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Post by FLAREdirector on Feb 19, 2019 4:43:38 GMT
For this design I'm introducing a new keyword, Garrison X. To garrison X, tap any number of creatures you control with total toughness X or more: This land becomes a creature until end of turn. It's still a land. A garrisoned land is affected by summoning sickness and has a color and creature subtype defined in rules text, not printed on the card. That's right, a keyword just for manlands!
Garrisoned lands are, flavorfully, lands where humans, merfolk, elves, or other sentient humanoids have built up cities and developed the area. They wouldn't be out of place on any sufficiently civilized plane.
Conceivably, there could be nonland sources that bestow garrison onto a land. I'm leaning more towards tapping creatures with total toughness X to contrast with crew and to encourage players to include more bottom-heavy creatures. As a general rule, I think lands printed with garrison X should have a printed toughness of X. Since they have printed power and toughness values, lands printed with garrison can be searched for with the appropriate tutor effects.
Here's an example of a land printed with garrison:
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Post by kefke on Feb 19, 2019 5:01:29 GMT
FLAREdirector That's an interesting concept. I think it might need some tweaking, though. By definition, reminder text isn't rules text, so right now there's nothing to properly define the colour or subtype of the resulting creature. Just as an off-the-cuff suggestion, I think it would be workable to do it as; <Creature> Garrison X (Tap any number of <creature> creatures you control with total toughness X or more: This land becomes a <creature> creature until end of turn. Its colors are the colors of all creatures garrisoned. It's still a land.)
It's not quite the same as your version mechanically, but thematically helps to cement the identity as being "inhabited" by the creatures garrisoned there. Alternatively, you could of course just have "While it is a creature, CARDNAME is a COLOR SUBTYPE.", which also works. I'm not sure which makes best use of card space.
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Post by FLAREdirector on Feb 19, 2019 5:19:51 GMT
kefke, shoot, you're right. Thanks for the catch. I've updated the original post accordingly.
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Post by viriss on Feb 19, 2019 5:31:32 GMT
Shambling CemeteryLand Shambling Cemetery enters the battlefield tapped. : Add . , Exile target creature card from you graveyard: Until end of turn, Shambling Cemetery becomes an X/X black Zombie creature, where X equals the number of creature cards in your graveyard.
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Post by Jartis on Feb 24, 2019 7:08:15 GMT
Judging in a day or two, get those entries in
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Post by melono on Feb 24, 2019 20:16:15 GMT
Inspired by kefke 's entry:
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Post by amuzet on Feb 24, 2019 21:33:08 GMT
Both Imperiosaur require basics in some way, Would this be a turn 4 maybe even 3: 5/5? {Render} I don't want to re-render. Imperiosaur, Amber Imobile Legendary Land Creature - Dinosaur (R) : Add . Imperiosaur, Amber Imobile isn't a creature unless you control a basic land of each basic land type. 5/5
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Post by FLAREdirector on Feb 24, 2019 21:36:56 GMT
amuzet Might I suggest "unless you control a basic land of each basic land type"? That way you can't double up on basic land types with, for example, Ravnica shocklands.
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Post by Flo00 on Feb 24, 2019 23:13:34 GMT
Awakening Meadow Land : Add . Inspired — Whenever Awakening Meadow becomes untapped, you may pay . If you do, put a +1/+1 counter on it and f it isn’t a creature, it becomes a 0/0 Elemental creature in addition to its other types.
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Post by Jartis on Feb 26, 2019 0:21:18 GMT
Alright, judging time is upon us. kefke Given it is a land with summoning sickness, and can't pay for its own incredibly costly ability, I'm not sure it needs two upgrades in rarity. Maybe if it was a stronger creature, or the activated ability was cheaper? Also just feels like it should be legendary, since it's named, which probably would have lent itself to a more powerful card and helped with its rarity. FLAREdirector Mechanically, it works great, because it's just vehicles but with toughness. Flavor-wise, I love how the creatures inhabiting an area make the area itself a threat, potentially one more powerful than they would have been together. I'm not sure the last ability needs to be there, and I don't entirely understand what's happening in world terms, but as a bit of dangerous mana fixing, it does the job. viriss I like that it drains the resource it requires to do its thing. That really reigns in the power enough to justify an uncommon, monocolor version of the manlands like Colonnade. I could see this as a cycle, no problem. melono I'm really not sure about this one the effect has never been that open, but it's also never been at mythic. I realize it has most recently been printed at rare and uncommon, but when you compare it to an effect like Gateway Plaza at common, does it really need to be mythic? I mean, it is technically a creature, yes, but it can't attack or block, and doesn't have defender so even effects that allow defenders to attack won't affect it. In fact, I'm not sure of anything that would allow it to function as a creature during the attack phase, which means its use as a creature are limited at best. amuzet Honestly, abilities that require you to control each basic land type wouldn't be a bad keyword. Like a combination threshold and converge/domain/sunburst. As for the card itself, while it could be an early 5/5 that costs nothing, at least it still has summoning sickness. I would prefer it enter the battlefield tapped, honestly, and would maybe like to see it produce more mana colors (probably and ) to fit it in at rare instead of a pretty powerful uncommon, which this feels like. Flo00 Simple, but effective. My only real complaint is I would have liked it to produce once it becomes a creature, but I think using it as a land on turn one and getting a creature out of it that could scale into the end game is really cool and fun. Really close competition for the top three spots, but in the end I'm gonna go with Flo00 as the winner, with FLAREdirector and viriss as runners-up.
