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Post by Flo00 on Mar 7, 2019 18:07:13 GMT
Jartis reminder vs. actual number: Do you need 4 or 5 Pirate power?
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Post by Jartis on Mar 8, 2019 6:47:01 GMT
Should be 5, I have no idea why the reminder say 4. I'll have to check that XD
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Post by Daij_Djan on Mar 14, 2019 19:18:45 GMT
This challenge will be closed tomorrow - get your last changes/entries in!
EDIT: And closed with the typical one day delay
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Post by kefke on Mar 18, 2019 15:52:49 GMT
This challenge will be closed tomorrow - get your last changes/entries in!
EDIT: And closed with the typical one day delay Only one?
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Post by Daij_Djan on Mar 19, 2019 21:19:26 GMT
Well, only one day delay as far as closing the challenge was concerned With yesterday being reserved for CotW stuff, I wasn't able to write my comments down – but here we finally go: | While Formidable was a rather boring pseudo, I do like it how you use it for your entry (also only tied to tokens) as a reasonable balancing tool. That aside, I really like both halves of your card quite much, your Avatar's abilities tie well into its land precursor. My only suggestion would be a may clause in the transform ability as there might be times you want to keep spitting out Wolf tokens rather than turn your land into a big beater. |
| A land transforming into a Curse is definitely something I did not expect when I offered the challenge – but I totally love the flavor your entry provides. The abilities are simple, clean and well tied together, my only complaint would be the transform ability being costed a bit too cautious. Requiring ten Zombies kind of feels like win-more in most instances, even though you obviously don't want to break the card either.. Still, while I'm not completely sure about the „perfect“ number, I do think ten is too much. |
| Allow me to be frank: Lunea is seriously broken. Repetitive, uncounterable instant speed Zombify for merely one additional mana (if you count tapping the land itself)? Yes, please – why would I ever want to transform this? I admit the ability fits the flavor well, so I understand you'd want to keep it somehow, but it needs some serious restrictions. Tying it to a CMC limit and/or upping the activation cost would be the easiest choices. Concerning the enchantment side now, I do like the second ability quite much – the first one feels a bit clunky for my tastes, though. I'd suggest either dropping it or changing it to a simple „Creatures you control are Vampires in addition to their types.“ - obviously depending on your choice your card would require some more rebalancing. |
| I love this design. Your land half is solid) and the concept of type crewing is seriously interesting – I might consider using it for a future project of mine, if you don't mind? Normally Vehicles have higher power/toughness than they require for their crew, but I actually like how you kept it as a 4/4 for balancing purpurses. Two wording nitpicks: Subtypes (like Pirate) are always capitalized in rules text, and should your card have Pirate Crew 4 or 5 (because ability number and flavor text differ from one another)? |
{And the winner is..} Only six entries this time – but man, they sure were interesting. Nice work, everyone! If you've read through all of my comments, it should be no supprise for you Flo00 and Jartis designed the two cards fighting for the top spot. One of them has the slightly more unique approach but would have required a short proofreading, whereas the other one is a bit cleaner and more streamlined but is missing the (imho) oh so important may-clause.. In the end, I decided to give the win to Flo00 – but this was a really, really hard choice to make.
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Post by kefke on Mar 19, 2019 23:30:33 GMT
So, I don't like to comment in advance, because I feel like I'm influencing the results, but Toxic Menace could be absolutely devestating in a proliferate deck. The land half only transforms on an activated ability, and the removing a counter for damage is free. So any deck that can generate extra counters can use the Toxic Menace side to just sweep and kill.
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Post by Jartis on Mar 20, 2019 6:37:09 GMT
Daij_Djan Absolutely use type crewing. I just see it as a natural extension of the mechanic, moreso than anything specific I designed
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Post by Daij_Djan on Mar 20, 2019 18:41:22 GMT
@ kefke: Not wrong, but to me this was the lesser of two dangers
@ Jartis. Thanks, will keep it in mind, then
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Post by Flo00 on Mar 20, 2019 19:40:47 GMT
Thanks for the win Daij_Djan! And thanks for the feedback. Next challenge: Make a land presenting a place from Magic's lore. You can redo a place that already has a card or make a card for a place that's still missing one. If you don't know where you want your card to be set, this might be a good place to start exploring.
