad you liked the "cleanness," as it is something I've been working on in my designs lately. Anyway, on to the next challenge!
This challenge did sit around for quite a bit. WAR was just starting spoiler season. And now we're in a new spoiler season, MH1 (Modern Horizons if you didn't know). We've seen a resurgence in the Snow supertype, which I enjoy, but it's made me miss another old...well...type, technically, but it kinda works like a supertype...regardless. My point is: design a Tribal land. Which is to say, a land with the Tribal type, and thus also a creature subtype. It can do whatever else you want and be any rarity, as long as it's Tribal.
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Post by melono on Jun 1, 2019 12:03:31 GMT
{OLD} Tomb of the EldersTribal Land - Vampire ~ enters the battlefield tapped. : Add . Whenever a Vampire enters the battlefield from a graveyard under your control, put a +1/+1 counter on it. I think this is worded correctly...?
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Post by Daij_Djan on Jun 1, 2019 13:29:59 GMT
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Post by burntsquirrelman on Jun 1, 2019 23:16:59 GMT
I went with zombies, and I think the ability suits the idea of raising the restless dead. Also, if a land fetch puts it into play tapped, it untaps itself!
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Post by gateways7 on Jun 3, 2019 0:27:33 GMT
So sorry about the judging thing for the last contest, I had a ton of computer issues, as well as a musical and finals, so this thing totally slipped my mind. I'm back though, so I might add an entry later.
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Post by Flo00 on Jun 3, 2019 1:41:54 GMT
Slumbering Woods Tribal Land - Treefolk Slumbering Woods enters the battlefield tapped with a +1/+1 counter on it. : Add . As long as Slumbering Woods is a creature, it has vigilance and trample.
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on Jun 3, 2019 17:38:36 GMT
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Post by viriss on Jun 4, 2019 1:18:21 GMT
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Post by gamma3 on Jun 5, 2019 14:54:13 GMT
I'll try to get a render set up when I have time and am not on mobile. Mogg LauncherTribal Land - Goblin Mogg Launcher enters the battlefield tapped. : Add or . , , Sacrifice a Goblin: Mogg Launcher deals 2 damage to any target.
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ludvikeverviolet
0/0 Germ
Posts: 41
Formerly Known As: Lucas
Favorite Card: Chasm Skulker
Favorite Set: Ixalan
Color Alignment: White, Blue
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Post by ludvikeverviolet on Jun 5, 2019 18:42:49 GMT
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Post by 2wb on Jun 7, 2019 12:18:02 GMT
I guess I just have the wrong kind of experience. From my groups, -getting to- 7 lands happens around half the time in non-Commander games, and I have very little clue how fast mana ramp is supposed to happen. And no, rare, I have no idea how that happened. Personally, I adore the space and feel that the thematics all just tie together: It's a shrine, it collects energy, and use it with a deity to... bloom. It's -rejuvenation and springtime-. It being in a not-only-green way, while still taking that {G} to start up, makes it feel the good kind of cute and very wonderfully in-color. Graves of the FallenTribal Land - Spirit Graves of the Fallen enters the battlefield tapped. : Add . , discard a card, : Return target Spirit from your graveyard to your hand.
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on Jun 7, 2019 14:36:26 GMT
Been spending most their lives Living in the goblin's paradise Been spending most their lives Living in the goblin's paradise Keep spending most our lives
Living in the goblin's paradise
Keep spending most our lives
Living in the goblin's paradise
Sorry, I could not think about it. Also a Krenko on a land? This is OP.
