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Post by Idea on May 6, 2022 17:54:01 GMT
Soumaw, Shadow-Chaser Art by Timi Houkanen, ArtStationSoumaw's home plane is ruled by deceitful djinns, whom the population seeks nonetheless, willing to sacrifice for the fulfillment of their wishes. Soumaw was first formed as one of those wishes, a mass of devouring mists, consuming flesh, bone, and even the very soul of the life it came across, all of it becoming even more of its shadows. It was only stopped when, as it devoured a village, a village attempted to stop it, and ended up being consumed. For good or ill, it was only due to the pain of being subsumed into the shadowy mists that that her spark ignited. In a freak accident of the multiverse, the soul and spark of the would-be-planeswalker were incorporated into Soumaw, becoming part of it rather than dissolving. In that moment, Soumaw planeswalked away for the first time, and knew thought of its own for the first time. Even after becoming a being of its own, however, Soumaw's purpose remains as before: To search far and wide for the finest prey to consume and incorporate. It has learned of a prophecy a paradisiacal land sealed and hidden to even evade the reach of planeswalkers. Soumaw desires to find the secret to reach such a place, so that it may fulfill its purpose by devouring the fine souls of the people of that land. It goes armed with the power to bind the souls of those it devours, being able to use them for its magic as fuel or forcing them to possess things and obey. While lacking in knowledge and possessing limited words, Soumaw is cunning and quick to incorporate what it does learn into his tactics. It is obsessive and simply does not comprehend things such as moral constraints as until long ago its 'mind' was closer to something between an animal and a natural disaster. However, it has an instinctive connections to spirits, in particular those it's binded, though this hardly guarantees any it hasn't consumed will be in any way friendly. Dialogue Color: 6e0dc7 Mana Value | Color Identity Value - Symbols [ 8 ]
4 | 2 -   
Masteries [ 4 ]
-Instants -Enchantments -Creatures -Artifacts
Mechanics [ 1 ]
-Evergreen
-Investigate
Perks [ 3 ]
-Enchanter
-Questmaster
-Rarity Upgrader
Conjuring [ 0 ]
-Core Sets -Shadows Over Innistrad (free) -Ikoria, Land of Behemoths (free) -Modern Horizons 2 (free) -Vintage Masters (free) -Arabian Nights (free) -TBD (free)
Valor / Score 15 / 615 (0 Skill points left)
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Card & Ratings List
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fnorfensuld
0/0 Germ
Posts: 38
Favorite Card: Dread Return
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Post by fnorfensuld on May 8, 2022 11:47:16 GMT
The scent of a person catches Soumaw's senses. Notable, it's originating from a tunnel that wasn't there yesterday-one that seems to lead into a substantial structure that wasn't there yesterday, long halls of green-black stone.

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Post by Idea on May 8, 2022 21:28:38 GMT
The scent of a person catches Soumaw's senses. Notable, it's originating from a tunnel that wasn't there yesterday-one that seems to lead into a substantial structure that wasn't there yesterday, long halls of green-black stone.
How strange. A tunnel where none was before, and wind blowing from the underground. Where did it connect to? Soumaw couldn't deny some curiosity, but neither could it ignore the potential danger. However, something else gave it pause, as it approached the opening: The rocks were colored with a green and black hue, one rather similar to some of the monolyths Soumaw had managed to find that depicted part of the prophecy. Being linked to that place was no doubt bound to come with strange phenomena, if anything the simple appearance of such a tunnel was almost suspiciously mild for what Soumaw sought. Yet, Soumaw could not ignore even a small chance, less it throw away its goal entirely. Soumaw prepared a spell to remove any 'obstacles' in that were in its way, and began heading down into the mysterious entrance.
Now I can't say I'm very experienced when it comes to dungeon cards, as I didn't really play during the set they came out, which effectively means I've never seen one in action. That being said, having a general idea of how it works and looking at the individual effects it certainly seems reasonable, and could lead to some interesting strategic gameplay. 7/10. 
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fnorfensuld
0/0 Germ
Posts: 38
Favorite Card: Dread Return
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Post by fnorfensuld on May 9, 2022 5:32:17 GMT
How strange. A tunnel where none was before, and wind blowing from the underground. Where did it connect to? Soumaw couldn't deny some curiosity, but neither could it ignore the potential danger. However, something else gave it pause, as it approached the opening: The rocks were colored with a green and black hue, one rather similar to some of the monolyths Soumaw had managed to find that depicted part of the prophecy. Being linked to that place was no doubt bound to come with strange phenomena, if anything the simple appearance of such a tunnel was almost suspiciously mild for what Soumaw sought. Yet, Soumaw could not ignore even a small chance, less it throw away its goal entirely. Soumaw prepared a spell to remove any 'obstacles' in that were in its way, and began heading down into the mysterious entrance.  Etherealize: 6/10. I really like the core idea of this as a token fucker upper. Some people might dock you points for mentioning the stack on a card, but I'm not one of them. However, it has issues. It can hit lands, and therefore in multiples can keep an opponent from doing much of anything, leading to unfun gameplay. Furthermore, the opponent can't actually pay the cost unless they happen to have mana floating for some reason, since the abilities that allow lands and other permanents to add mana are abilities.
The corridors, at points, begin to change in material; sometimes it is made of the same mawsitsit as the entrance, but at others it turns into limestone or sandstone. However, as Soumaw goes further down, this seems to correct itself. At first the rooms are empty, seemingly pristine, but deeper in they start to have objects in them; bookshelves, some sort of science equipment, grub-like things (that are surprisingly nourishing for their size, should Soumaw choose to eat them). Finally, at the end of the caverns is a person-a surrakar, wearing a simple tunic and a pair of glasses. She seems lost.  (This time I will be clear: I mean this as a gift.)
