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Post by Xenagos on Dec 27, 2018 5:44:32 GMT
Fair enough.
I'm going to give this one to Flo00. (But only by a hair - I would offer a tie if possible )
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Post by Flo00 on Dec 27, 2018 11:06:47 GMT
I'm ok with a tie Next challenge: Location, Location, Location Create a Land card. Additional Rule: The land must have a number on it. (Numbers in mana symbols and number words don't count.)3 R&D Cards.
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Post by Daij_Djan on Dec 29, 2018 19:18:04 GMT
It's been a while since I participated here.. I guess I could have a worse combination of R&D Cards for this challenge.. Drawing three new cards leaves me with..
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Post by augur on Dec 30, 2018 1:41:07 GMT
Using [Snow] [Indestructible] [Haste] Attachment DeletedSecluded Glacier Snow Land : Add . , , Sacrifice ~: Search your library for a snow creature card with converted mana cost 5 or less and put it onto the battlefield under your control. It gains haste and indestructible until end of turn. Certain species can slow down or even stop their vital functions, appearing as a frozen corpse... until the inevitable thaw.{Old} CMC 9 Haste Indestructible CMC 8 Snow Blue Provoke
{New} CMC 9 CMC 8 Blue Provoke Green CMC 10 Shadow
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Post by gateways7 on Dec 30, 2018 15:02:48 GMT
This is the first time I'm posting on this, so I'm sorry if I fuck up the rules or something. {Starting Hand} Artifact Creature Wizard CMC 11 Deathtouch Madness Blue
(using Blue, Creature, and Deathtouch) {New Hand} Artifact Wizard CMC 11 Madness Wall First Strike Flashback
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Post by Flo00 on May 16, 2019 4:07:44 GMT
So sorry, I should have judged this a loooong time ago {Daij_Djan}I like the concept, since this is a nice build around. What I not like so much is that you can play this in any deck like a colorless land. So I think the sac cost should be colored.
{monger}A fine snow card. Looks like it can be played something like a late game combo enabler. As long as you play enough snow sources you don't even need a lot of snow creatures to search with this, just the right one that can save you the day (or game).
{gateways7}I like what this dies. Getting lands from the grave is mostly green, so I guess this could have been green? On the other hand, this can be played in a green deck as a colorless land or to enable sultai. A small not on template: ETB effects are allways before activated and triggered abilities.
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Post by augur on May 16, 2019 21:58:19 GMT
no problem, neat to see this start up again Next Challenge:Spell Slinger Idea Design a noncreature spell. Additional Rule- Your card cannot have more than 200 characters of rules text. (This doesn't count reminder text or flavor text, or names/types/etc. 200 characters is approximately six lines.)
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Post by Flo00 on May 17, 2019 10:11:36 GMT
{hand}Old: CMC 10, Sorcery, Emblem, Transform, Protection New: Vigilance, Goblin Using Sorcery, Protection, Vigilance and Goblin: Invocation of Law Sorcery Creatures you control gain vigilance and protection from red until end of turn. Destroy up to one target Goblin. These are 113 caracters of rules text and 141 caracters total (not counting symbols).
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Post by Xenagos on May 22, 2019 17:20:00 GMT
{Before}Dredge White Black and Green Colorless Buyback Deathtouch CMC 1 Gift of Moonglove Instant Buyback Target creature gains deathtouch until end of turn. Using Black and Green, Buyback, Deathtouch, and CMC 1.
{After}Dredge White Colorless Absorb Black and Red Dragon Flanking
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Post by Daij_Djan on May 22, 2019 21:23:28 GMT
Not using my normal computer right now, so I'll pick my new R&D Cards later:
Rarity is based on complexity. I really wanted to pull of a Provoke + Rampage combination for quite a while
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Post by augur on May 23, 2019 22:58:45 GMT
Challenge will be closed in around 20 hours
edit: closed
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Post by augur on May 29, 2019 1:40:49 GMT
Judging- sorry for the delay. {Flo00} Using Sorcery, Protection, Vigilance and Goblin: Invocation of Law Sorcery Creatures you control gain vigilance and protection from red until end of turn. Destroy up to one target Goblin. The optional destroy was a nice way to use the Goblin card. The card’s flavor comes together quite well. It fills the role of niche sideboard card in Constructed quite well, though that also relegates it to the same role in Limited. Vigilance was a nice ability to include in addition to the red hosers, since Red Deck Wins might not be able to swing past a full board. Protection making an unblockable attack slightly concerns me, but it’s nothing that hasn’t been done before. {Xenagos} Gift of Moonglove Instant Buyback Target creature gains deathtouch until end of turn.Using Black and Green, Buyback, Deathtouch, and CMC 1. I like this even with buyback. The front half is passable, since it’s most often a less convenient Bone Splinters. There’s a lot of factors that make the buyback half not a hassle as well- having to hold up a four mana combat trick, the visibility of it, and needing a steady stream of creatures to keep trading off. {Daij_Djan} My first thought looking at the red “half” was keyword soup, but they all work together well. If your opponent wants to turn the eating of the provoked creature into a trade, they’ll have to spend another creature and likely take some damage on top due to rampage and trample. The blue half is slightly overcosted in exchange for the versatility, as well as the removal potential of the red half. {The Winner…} is Xenagos! This was tough to decide- not even sure if I could name a runnerup. Thanks for three excellent entries!