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Post by kefke on Mar 20, 2019 20:44:30 GMT
I find myself sorely tempted to reuse this entry. EDIT:
Here's a real entry. Small note on the art - This is using the official art for Vahd from Wizards. I looked for an artist credit, but I couldn't find one. Searching on Google Images and Tineye didn't turn up any results either. Not even cards, so to the best of my knowledge, the art is only used on the story page. Since I can't turn up anything else, I'm just going to credit WotC as the source. Hopefully, that's okay. Design-wise, I wasn't sure what the proper terminology was, but Kaladesh refers to the people who make flying machines as "aerowrights". I wanted to play off of that, so I went with calling it an "aerfield" rather than an airfield. The mechanic in the second ability is my take on what the rigger mechanic might have looked like in Black-border, based on Crew and Exert. It functions as an added cost to token creation abilities, in which a certain power's worth of creatures are tapped as part of the cost. The creatures tapped this way are considered to be "assembling" the token. (Thus, in this hypothetical alternate universe, Steamflogger Boss would actually be improving the ability of riggers to assemble, and giving extra contraption tokens when they do. I imagine contraptions would have been relatively weak tokens in this universe, possibly only used to enable other cards and having just an innate ability to die at end of turn or something.)
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Post by gateways7 on Mar 20, 2019 22:18:31 GMT
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Post by Jartis on Mar 20, 2019 22:37:43 GMT
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HvT
1/1 Squirrel
Fugitive Wizard - Jim Nelson
Posts: 98
Formerly Known As: Heads vs Tails
Favorite Card: Foil Island
Color Alignment: Blue, Red
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Post by HvT on Mar 23, 2019 3:09:43 GMT
Valor's Reach Legendary Land : Add : Add two mana in any combination of colors among permanents you control with partner. Activate this ability only if you control two or more permanents with partner.
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Post by FLAREdirector on Mar 29, 2019 20:04:52 GMT
I'm still not sold on the art, but honestly I couldn't find anything better.
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Post by Flo00 on Mar 29, 2019 23:43:25 GMT
Oh darn, I forgot about this. Judging on monday. I hope it's ok to judge this long overdue contest one day earlier than I said I would... {kefke}This is a nice callback to crew. I think just tapping 2 power is a bit cheap for a 1/1 flyier. I mean a 1/1 costs four mana and a 2/2 costs seven and I think a 1/1 flying is a little below the 2/2. (These are the closest things I could find to the Aerofield.) Also as far as I see, lands that repeatedly create tokens are at least uncommon. And since you create flyer, I'd even make it rare. {gateways7}That's a very neat and flavorfull take on a tribal land. I like it.
{Jartis}If you ever saw Kydele in action, then you know that can be a very powerful mana ability. Yes it mostly works during your turn, but then it can outright explode. The second ability is also very effective card filtering. I think both abitlities on the same card are just too much power for one land. {HvT}Interesting idea. It's very restrictive but a two mana land is certainly powerful when you get to switch it on. I wonder if it would be too powerful to leave the two-partner-clause out?
{FLAREdirector}Tapping for life loss without adidtional cost looks super strong. Too strong in my opinion. You know, red burn played Sunscorched Desert at some point just for the additional damage on a land. I know, the Veins only filter mana and don't generate it. It still looks too stron to me. I really like the second ability tough. It's a like Guildmages' Forum for Zombies. I can ealsily imagine it in Innistrad + Amonkhet triple-color Zombie decks.
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Post by Jartis on Apr 5, 2019 5:47:54 GMT
gateways7 has been away for a bit. Anyone else for the next challenge?
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Post by kefke on Apr 5, 2019 10:15:03 GMT
Flo00 In retrospect, you're probably right. I was failing to take into account the limitations around crew, and the closest equivalent I found ( Foundry of the Consuls) costs five and sacrifice for two thopters.