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Post by Idea on May 9, 2022 13:42:30 GMT
The corridors, at points, begin to change in material; sometimes it is made of the same mawsitsit as the entrance, but at others it turns into limestone or sandstone. However, as Soumaw goes further down, this seems to correct itself. At first the rooms are empty, seemingly pristine, but deeper in they start to have objects in them; bookshelves, some sort of science equipment, grub-like things (that are surprisingly nourishing for their size, should Soumaw choose to eat them). Finally, at the end of the caverns is a person-a surrakar, wearing a simple tunic and a pair of glasses. She seems lost. Soumaw carefully travelled down the tunnels, finding them even emptier than expected. Still, the latter appearance of food and books suggested that some manner of being lived there... or had, at one point. Soumaw dissipated its earlier spell as it came across the science equipment, inspecting it with some care. In particular, a skull in a case gave Soumaw pause, some manner of lingering hatred seeming to call out to it who had grown far more attuned to souls and spirits than most it had encountered. Purple energy formed from within Soumaw and travelled to the palm of its hands, then zapped the skull. Shadowy tendrils grew out from every opening on it, and shattered the case, then picking up some other tools to use as weapons. Grinning to itself, Soumaw decided to use the newly formed thing as a scout. After that, they both came across that Surrakar. It was not a type of creature Soumaw was familiar with, nor one it expected, though it had no real particular expectations of this place either way. Its old self would have likely advanced on and swallowed the Surrakar, but now Soumaw knew better than to chase for strange prey... at least not before prying for who and what they were. "Speak... Greet..." Soumaw whispered.
Etherealize: 6/10. I really like the core idea of this as a token fucker upper. Some people might dock you points for mentioning the stack on a card, but I'm not one of them. However, it has issues. It can hit lands, and therefore in multiples can keep an opponent from doing much of anything, leading to unfun gameplay. Furthermore, the opponent can't actually pay the cost unless they happen to have mana floating for some reason, since the abilities that allow lands and other permanents to add mana are abilities.  (This time I will be clear: I mean this as a gift.) Ah crap, keep making that mistake of forgetting to add "nonland" onto these types of things. As for the stack thing though, maybe I missed something but I don't recall there being a rule about not mentioning the stack. Quite the contrary there's a whole mechanic I based that wording on called Split Second. Still, again, maybe I missed some new rule there is about it that's come out since the days the mechanic was around, would hardly be the only time Wizards changes how they do things. Still, out of curiosity, how would you word an effect like that? For future reference in how I write mine. Anyways, enough rambling, I'll get to the point. Regarding this newest dungeon, I like that it feels a bit more like a progression that goes somewhere, as the previous one was flavored something like a random collection of spaces or at least that was the impression that came of it. Effect-wise it's I think still pretty good, none of the effects are anything that big but it doesn't seem like effects in dungeon are meant to be particularly bombastic one way or another, so that's a plus. Only big complaint here is I think the token production should have been the start given you get effects to boost a creature, so in terms of fluidity of the mechanics it would make more sense to first produce a creature and then have abilities that boost a creature. Still overall, I think it was an improvement over the previous. 8/10 Soumaw conjures Profane Memento and gives it: 
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fnorfensuld
0/0 Germ
Posts: 38
Favorite Card: Dread Return
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Post by fnorfensuld on May 10, 2022 9:34:09 GMT
Soumaw carefully travelled down the tunnels, finding them even emptier than expected. Still, the latter appearance of food and books suggested that some manner of being lived there... or had, at one point. Soumaw dissipated its earlier spell as it came across the science equipment, inspecting it with some care. In particular, a skull in a case gave Soumaw pause, some manner of lingering hatred seeming to call out to it who had grown far more attuned to souls and spirits than most it had encountered. Purple energy formed from within Soumaw and travelled to the palm of its hands, then zapped the skull. Shadowy tendrils grew out from every opening on it, and shattered the case, then picking up some other tools to use as weapons. Grinning to itself, Soumaw decided to use the newly formed thing as a scout. After that, they both came across that Surrakar. It was not a type of creature Soumaw was familiar with, nor one it expected, though it had no real particular expectations of this place either way. Its old self would have likely advanced on and swallowed the Surrakar, but now Soumaw knew better than to chase for strange prey... at least not before prying for who and what they were. "Speak... Greet..." Soumaw whispered.
Soumaw conjures Profane Memento and gives it:  Sprite Possession: 8/10.I'm not going to mince words: this art is beautiful. Or possibly I just have a soft spot for this kind of Photoshop job. The card, though, is not very powerful. Compare it to Ensoul Artifact. Even with broader targets and at a lower rarity, I think this could be a 3/3 or 4/4. However, it is a clever way to synergise with the creature-buffing effects of Conglomerate Caverns without buying the creature type. Also it has a couple of small templating errors (which did not factor into my score.) Correct templating is: Also, you don't have to capitalize surrakar every time. Now, on to the main event. I'm not going to mince words: she is terrified of Soumaw, as terrified as anyone would be when cornered by it. But, when it doesn't devour her immediately, she relaxes just a tiny bit. And, when it whispers, she hears it. "H-hello? Um, can you talk?"
 (Note: Because there's not a lot of physical exploration in the story right now, this dungeon is purely a game mechanic, and does not represent the physical space around Soumaw and Morel. This will be also true for any future dungeons with red pinlines.) (Her name's Morel, by the way.)
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Post by Idea on May 10, 2022 18:54:16 GMT
I'm not going to mince words: she is terrified of Soumaw, as terrified as anyone would be when cornered by it. But, when it doesn't devour her immediately, she relaxes just a tiny bit. And, when it whispers, she hears it. "H-hello? Um, can you talk?"
The one ahead seemed hesitant, a common sign of them not being a threat. They reminded Soumaw of a certain scholar it had met on a plane it stayed on briefly, called Theros. The scholar wore similar clothes to the surrakar, except for the glasses, and had the same meek tone of voice. They even asked the same question. Hopefully this time there would be no interruption from hoplites. The memory reminded Soumaw of why he never wished for the hassle of returning to Theros again. And what to say now. "Here... why... why... here..." Though Soumaw was physically able to form speech, and perhaps some mechanism of the spark aided to understand the speech of others, it was only able to speak a select few words and sentences. Those words and those phrased had been etched into the dying thoughts of the spirits bound to it, and thus it had an intrinsic, instinctive understanding of the words and their meaning. In particular, the thoughts of the prophecy it sought were adamantly clear to it. Yet, it lacked the same understanding of how to use further language.