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Post by Xenagos on May 29, 2019 21:34:15 GMT
Great, thanks for the win! And good job, other participants!
Reset Button Idea Create a card that destroys most or all of the cards on the battlefield. 2 R&D cards.
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Post by Flo00 on May 30, 2019 0:53:33 GMT
{hand}Old: CMC 10, Emblem, Transform New: Modular, Indestructible, Menace, Bushido Using CMC 10 and indestructible: Inescapable Obliteration Sorcery Split second (As long as this spell is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.)All permanents lose indestructible until end of turn. Destroy them. They can’t be regenerated. Just making sure everything really gets destroyed.
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Post by Deleted on Jun 3, 2019 22:09:10 GMT
First time posting for the game. Here's my starting hand, of course with a bunch of creature-focused cards for the wrath challenge. {Starting Hand}Beast, 7 CMC, Goblin, Indestructible, Menace, Reach, White and Black Using 7 CMC and Indestructible: Attachment Deleted{New Hand}Beast, Flanking, Goblin, Menace, Merfolk, Reach, White and Black
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Post by Xenagos on Jun 7, 2019 14:28:26 GMT
Judging in 24
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Post by Xenagos on Jun 8, 2019 19:27:48 GMT
Flo00 (Inescapable Obliteration) I did a double take when I noticed the word "nonland" was missing That's a brutal spell, reminds me somewhat of Karn Liberated's "restart the game" ult but worse (or better?) @fabuloussunbro (Eruption Elemental) Looks like it superbly limits your opponents to a) keeping their board presence to less than three creatures, or b) playing larger creatures. Repeatable removal like that is questionable, but I appreciate the fact that it says "during its controller's untap step" to avoid exploitation. The winner for this one is {Spoiler} Flo00 , well done.
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Post by Flo00 on Jun 8, 2019 22:04:00 GMT
Thanks for the win Xenagos! The idea was to make an ultimate version of Obliterate. Next challenge: Two Faced Design a card that transforms, flips, or meld. (If you choose meld, make two cards which can have the R&D cards split between them.) 4 R&D Cards. Have fun!
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Post by Deleted on Jun 9, 2019 8:07:35 GMT
I think I need some rules clarifications. As near as I understand meld, each half of the melding pair is a card on its own and their combined back half is also considered a card, for three cards total. If we're designing cards with meld, do we only make the front halves since that'd be two cards, or are we making both front halves and a combined back? And if we're designing three cards, can we spread R&D cards across all three, or only the front halves?
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Post by Flo00 on Jun 9, 2019 20:12:31 GMT
You make three card faces (spread across two cards) and can distribute the R&D cards among them any way you like.