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Post by Jartis on Jun 7, 2019 23:28:43 GMT
Busy for the next few hours, but I will be judging tonight, so get in any final entries or edits
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Post by Jartis on Jun 8, 2019 9:27:00 GMT
{ melono }So, I'm gonna go through my initial thoughts here. It's not legendary, meaning you can run four of them and pump your graveyard vamps to massive size. But it doesn't actually enable that ability itself, other than producing black, so it maybe balances a bit. The other main thing is that since it doesn't check for Vampire creatures, if you put one of these onto the field while you have another in play, it ends up with +1/+1 counters on a land that isn't a creature, which happens very rarely and I think it's because it's maybe a bit confusing. It's a good card, I just think it could do with a slight tweak; more specific wording, legendary, something. { Daij_Djan }First off, interesting take on manlands. I honestly didn't think we'd seen this before until I researched it, and even then it only turned up one card, Westvale Abbey. But while that card is a land that just transforms and then it doesn't care anymore, this land transforms and still cares about lands, which I think carries oodles more flavor. Interesting choice making it a nonbasic mountain, as that certainly does make it stronger, but nonbasic lands that aren't duals are typically a bit weaker to begin with, so I think there's a bit of balance there. I love cares-about-lands effects, and this card fits in nicely alongside my old buddy Koth. { burntsquirrelman }A short, sweet, flavorful effect that offsets a prominent downside to its tribe. Doesn't enter tapped, but doesn't really need to, since it's just a swamp with a triggered ability. I may argue the rarity is maybe even a bit too high; it's the kind of rare that's great in constructed, but you'd hate to see it in limited. { Flo00 }Interesting. I enjoy animating lands, and this land cares about being a creature...but it has no way of enabling that itself. Granted, green is no stranger to animating lands, permanently or temporarily, but it's still a bit odd that in a bad draft this card could essentially just be an uncommon forest that enters tapped. { Sanfonier of the Night }The idea of a living Gate is totally something the Simic would do, so kudos there. It functions well as a Gate, since it produces more than one color, and it not only pumps creatures, but does so with counters, which is also very Simic. In fact, with as many cards that care about Gates, I figured we'd have seen the subtype expanded on beyond the commons we have. I don't think this is a bad way to model what an uncommon guild Gate should look like when we return to (return to return to) Ravnica { viriss}It's cheap for token generation, and it gets additional upside, but it's probably fine, since even if you drop it on turn 1, it equates to "Grizzly Bear on turn 2." Fun little bit of flavor making it a Snow Land as well. { gamma3 }Rakdos Guildgate with Fling/Shock stapled on, paying a bit of a premium for the recursion. Not bad, especially since in dire situations (or for style points) it can sac itself (provided you have the mana for it). Very in flavor; what's more Goblin than risking life and limb to hurt something else? { ludvikeverviolet }One mana of any color is immediately a little weird, since Goblins are pretty solidly red, but I suppose there's enough goblins that splash other colors that it's justifiable. The obvious draw here is the Krenko ability...and honestly I think it's probably fine? Like, as a land, it's way harder to get rid of than a creature...but with Krenko you only have to pay to get him out. With this you're paying every time. I can see that strategy either going very well for you or very poorly, and not a lot in between. It's...honestly probably a call that's beyond my capabilities to make. As I said, the cost probably makes it fine, but the benefits are incredibly strong. Maybe it would balance better with a Cumulative Upkeep cost? Cost that scales based on how many Goblins you control? Maybe even just a flat upkeep cost. Honestly, I can't say, but I know it'd be fun, so there's that. { 2wb }Spirits haven't gotten a lot of support since Kamigawa, unless you count Orzhov token generation, so it's nice to see some love for the nontoken Spirits. Interesting that you opted for colorless mana, though I think it definitely keeps the rarity down a bit. The activated ability to dig Spirits out of your graveyard is a really nice effect that works thematically in a way that a lot of graveyard recursion doesn't, necessarily, and I like that. I'd even like to use it as a way of storing high cmc Spirits in my graveyard until I can cast them while making sure my low cmc Spirits come back again and again. Fun little card. {Winner}Phew, quite a few entries. No white mana, though. Strange, I thought for sure we'd see, I dunno, Angel tribal or something. Maybe Foxes or Clerics. Well, regardless, I was really happy with the entries we did get, and while the judging presented a lot of challenges, ultimately I decided on Daij_Djan as the winner, with Sanfonier of the Night and melono as runners-up.
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Post by Daij_Djan on Jun 9, 2019 20:01:33 GMT
Nice, big thanks for the win!
No white mana, though. Strange, I thought for sure we'd see, I dunno, Angel tribal or something. Maybe Foxes or Clerics.
Interesting, you're right.. Time to fix this! Design a land that can only add white mana to your mana pool!
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Post by Flo00 on Jun 9, 2019 20:16:11 GMT
Plains. Ok, just kidding. I know I shouldn't take this too litereally. I'll come up with something later.Entrance to Heaven Land : Add . Use this mana only to cast Angel spells or activate abilities of Angels.
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on Jun 9, 2019 20:33:19 GMT
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Post by Daij_Djan on Jun 9, 2019 21:29:01 GMT
Powered down Island, seems reasonably well balanced. Nice card!
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Post by viriss on Jun 9, 2019 22:01:33 GMT
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Post by Jartis on Jun 10, 2019 5:12:04 GMT
*Snip* All renders require proper artist credit in the appropriate space. ~Daij_Djan
Trying this wording out to see how people feel about it. It kinda equates to "prevent all combat damage that would be dealt by target creature this turn," except it doesn't do anything against tramplers (since they can just redirect all of their damage), but it does stop things like ninjutsu.
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