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Post by kefke on Feb 26, 2019 3:53:28 GMT
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Post by Flo00 on Feb 26, 2019 10:25:32 GMT
Thanks for the win Jartis! I just reallized that this game requires a picture for every entry. Oups. Anyway, next challenge: Make a land with an existing keyword on it.
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Post by Jartis on Feb 26, 2019 10:41:39 GMT
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Post by kefke on Feb 26, 2019 11:36:41 GMT
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Post by FLAREdirector on Feb 26, 2019 19:40:29 GMT
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Post by viriss on Feb 26, 2019 21:15:03 GMT
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Post by gateways7 on Mar 3, 2019 19:06:17 GMT
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Post by melono on Mar 3, 2019 20:45:51 GMT
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Post by Flo00 on Mar 4, 2019 10:48:09 GMT
I like what I see so far. Judging tomorrow.
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Post by Daij_Djan on Mar 4, 2019 14:24:16 GMT
Meant to be part of a cycle, intentionally missing a way to animate itself - maybe combine it with Awaken in a set?
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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 Mar 4, 2019 14:50:34 GMT
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Post by Jartis on Mar 5, 2019 1:23:26 GMT
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Post by Flo00 on Mar 5, 2019 12:20:34 GMT
Judging time... please stand by!{Jartis}That's one fun Demon. I'd want to play this with a good ammount of graveyard control like dredge plus delve. I like how you write threshold in the "old school" way even without reminder. (Even though it's not working with the current rules.) I think usually lands that become creatures are still lands, so I think the demon could also do this.
{kefke}Infect on a land is really funny. I immediatly thought of Barbed Field and awaken-like abilities. But what you are doing adds one more layer of interesting: Infecting you to infect creatures. I still think this is too powerful right now. Infecting yourself is only a disadvantage if you opponent is playing infect. You'll never really get yourself to 10 poison. Even if you play Phyrexian Vatmothers the game should be over before you kill yourself. It should probably enter tapped and the ability could cost a bit more than just ::t::. (The basis for my thoughts is Desert and that was too strong for standard to reprint in Amonkhet.) {FLAREdirector}Hello home turf of Arcades, the Strategist and friends! I think the costs are high enough to put them on a land. I guess there's nothing wrong with this. {viriss}This looks quite powerful. I can't really tell if it's brken or just a really strong card. If you play it eary, it will just cost you 3 mana and three more turns of tapping itself to reduce every thing by . If you play it later in the game you spend 6 mana, then tap it for the last counter. I guess this woul dbe a powerful tool for tron decks or just colorless decks in general. {gateways7}I think no land should be better than Dryad Arbor. And this definitely is. If it enters with a counter, it's a Dryad Arbor that pervents itself from dying. And if you have an anthem, you can even have it enter with haste to compensate that it can't tap on turn one. Don't get me wrong, it's a neat idea, jsut too strong to be true. {melono}This is very similar to gateways7's entry. But it is at a lower power level. I think it makes sense that this punishes you for playing it. That's a very black thing and it is kind of a cost for the choice you can make. You can just play it early for a Swamp or you can deal damage to an opponent to get a 2/1.
{Daij_Djan}I like it. It's simple, it's fun and it plays into tribal and animating lands. Neat.
{Ominividrus}I think just paying any number of times to get is a very dangerous thing. You can break a lot of energy cards with it. Tapping the power plant for it would make more sense. (Also, you don't add , you get . It's counters not mana.) The added metalcraft ability is fun and makes me think even more that this should tap for energy. It was really interesting to see and think about your entries!
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Post by Daij_Djan on Mar 6, 2019 19:02:10 GMT
Nice, big thanks for the win!
Your next challenge.. Design a land card that transforms into a nonland one ( not the other way around )!
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Post by kefke on Mar 6, 2019 20:45:56 GMT
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Post by Flo00 on Mar 6, 2019 20:55:08 GMT
To save me the trouble of finding an appropriate image for my card, I'm making a crossover to Picture into Card: Summoning Grounds Land " style="max-width:100%;"] Summoning Grounds enters the battlefield tapped. : Add . " style="max-width:100%;"] , : Create a 2/2 green Wolf creature token. Then, if tokens you control have total power 8 or greater, transform Summoning Grounds. -------------- Soul of the Pack Creature - Avatar " style="max-width:100%;"] Soul of the Pack’s power and toughness is equal to the total power of creature tokens you control. : Add equal to Soul of the Pack’s power. */*
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Post by viriss on Mar 6, 2019 22:32:36 GMT
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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 Mar 6, 2019 23:38:38 GMT
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Post by FLAREdirector on Mar 6, 2019 23:38:54 GMT
Ixalan block had enchantments that become lands, so here's an Ixalan-themed land that becomes an enchantment! There could be a whole cycle of these. ...........actually, damn, that's a good idea. I'm gonna do that sometime.
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Post by Jartis on Mar 7, 2019 3:47:04 GMT
I figure the restrictions on the card (requiring you to cast and keep alive several pirates to transform and crew it), as well as making it a 4/4 brings it in line for what is, on paper, a "free" Silent-Blade Oni. Edit: Should require 5 power, not sure why the reminder says 4.
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