Sprite Possession: 8/10.I'm not going to mince words: this art is beautiful. Or possibly I just have a soft spot for this kind of Photoshop job. The card, though, is not very powerful. Compare it to Ensoul Artifact. Even with broader targets and at a lower rarity, I think this could be a 3/3 or 4/4. However, it is a clever way to synergise with the creature-buffing effects of Conglomerate Caverns without buying the creature type. Also it has a couple of small templating errors (which did not factor into my score.) Correct templating is: Enchant artifact or non-Aura enchantment you control Enchanted permanent is a 2/2 Spirit creature in addition to its other types. ....  (Note: Because there's not a lot of physical exploration in the story right now, this dungeon is purely a game mechanic, and does not represent the physical space around Soumaw and Morel. This will be also true for any future dungeons with red pinlines.) (Her name's Morel, by the way.) Huh, weird. I could have sworn Ensoul costed 2UU. Definitely would have made this make the thing a 4/4 or maybe made it cost just U in hindsight. Glad you liked the art choice though. Sometimes I just get this idea in my head for the type of image I would like but the internet just ain't cooperating, so, well, yeah... As for the card you made, thankfully I happened to save the image (since it made it easier to zoom in on phone), so I'll be putting it in an attachment. I really struggled to make a response to it though cause it feels a bit all over the place mechanics-wise, artifact making, enchantments, a creature, counters... Not to mention a mix of offensive and defenseive strategies, and once again there was an effect that was counting something (enchantments) or doing an effect for something (counters meant for creatures) followed by creating that something (Shard Token / creature) of that type. It came across as a very top down card, definitely built from flavor down, but I find even for those trying to hold some thematic consistency within the card itself is helpful in creating a narrative with the card and getting it across, which is not to mention giving the card a place to be included. Because dungeons are a pretty unfamiliar territory to me, and despite my complaints the flavor of individual rooms was well-put-together, I will give this card a 5/10.  Edit: slight errata, should have said “creature tokens” in that second chapter. Oops. Edit 2: Made some slight changes to the card.
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Post by cajun on May 24, 2022 4:20:47 GMT
A weight suddenly appears on one of Soumaw's shoulders. A purple coyote has taken a perch there, laying down comfortably and watching the strange creature. Credo of the Ruler: Cygari offers a choice• Begin Your Tale by designing an enchantment, or • Turn Tail by designing an instant. Scouting Mission    Enchantment  At the beginning of each end step, look at the top card of your library. If it's an enchantment or land card, you may reveal it and put it into your hand. Then you may put that card on the bottom of your library. Mirage (You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
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Post by Idea on May 24, 2022 9:32:10 GMT
A weight suddenly appears on one of Soumaw's shoulders. A purple coyote has taken a perch there, laying down comfortably and watching the strange creature. That... creature. When did it appear there? Travelling the multiverse, Soumaw was aware that some beings might be able to escape its detection, but to think one would be able to go as far to climb onto Soumaw without it noticing. Whether it was a prey worth consuming or a threat worth eliminating, to Soumaw there was no reason to hesitate. After all it was small and already within reach. Soumaw's shoulder began to fold and open, forming something of a maw right below the smaller creature, while Soumaw's hand reached out to grab it at the same time.
Credo of the Ruler: Cygari offers a choice• Begin Your Tale by designing an enchantment, or • Turn Tail by designing an instant. Scouting Mission  Enchantment  At the beginning of each end step, look at the top card of your library. If it's an enchantment or land card, you may reveal it and put it into your hand. Then you may put that card on the bottom of your library. Mirage (You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)Definitely a pretty neat card, especially with the different modes if you really need it to be an cheaper instant, likely because you're getting mana-screwed I would imagine. That being said, I do worry about this potential "draw a card every turn" style effect. Then again, it's probably fine since it's a rare and you'd need to build your deck around it a bit to take full advantage, though that is becoming easier as more sets have enchantment creatures around. I'll give a 9/10 rating. Now, I guess I'll begin the tale: 
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Post by cajun on May 27, 2022 7:59:59 GMT
That... creature. When did it appear there? Travelling the multiverse, Soumaw was aware that some beings might be able to escape its detection, but to think one would be able to go as far to climb onto Soumaw without it noticing. Whether it was a prey worth consuming or a threat worth eliminating, to Soumaw there was no reason to hesitate. After all it was small and already within reach. Soumaw's shoulder began to fold and open, forming something of a maw right below the smaller creature, while Soumaw's hand reached out to grab it at the same time. As Soumaw's shoulder opens beneath it, the coyote remains suspended in the air above it. It stretches out its legs, then springs off thin air to jump on top of Soumaw's grabbing hand. • take the Legend's Pass by designing a legendary permanent, or • take the Weary Pass by designing something else Enchantment  When Searing Sands enters the battlefield, you gain 3 life. Whenever you gain life, Searing Sands deals that much damage to target opponent or planeswalker. (+lifegain on Begin Your Tale for another damage) Starving Essence - wording here is wonky, and this is really more a white card, probably a higher rarity too. 7/10
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Post by Idea on May 27, 2022 21:32:53 GMT
As Soumaw's shoulder opens beneath it, the coyote remains suspended in the air above it. It stretches out its legs, then springs off thin air to jump on top of Soumaw's grabbing hand. Soumaw tilted its head slightly toward the quadruped. So it could fly, or float seemed perhaps a more fitting description. That explained to some extent how it got so close without Soumaw taking notice. The more he observed the creature, the more of an impression Soumaw gained of it, as it had this mystical presence to it, not entirely unlike the Djinn from Soumaw's homeplane, or to a lesser extent the nyxborn from Theros. It was merely an air to the fox, merely an impression Soumaw felt, but Soumaw was rather aware that instinct and cunning were complements not opposites. Soumaw doubted he had good odds with anything remotely comparable to its maker or to the one who chased it out of Theros. Not yet anyway. Not without more knowledge. This called for a different approach, albeit it wasn't one Soumaw was quite proficient with. "Distant... sights... distant... paths... meet..." Soumaw recited, drawing on words from the prophecy to establish some line of communication, feeble though it might be.
• take the Legend's Pass by designing a legendary permanent, or • take the Weary Pass by designing something else Enchantment  " style="max-width:100%;"] When Searing Sands enters the battlefield, you gain 3 life. Whenever you gain life, Searing Sands deals that much damage to target opponent or planeswalker. Mirage  " style="max-width:100%;"]  " style="max-width:100%;"] (You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)(+lifegain on Begin Your Tale for another damage) Starving Essence - wording here is wonky, and this is really more a white card, probably a higher rarity too. 7/10
By itself it doesn't really seem worth all that mana... but part of me wonders if it's not actually undercosted considering the combo potential. Well, I guess there are plenty of one-shot combos out there that cost less. It's an interesting card, not super to my tastes but not everything has to be, and I do recognize it gives you some interesting choices to make. Overall, a 9/10. 