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Post by Deleted on Jun 9, 2019 20:49:27 GMT
In that case, here are my entries, obviously using meld. My R&D cards are Goblin, Flanking, Menace, and Merfolk. Raucous Recruits Creature - Goblin Ally Rally - Whenever Raucous Recruits or another Ally enters the battlefield under your control, Allies you control gain menace until end of turn. Then, if you both own and control Raucous Recruits and a creature named Coralhelm Strategists, exile them and meld them into Unlikely Cohort. 3/1 Coralhelm Strategists Creature - Merfolk Ally Whenever a creature blocks an Ally you control, it gets -1/-0 until end of turn. 3/4 Unlikely Cohort Creature - Goblin Merfolk Ally Allies you control have menace. Whenever a creature blocks an Ally you control, it gets -1/-0 until end of turn and Unlikely Cohort deals 1 damage to it. 5/4 "The merfolk came to appreciate the tactically sound openings created by charging goblins. The goblins came to appreciate the challenge of igniting Eldrazi while soaked in saltwater." I was set on knocking out some creature types for this challenge, and melding groups of different creatures into something more powerful than the sum of its parts felt flavorful for Allies. Raucous Recruits is a fairly straightforward card on par with the other rally — menace creature, Firemantle Mage. Coralhelm Strategists was going to have its own rally ability, but I decided to make it trigger on blocks instead to play more like flanking and because blue already has the fewest rally abilities. Since flanking is primary in white and only tertiary in red, I decided to create something that'd play the same way using tools available to blue and red, with a point of damage replacing the reduced toughness. {New Hand}Artifact, Beast, Double Strike, Haste, Reach, White, White and Black
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Post by gamma3 on Jun 11, 2019 15:14:06 GMT
@fabuloussunbro you might want to specify that you need to own the coralhelm strategist, both in keeping with other meld cards and to avoid funky things like if you manage to cast or reanimate someone else's card. Similarly in keeping with other meld cards, you want to exile them both before they get melded.
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Post by Deleted on Jun 11, 2019 18:43:41 GMT
gamma3 Specifying that the Coralhelm Strategists needs to be owned by you is a good call. I guess I never noticed that clause on the existing meld cards. I didn't include the exiling portion of the meld text because I figured that was outdated, but Nicol Bolas, the Ravager is the most recent flipping card and it exiles itself, so I guess I was just wrong about that.
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Post by Xenagos on Jun 12, 2019 3:48:27 GMT
{Old}Dredge White Colorless Absorb Black and Red Dragon Flanking
Creature - Dragon Vigilance Absorb 4 Whenever damage is dealt to ~, transform it. 4/4 // Emergent Justiciar Creature - Dragon Flying, double strike Whenever ~ deals combat damage, you may pay . If you do, transform it. 4/4
Using White, Absorb, Black and Red, and Dragon {Hand}Black Green Banding Blue and Black Dredge Colorless Flanking
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Post by Flo00 on Jun 12, 2019 18:19:44 GMT
@fabuloussunbro: The exiling part on meld cards is to avoid strange or unintuive rulings of what happens when they have coutners, auras or equipment on them.
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Post by Flo00 on Jun 16, 2019 22:57:22 GMT
Judging tomorrow. I'd like to see some more entries please?judging in {3} {2} {1} {fabuloussunbro}I like the flavour of the two groups teaming up. Turning a rally trigger into a static ability is also fun. Two little things that feel a bit odd to me: 1) Losing 1 power and toughness on meld seems a bit like I'm giving somehting up by melding them. 2) I think the Unlikely Cohort could have haste. Since both halves have combat relevant abilities it's a bit strange that I have to make the decition if I shoul dattack with the one I have or meld them to make my other attackers better.
{Xenagos}This is nice. I like how this dragon gets angry. At first I thought the damage trigger was a bit unpractical since it triggered twice each combat, but then I saw how useful this is. You can either let it deal 8 daamge then go to defense mode or if it is blocked or blocking you can flip it after the first 4 damage to protect it from a back strike. That can be useful even if it doesn't do a second strike.
Xenagos wins!
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Post by Xenagos on Jun 21, 2019 21:54:13 GMT
Apologies for the delay! Here's the next prompt: {Spoiler} To Arms! (Not The Guildpact One) Idea
Design an Equipment card. Additional Rule (The dealer may add an additional rule to this Idea.) 2 R&D Cards As an additional rule, I'll challenge you to include a prime number somewhere on the card's text.
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Post by Deleted on Jun 23, 2019 2:27:19 GMT
Using Artifact and Double Strike: Repurposed Debris Artifact - Equipment Equipped creature gets +1/+0 and has double strike. Equip Equip , Sacrifice another artifact you control. "When you really, truly need a weapon, you reach with both hands. If you come back with two weapons, even better." {New Hand} Beast, CMC 10, Defender, Haste, Reach, White, White and Black
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Post by Flo00 on Jun 23, 2019 7:22:24 GMT
{hand}Old: Emblem, Transform, Modular, Menace, Bushido New: Red & Green, Aura Using Menace and Bushido: Furious Helmet Artifact - Equipment Equipped creature has menace and bushido 2. Equip
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Post by Xenagos on Jun 30, 2019 9:54:51 GMT
Judging soon
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