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Post by gateways7 on Apr 5, 2019 23:16:27 GMT
Thanks for the win, and sorry about the wait - I've been away for a couple of days. For your next challenge, make a land that creates a token or emblem. Creature, artifact, enchantment, whatever. Good luck!
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Post by melono on Apr 6, 2019 14:10:08 GMT
I'll go for the "whatever" token.
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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 Apr 6, 2019 19:58:57 GMT
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Post by gamma3 on Apr 8, 2019 3:12:41 GMT
melono Wastes isn't actually a land type
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Post by kefke on Apr 8, 2019 5:28:55 GMT
melono Wastes isn't actually a land type That's actually a bit of a tricky thing. Wastes isn't a basic land type. However, "basic land type" isn't the same thing as a "land type". The first can only be Forest, Plains, Island, Mountain, or Swamp. It has the rules meaning of counting toward the number of basic land types, and of having an inherent " : Add [mana of the appropriate color]." ability. The second, technically, can be anything. It doesn't have any inherent rules meaning, but can be referenced by other cards. So if a card defines that something has the land type "Wastes", then it does, and counts as "a wastes" for the purposes of any cards whose effects specifically reference wastes. General land types don't have the same inherent mana-generating property that basic land types have, but that's not a problem since melono has defined the ability that the tokens have.
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Post by melono on Apr 8, 2019 9:49:49 GMT
melono Wastes isn't actually a land type That's actually a bit of a tricky thing. Wastes isn't a basic land type. However, "basic land type" isn't the same thing as a "land type". The first can only be Forest, Plains, Island, Mountain, or Swamp. It has the rules meaning of counting toward the number of basic land types, and of having an inherent " : Add [mana of the appropriate color]." ability. The second, technically, can be anything. It doesn't have any inherent rules meaning, but can be referenced by other cards. So if a card defines that something has the land type "Wastes", then it does, and counts as "a wastes" for the purposes of any cards whose effects specifically reference wastes. General land types don't have the same inherent mana-generating property that basic land types have, but that's not a problem since melono has defined the ability that the tokens have. Well blimey, I don't have to write much myself anymore with a defence like that. But just to add: land tokens aren't an actual thing, so I had to think up how it would work. And I indeed did add the description of the mana ability because "Wastes" as a land type don't do anything in and of themselves because they don't exist. I was really doubting between calling them Wastes or calling them nothing at all, but it fits, it's clear what they are, tokens are always named/typed, and these tokens will fall under anything calling for lands called Wastes as they are such essentially.
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Post by Jartis on Apr 9, 2019 10:14:56 GMT
Did someone say Crumbling Necropolis that happens to have the new keyword stapled on because it fits?
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Post by Jartis on Apr 15, 2019 22:11:08 GMT
Three entries in 10 days, huh? Slow week (and a half).
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Post by kefke on Apr 15, 2019 23:22:36 GMT
I meant to make an entry, but I had land tokens in mind as well, and I didn't think I could do it better than melono.
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Post by gateways7 on Apr 15, 2019 23:58:50 GMT
Alright, if there are no more entries, this contest will end tommorow, but if there are more, I'll extend the date.
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Post by kefke on Apr 16, 2019 18:53:40 GMT
Well, I suppose there's no harm in at least submitting my design, but please don't delay on my account. I'm pretty sure I'm an outlier case, here.
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Post by Daij_Djan on Apr 16, 2019 19:48:05 GMT
So no-one has submitted a land creating an emblem so far.. So I just have to give it a try!
Meant to be part of a cycle of lands you can trade in for an emblem if you control a God.
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Post by burntsquirrelman on Apr 18, 2019 23:39:01 GMT
I apologize, but am doing this from my phone, as I currently have no internet at home.
Murkpost Land - Locus T: Add C 5, T, sacrifice Murkpost: Create X 1/1 Myr artifact creature tokens, where X is equal to the number of locus you control.
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