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fnorfensuld
0/0 Germ
Posts: 38
Favorite Card: Dread Return
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Post by fnorfensuld on May 28, 2022 6:42:35 GMT
The one ahead seemed hesitant, a common sign of them not being a threat. They reminded Soumaw of a certain scholar it had met on a plane it stayed on briefly, called Theros. The scholar wore similar clothes to the surrakar, except for the glasses, and had the same meek tone of voice. They even asked the same question. Hopefully this time there would be no interruption from hoplites. The memory reminded Soumaw of why he never wished for the hassle of returning to Theros again. And what to say now. "Here... why... why... here..." Though Soumaw was physically able to form speech, and perhaps some mechanism of the spark aided to understand the speech of others, it was only able to speak a select few words and sentences. Those words and those phrased had been etched into the dying thoughts of the spirits bound to it, and thus it had an intrinsic, instinctive understanding of the words and their meaning. In particular, the thoughts of the prophecy it sought were adamantly clear to it. Yet, it lacked the same understanding of how to use further language.  Edit: slight errata, should have said “creature tokens” in that second chapter. Oops. Edit 2: Made some slight changes to the card. The Soulhunter Hunted: 5/10. This is a 24 line common. If I understand what it does, it's not very good either; you sacrifice a bunch of things or give them a bunch of creatures, and as a reward you get to steal one thing. I think the best use case of this might be to sacrifice it to its own II ability, but even then you're either sacrificing something else to destroy a creature or destroying a creature and giving them a 2/2, both of which are lackluster options. However, this is a good fit to my dungeon. I tried to give this one a theme, though it doesn't stick to the theme 100% of the time. If you're still having trouble we can switch to my board. She squints for a moment. "Me?" She still seems a bit shocked. "I'm, uh, I'm looking for rocks. I collect them. would you like to see?"After a moment, starts unprompted, rummaging around in her pack. "Er, this one's limestone, dirt common, really I just keep it because it reminds me of home. This one's aqua aura-it's quartz, but with a thin layer of gold over the top that gives it this lovely bluish hue. This one's pyrite, found it around these parts on a previous trip, actually! They say it wards off shades-oh, uh, no offense. I'm not actually sure what this one is, it makes noises sometimes..." She's not going to stop anytime soon. Soumaw feels other souls around it in the caverns.
 (Thanks to Comfuzzled for correcting me on how dungeons work.)
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Post by cajun on May 28, 2022 7:12:27 GMT
Soumaw tilted its head slightly toward the quadruped. So it could fly, or float seemed perhaps a more fitting description. That explained to some extent how it got so close without Soumaw taking notice. The more he observed the creature, the more of an impression Soumaw gained of it, as it had this mystical presence to it, not entirely unlike the Djinn from Soumaw's homeplane, or to a lesser extent the nyxborn from Theros. It was merely an air to the fox, merely an impression Soumaw felt, but Soumaw was rather aware that instinct and cunning were complements not opposites. Soumaw doubted he had good odds with anything remotely comparable to its maker or to the one who chased it out of Theros. Not yet anyway. Not without more knowledge. This called for a different approach, albeit it wasn't one Soumaw was quite proficient with. "Distant... sights... distant... paths... meet..." Soumaw recited, drawing on words from the prophecy to establish some line of communication, feeble though it might be. The coyote tilts its head at the recitation. After a moment, it turns its head. If Soumaw turns to look, a portion of the landscape has turned to sand. Two stone paths run from the horizon before connecting into one path leading towards the two of them. Credo of the Ruler: Cygari offers a choice• Climb the Steps by designing a card with mana value 1 and a color identity of more than 1, or • Fall from Grace by designing something else Enchantment - Aura  Enchant creature You may cast spells from your graveyard for their mirage cost. As long as you’ve cast a spell with mirage this turn, enchanted creature gets +3/+3 and has trample, vigilance, and menace.
putting this on the 1/1 Camel token from Weary Path
Breach's Price - o this is super neat. missing enchant creature line tho 10/10
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Post by Idea on May 28, 2022 15:42:01 GMT
The Soulhunter Hunted: 5/10. This is a 24 line common. If I understand what it does, it's not very good either; you sacrifice a bunch of things or give them a bunch of creatures, and as a reward you get to steal one thing. I think the best use case of this might be to sacrifice it to its own II ability, but even then you're either sacrificing something else to destroy a creature or destroying a creature and giving them a 2/2, both of which are lackluster options. However, this is a good fit to my dungeon. I tried to give this one a theme, though it doesn't stick to the theme 100% of the time. If you're still having trouble we can switch to my board. She squints for a moment. "Me?" She still seems a bit shocked. "I'm, uh, I'm looking for rocks. I collect them. would you like to see?"After a moment, starts unprompted, rummaging around in her pack. "Er, this one's limestone, dirt common, really I just keep it because it reminds me of home. This one's aqua aura-it's quartz, but with a thin layer of gold over the top that gives it this lovely bluish hue. This one's pyrite, found it around these parts on a previous trip, actually! They say it wards off shades-oh, uh, no offense. I'm not actually sure what this one is, it makes noises sometimes..." She's not going to stop anytime soon. Soumaw feels other souls around it in the caverns.
She collected rocks? Why would anyone do such a thing? No, that was narrow thinking. There were many planes after all, many strange sources of power and knowledge. To find the clues it sought, Soumaw knew it couldn't afford to so strictly apply the rules it was familiar with, so it approached the woman and listened to her little ramble about the hardened dirt. Yet it seemed pointless. Her explanation was as bizarre to Soumaw as what she was explaining, about those rocks. Thankfully, Soumaw had no reflex to yawn, or else the pebble enthusiast might feel insulted. Some of them had perhaps something minutely mystical about them, but in the end something so trivial would give way to something more eye-catching. In particular, the present of more spirits. Tasty new knowledge, actual knowledge, that Soumaw could incorporate.
 (Thanks to Comfuzzled for correcting me on how dungeons work.) I think I like this one a lot better. I can see where it is going, building up a small collection of artifacts with a few misc effects in-between. The artifacts you build up aren't that easy to ramp up quickly and you only get would-be-Master of Etherium when you complete the dungeon. Overall, looks like an excellently designed dungeon. 10/10 
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Post by Idea on May 28, 2022 16:12:52 GMT
The coyote tilts its head at the recitation. After a moment, it turns its head. If Soumaw turns to look, a portion of the landscape has turned to sand. Two stone paths run from the horizon before connecting into one path leading towards the two of them. The change in landscape wasn't expected, but it also wasn't particularly shocking. There seemed to be little consistency when it came to the terrain of this plane, whatever it was. At times it even felt as though Soumaw was merely meandering through an empty void none the wiser. The appearance of the paths, however, was to say the least intriguing. It glanced at the floating fox. Would there be any answers from the animal, even if Soumaw tried asking? No, likely not. Being with that kind of air about them rarely gave straight answer anyway, from what the spirits claimed. Many such mysterious being often led one astray, like the cults some of the souls Soumaw had captured remembered. They dreaded what may lay ahead, but perhaps they knew better what to avoid than Soumaw itself. Expelling a mass of shadows, Soumaw forcefully gave an ephemeral form to a humanoid, shaped around the image of the soul ingrained in Soumaw. For a final touch, the soul was brought to the shape of its final moments, the fake body twisting, breaking and molding into the form the experimental ritual had given them back then. "Walk..." Soumaw commanded, sending the apparition ahead of itself to prod any dangers in its chosen path.
Credo of the Ruler: Cygari offers a choice• Climb the Steps by designing a card with mana value 1 and a color identity of more than 1, or • Fall from Grace by designing something else Enchantment - Aura  Enchant creature You may cast spells from your graveyard for their mirage cost. As long as you’ve cast a spell with mirage this turn, enchanted creature gets +3/+3 and has trample, vigilance, and menace. Mirage   " style="max-width:100%;"] (You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)putting this on the 1/1 Camel token from Weary Path
Breach's Price - o this is super neat. missing enchant creature line tho 10/10
Hmmm.... That wording I feel is either a bit confusing to me or possibly has an unintended effect. Unless this card is meant to make your creature a stronger Muldrotha the Gravetide, casting spells with mirage from the graveyard, at a discount, and without this triggering the mirage condition (since the ability doesn't specify that it triggers if you cast it for the mirage cost, it's a trigger associated with using the mirage ability. As written Wandering Sands only seems to make the cost to cast from the graveyard match the mirage cost). For a card like this, I would either have made it explicit that you sacrifice them at the start of the clean-up step as usual, or I would make it so they are exiled when they leave the battlefield. Likely both. It is nice that the card is at least a bit more vulnerable than something like Muldrotha, but it also costs 1 less and it's not a legendary, plus sometimes being an aura can be an advantage (stick it on something with hexproof for instance). Due to the, unless I misunderstood something, hole created by the wording I'll give this card a 6/10. Now, conjuring a Lilliana's Devotee and pairing it with 
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Post by cajun on May 30, 2022 10:29:38 GMT
The change in landscape wasn't expected, but it also wasn't particularly shocking. There seemed to be little consistency when it came to the terrain of this plane, whatever it was. At times it even felt as though Soumaw was merely meandering through an empty void none the wiser. The appearance of the paths, however, was to say the least intriguing. It glanced at the floating fox. Would there be any answers from the animal, even if Soumaw tried asking? No, likely not. Being with that kind of air about them rarely gave straight answer anyway, from what the spirits claimed. Many such mysterious being often led one astray, like the cults some of the souls Soumaw had captured remembered. They dreaded what may lay ahead, but perhaps they knew better what to avoid than Soumaw itself. Expelling a mass of shadows, Soumaw forcefully gave an ephemeral form to a humanoid, shaped around the image of the soul ingrained in Soumaw. For a final touch, the soul was brought to the shape of its final moments, the fake body twisting, breaking and molding into the form the experimental ritual had given them back then. "Walk..." Soumaw commanded, sending the apparition ahead of itself to prod any dangers in its chosen path.
The coyote stands as the decoy begins into the sands. It jumps off nothing, soaring over the apparition and gracefully landing on the path ahead of it. The sand ripples on the apparition's next step, and it begins to slowly sink into the sand, but faster as it struggles against it. The air around the coyote shimmers, and then it is gone.
The coyote sits on the other path, looking to Soumaw with glowing red eyes. When Soumaw looks to it, the coyote flips its tail, beckoning Soumaw to follow this way, properly.
The Trial of Fear Land - Trial The Trial of Fear enters the battlefield tapped. Trials you control have "  : Add  ."   ,  , Sacrifice a Trial: Return target creature card from a graveyard to the battlefield under your control. It gains haste. Sacrifice it at the beginning of the next end step. + Cygari's Final Judgment to wrath the board, then i'll reanimate the best of what was left vs the permanent you chose to keep.
Soumaw has climbed the steps one time. And now the board begins anew...
Credo of the Ruler: Cygari offers a choice• Begin Your Tale by designing an enchantment, or • Turn Tail by designing an instant. Unlife Experiments - this'd be cleaner if it gave the token a name instead of the mouthful typeline. the blue here confuses me, it doesn't seem to offer anything in the ability, and i don't think you have the CI level for it? there's not a bad idea at the heart of this but i think it needs some more time in the brain oven 5/10
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Post by Idea on May 30, 2022 17:49:14 GMT
The coyote stands as the decoy begins into the sands. It jumps off nothing, soaring over the apparition and gracefully landing on the path ahead of it. The sand ripples on the apparition's next step, and it begins to slowly sink into the sand, but faster as it struggles against it. The air around the coyote shimmers, and then it is gone.
The coyote sits on the other path, looking to Soumaw with glowing red eyes. When Soumaw looks to it, the coyote flips its tail, beckoning Soumaw to follow this way, properly.
It would appear that the spirit would not permit Soumaw's spawn to prod the path ahead. In which case, another manner of protection was in order. With a glint of magic and a low internal screech, Soumaw plucked a soul from within itself, struggling as green mana flowed out of Soumaw's fingers and encased it within a small stone amulet. Having completed this process, Soumaw begun to follow as seemingly requested of it.
The Trial of Fear Land - Trial The Trial of Fear enters the battlefield tapped. Trials you control have "  " style="max-width:100%;"]: Add  " style="max-width:100%;"]."  " style="max-width:100%;"]  ,  , Sacrifice a Trial: Return target creature card from a graveyard to the battlefield under your control. It gains haste. Sacrifice it at the beginning of the next end step. + Cygari's Final Judgment to wrath the board, then i'll reanimate the best of what was left vs the permanent you chose to keep.
Soumaw has climbed the steps one time. And now the board begins anew...
Credo of the Ruler: Cygari offers a choice• Begin Your Tale by designing an enchantment, or • Turn Tail by designing an instant. Unlife Experiments - this'd be cleaner if it gave the token a name instead of the mouthful typeline. the blue here confuses me, it doesn't seem to offer anything in the ability, and i don't think you have the CI level for it? there's not a bad idea at the heart of this but i think it needs some more time in the brain oven 5/10
Well, it's true that I can't put costs to cast with three mana symbols, but I do seem to distinctly remember back around when I joined someone asking about this. I'm paraphrasing but the question was essentially around whether we were allowed to use costs in the rules text that we couldn't make the actual card cost. And answer back then that yes, there was some leeway for that. Of course, if that is a mistake or I'm misremembering, I'll avoid making the same mistake in the future. It seems to me the card you're presenting me is part of a cycle, presumably one where each land has an effect of sacrificing itself, and also a sliver-esque effect where each gives itself and others of the same type (trial) a color. Design-wise the card is pretty good, especially considering it's a land, and lands with extras are almost always pretty sweet in my view. I don't quite see the idea of a trial as a land, the two concepts just don't quite go together in my mind, I guess it's probably just a perilous place? Either way, design-wise pretty good, costs well-done and a simple but neat effect. A 9/10 from me. 
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Post by cajun on Jun 3, 2022 8:08:50 GMT
It would appear that the spirit would not permit Soumaw's spawn to prod the path ahead. In which case, another manner of protection was in order. With a glint of magic and a low internal screech, Soumaw plucked a soul from within itself, struggling as green mana flowed out of Soumaw's fingers and encased it within a small stone amulet. Having completed this process, Soumaw begun to follow as seemingly requested of it. The coyote bounces along the path as Soumaw follows. Between the swirling sands and heat shimmers, it is difficult to see what is on the horizon for several minutes. As the sight becomes sharper, strangely appearing as a group of tall trees poking out of the desert sands, the coyote sits again and looks to Soumaw.
Distant Sights, Distant Paths    Enchantment  When Distant Sights, Distant Paths or another enchantment enters the battlefield under your control. If Distant Sights, Distant Paths was cast for its mirage cost, draw X cards instead.
Credo of the Ruler: Cygari offers a choice• Take the Legend's Pass by designing an enchantment, or • Take the Weary Path by designing an instant. Sealed Guardian - missing the Enchant creature line again. card's mostly fine but not sure i'd ever run it in anything cause its so low impact 8/10
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Post by Idea on Jun 3, 2022 13:08:45 GMT
The coyote bounces along the path as Soumaw follows. Between the swirling sands and heat shimmers, it is difficult to see what is on the horizon for several minutes. As the sight becomes sharper, strangely appearing as a group of tall trees poking out of the desert sands, the coyote sits again and looks to Soumaw.
Soumaw couldn't help pondering where it was being led to. Or was there even a destination? The environment around them warped, to the point where Soumaw was beginning to suspect the small creature was in fact the perpetrator of that change, rather than it being a simple feature of the unusual properties of this plane. Could it learn such a technique, Soumaw wondered. How much easier a hunt would be if Soumaw were to simply warp the land around them, transforming the surroundings into its own consuming shadows and swallowing any who happened to stand in the vicinity. Perhaps such a feat was of yet not in Soumaw's reach, but a smaller version of it might. The fox creature might not be pleased at a change in its work, however, so Soumaw would wait until later. However, the blurring of the horizon and the seeming pointlessness of the path was not the kind of thing that made it so comfortable. Nothing eerie of course, but akin to looking back to see the threshold of a door you didn't remember opening. As it saw the buried treetops, Soumaw called upon one of the bounded souls to whisper to it some knowledge, as soon as it might be needed. It continued to walk toward the trees.
Distant Sights, Distant Paths    Enchantment  When Distant Sights, Distant Paths or another enchantment enters the battlefield under your control. If Distant Sights, Distant Paths was cast for its mirage cost, draw X cards instead.
Credo of the Ruler: Cygari offers a choice• Take the Legend's Pass by designing an enchantment, or • Take the Weary Path by designing an instant. Sealed Guardian - missing the Enchant creature line again. card's mostly fine but not sure i'd ever run it in anything cause its so low impact 8/10
That's a lot of card draw, but the numbers do seem about right. Around 6 mana drawing three cards, 7 mana drawing four, which is around where you get your mana's worth on this mirage I think. If anything the rarity might be a bit much for this kind of effect, I could easily see this at rare. Oh and I'm assuming you meant to write "(...) enters the battlefield under your control you draw a card". Rating: 9/10 Now let's try for the Legend's Pass!  PS: Woo made it past 100 points with this last rating you gave me. Time for some purchases.
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Post by cajun on Jun 8, 2022 6:42:54 GMT
Soumaw couldn't help pondering where it was being led to. Or was there even a destination? The environment around them warped, to the point where Soumaw was beginning to suspect the small creature was in fact the perpetrator of that change, rather than it being a simple feature of the unusual properties of this plane. Could it learn such a technique, Soumaw wondered. How much easier a hunt would be if Soumaw were to simply warp the land around them, transforming the surroundings into its own consuming shadows and swallowing any who happened to stand in the vicinity. Perhaps such a feat was of yet not in Soumaw's reach, but a smaller version of it might. The fox creature might not be pleased at a change in its work, however, so Soumaw would wait until later. However, the blurring of the horizon and the seeming pointlessness of the path was not the kind of thing that made it so comfortable. Nothing eerie of course, but akin to looking back to see the threshold of a door you didn't remember opening. As it saw the buried treetops, Soumaw called upon one of the bounded souls to whisper to it some knowledge, as soon as it might be needed. It continued to walk toward the trees. The coyote jumps back up as Soumaw continues, trailing just behind him. As they draw closer to the sight, more greenery comes into view around the trees, a circle of cool life amid the burning sands. At the heart of the oasis is a clear pool of deep water. Looking into it, one can only see sky at the bottom, and if one pays attention it does not seem to be a reflection.
Ripples ring around the pool as the coyote bounds across the surface of the water. It sits again at the center of the pool, and watches for Soumaw's next move.
• Climb the Steps by designing a permanent card, or • Fall from Grace by designing an instant. Enchantment - Aura  Enchant creature You control enchanted creature. It has haste. At the beginning of your end step, if enchanted creature's power is greater than the number of Deserts you control, sacrifice Lost Amidst the Sands. Guide of Discovery - assuming this is missing an ueot. i don't love this implementation, a lot of times it does nothing, your opps are able to play around the thing by drawing post combat, or more than you can pay. the concept is probably salvageable tho, as like a static anthem effect maybe at a higher base cost instead. 7/10
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Post by Idea on Jun 8, 2022 19:56:50 GMT
The coyote jumps back up as Soumaw continues, trailing just behind him. As they draw closer to the sight, more greenery comes into view around the trees, a circle of cool life amid the burning sands. At the heart of the oasis is a clear pool of deep water. Looking into it, one can only see sky at the bottom, and if one pays attention it does not seem to be a reflection. Ripples ring around the pool as the coyote bounds across the surface of the water. It sits again at the center of the pool, and watches for Soumaw's next move.
Soumaw bent down and dipped its fingers into the water. The shadows seemed to spread onto the lake, searching for a bottom. Where they reached, it knew not. However, eyes were not needed for Soumaw to see, for every part of it was the same, that consuming mass of shadows. It had a form because it had taken that form, and its shadows shifted through it, like blood running in veins. There was always blood in a spot, but it was only the same blood at times and it made no difference, and the same way it mattered not that those shadows happened to be claws, or spreading through a lake: Soumaw could see him all the same. What Soumaw saw was as unnatural as the plants emerging suddenly in a sea of sand.
• Climb the Steps by designing a permanent card, or • Fall from Grace by designing an instant. Enchantment - Aura  Enchant creature You control enchanted creature. It has haste. At the beginning of your end step, if enchanted creature's power is greater than the number of Deserts you control, sacrifice Lost Amidst the Sands. Guide of Discovery - assuming this is missing an ueot. i don't love this implementation, a lot of times it does nothing, your opps are able to play around the thing by drawing post combat, or more than you can pay. the concept is probably salvageable tho, as like a static anthem effect maybe at a higher base cost instead. 7/10I feel that card should cost more. Specifically it should cost 5. It's something between a Mind Control and a Slave of Bolas. Both of those are admittedly easier to cast than Lost Amidst the Sands would be at 5, but only by a marginal amount. Other than that, very solid card. 9/10 Now, to climb the steps: 
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Post by cajun on Jun 8, 2022 21:50:54 GMT
Soumaw bent down and dipped its fingers into the water. The shadows seemed to spread onto the lake, searching for a bottom. Where they reached, it knew not. However, eyes were not needed for Soumaw to see, for every part of it was the same, that consuming mass of shadows. It had a form because it had taken that form, and its shadows shifted through it, like blood running in veins. There was always blood in a spot, but it was only the same blood at times and it made no difference, and the same way it mattered not that those shadows happened to be claws, or spreading through a lake: Soumaw could see him all the same. What Soumaw saw was as unnatural as the plants emerging suddenly in a sea of sand. The coyote stands as the shadows infiltrate its pool. It walks calmly, without the energy it seemed to have on the way over to this place. A paw steps onto a shadow, and an electric current ripples across all of Soumaw's shadows from the touch. The feel should be unmistakable. Power. A magnitude of power surely capable of all the manipulations Soumaw had seen.
But now, there is nothing left to be seen. The oasis is gone. The desert is gone. Soumaw stands a good distance away from where they'd met the coyote. The coyote is also gone. And it feels like a small part of Soumaw is gone, too. Amonkhet's Hope - interesting answer. i suppose this is enough of an sidegrade on Wild Growth that it shouldn't be at the same cost. the soft LD part of this is the most suspect 8/10
Soumaw has climbed the steps two times.
It seems you aren't using this. You don't mind if I borrow it, do you? Soumaw gets Instant Regret. (It's an emblem with "You can't cast instants in Cygari's Thousand Steps" and "When you Climb the Steps, exile this emblem.") Cygari has unlocked instants.
And now the board begins anew...
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Post by Idea on Jun 8, 2022 22:56:19 GMT
What? Where was it all? Not a drop of water, not a distortion on Soumaw's body, no willful fox spirit fluttering about. Just a sense of confusion... and emptiness. It was an odd sensation for Soumaw, what was this void it felt, as though air was mixed into the shadows. The souls spoke of someone free. The ones less carefully bound spoke of it gleefully, with voices full of hope. The shadows curled tighter around those, bringing them to silence. Others seemed simply confused and in shock, just as Soumaw itself.
No...
NO....
Someone had stolen from Soumaw? Taken those it'd already bound? There was such a threat that could appear out of nowhere, and steal a piece of Soumaw itself! The soul it bound, ripped straight from within, a void now forever unfulfilled, unless... Unless Soumaw took it back. But such a thing would not be easy. It needed to change. It needed to improve.
Soumaw would consume.
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fnorfensuld
0/0 Germ
Posts: 38
Favorite Card: Dread Return
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Post by fnorfensuld on Jun 9, 2022 2:50:28 GMT
She collected rocks? Why would anyone do such a thing? No, that was narrow thinking. There were many planes after all, many strange sources of power and knowledge. To find the clues it sought, Soumaw knew it couldn't afford to so strictly apply the rules it was familiar with, so it approached the woman and listened to her little ramble about the hardened dirt. Yet it seemed pointless. Her explanation was as bizarre to Soumaw as what she was explaining, about those rocks. Thankfully, Soumaw had no reflex to yawn, or else the pebble enthusiast might feel insulted. Some of them had perhaps something minutely mystical about them, but in the end something so trivial would give way to something more eye-catching. In particular, the present of more spirits. Tasty new knowledge, actual knowledge, that Soumaw could incorporate.  Mundanity: 8/10. This is a narrow effect for a common, but otherwise a cool card.
If Soumaw shows any signs of boredom, Morel does not pick up on them. "I keep my pearls in a separate pouch-you see, technically they aren't true rocks..." The souls are moving towards Soumaw and Morel-though it's a bit hard to tell; there's something disorienting about this place.
Possibly they've heard Morel's pebble enthusiasm.
(A Vial is an artifact token with " , , Sacrifice this and another permanent: Draw a card. Activate only as a sorcery.") 
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Post by Idea on Jun 9, 2022 14:48:46 GMT
If Soumaw shows any signs of boredom, Morel does not pick up on them. "I keep my pearls in a separate pouch-you see, technically they aren't true rocks..." The souls are moving towards Soumaw and Morel-though it's a bit hard to tell; there's something disorienting about this place.
Possibly they've heard Morel's pebble enthusiasm.
A more careful inspection of the room, driven by the necessitation of a distraction, led Soumaw to notice a certain device laying around the room. There were traces of dried blood, though the curious shape of the device made Soumaw question what it was actually for. Perhaps the pebble scholar knew, or perhaps the souls did. The later was more likely, but Soumaw decided to ask both regardless, the way it knew how. "Stone... what ... is... " Soumaw pointed towards the device in the corner with one of its hands, while the other prepared to make a move on the souls floating towards the two of them. A green, ethereal flame seems to ignite on Soumaw's arm, as it stretches towards the direction the sound of the souls is coming from, the claws reshaping themselves into a skull with large, sharp teeth. If they reached the souls, the maw would close upon them and devour, incorporating them into Soumaw.
Mundanity: 8/10. This is a narrow effect for a common, but otherwise a cool card.
(A Vial is an artifact token with " " style="max-width:100%;"], " style="max-width:100%;"], Sacrifice this and another permanent: Draw a card. Activate only as a sorcery.")
 First of all, I want to say, I love how this card is so well tied in to the roleplay and how it really tells a story as you move through it. It's great both as a card and as prompt to respond to. In terms of the card design mechanically, it's very consistent with a good ending. Overall: 10/10 
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Post by Idea on Aug 30, 2023 14:53:17 GMT
Card List and Scores:Template {Spoiler}{spoiler} ThreadnameCardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Cardname (/10){Spoiler}{Spoiler} Soumaw Shadowchaser (72) {Spoiler}{Spoiler} Etherealize (6/10){Spoiler}{Spoiler}  Sprite Possession (8/10){Spoiler}{Spoiler}  The Soulhunter Hunted (5/10){Spoiler}{Spoiler}  Starving Essence (7/10){Spoiler}{Spoiler}  Breach's Price (10/10){Spoiler}{Spoiler}  Mundanity (8/10){Spoiler}{Spoiler}  Unlife Experiments (5/10){Spoiler}{Spoiler}  Sealed Guardian (8/10){Spoiler}{Spoiler}  Guide of Discovery (7/10){Spoiler}{Spoiler}  Amonkhet's Hope (8/10){Spoiler}{Spoiler}  Soul Fetcher (?/10){Spoiler}{Spoiler}  Doer the Cat (45) {Spoiler}{Spoiler} Gheistfog (6/10){Spoiler}{Spoiler}  Element of Surprise (8/10){Spoiler}{Spoiler}  Mindgrasp (7/10){Spoiler}{Spoiler}  Shadow of the Wild (9/10){Spoiler}{Spoiler}  Malflame (7/10){Spoiler}{Spoiler}  Soulsearch (8/10){Spoiler}{Spoiler}  Chakos, Drow Sage (7) {Spoiler}{Spoiler} Gate of Arcane Toll (7/10){Spoiler}{Spoiler}  Hauntspree (?/10){Spoiler}{Spoiler}  Cayli Artana (13) {Spoiler}{Spoiler} Call of the Guiding Stone (7/10){Spoiler}{Spoiler}  Lone Journey (6/10){Spoiler}{Spoiler}  Rampage Through (?/10){Spoiler}{Spoiler}  Decaur, Vessel of (24) {Spoiler}{Spoiler} Evening Sea Terror (7/10){Spoiler}{Spoiler}  Disrupting Presence (9/10){Spoiler}{Spoiler}  Signs in the Storm (8/10){Spoiler}{Spoiler}  Hinoko Yuuki (47){Spoiler}{Spoiler} Fissal Scout (10/10){Spoiler}{Spoiler}  Misfortunate Happenstance (5/10){Spoiler}{Spoiler}  Gathered Form (8/10){Spoiler}{Spoiler}  Lurk Behind (9/10){Spoiler}{Spoiler}  Shadow Enclosure (6/10){Spoiler}{Spoiler}  Bloodthirsty Chaser (9/10){Spoiler}{Spoiler}  Give No Chase (?/10){Spoiler}{Spoiler}  Almind Grend (9) {Spoiler}{Spoiler} Soulbranch Ambusher(9/10){Spoiler}{Spoiler}  Bear With It (?/10){Spoiler}{Spoiler}  Tokata of the Mask (398){Spoiler}{Spoiler} Unwelcome Visit (8/10){Spoiler}{Spoiler}  Plea to Parley (10/10){Spoiler}{Spoiler}  Imprudent Interest (7/10){Spoiler}{Spoiler}  Weigh Your Options (10/10){Spoiler}{Spoiler}  Confirm Suspicions (7/10){Spoiler}{Spoiler}  Scorchtongue Wretched (7/10){Spoiler}{Spoiler}  Expanding Skyhaunter (9/10){Spoiler}{Spoiler}  Last Failure (9/10){Spoiler}{Spoiler}  Soulcapture (9/10){Spoiler}{Spoiler}  Ghastly Informant (9/10){Spoiler}{Spoiler}  Plain Indifference (5/10){Spoiler}{Spoiler}  Hidden Wards (9/10){Spoiler}{Spoiler}  Unmake The Weave (10/10){Spoiler}{Spoiler}  Lifeforce Eruption (10/10){Spoiler}{Spoiler}  Hellbrought Caves (7/10){Spoiler}{Spoiler}  Cult Congregation (9/10){Spoiler}{Spoiler}  Assimilated Purpose (8/10){Spoiler}{Spoiler}  Contentment (9/10){Spoiler}{Spoiler}  Demon of the Generous Mask (10/10){Spoiler}{Spoiler}  Sinister Parley (8/10){Spoiler}{Spoiler}  Shield of the Dark (9/10){Spoiler}{Spoiler}  Hollow Displacement (10/10){Spoiler}{Spoiler}  Hellbrought Throne (9/10){Spoiler}{Spoiler}  A Mission on This Plane (7/10){Spoiler}{Spoiler}   Bloodsummoned Imp (9/10){Spoiler}{Spoiler}  Elven Ancestry (10/10){Spoiler}{Spoiler}  Sudden Silence (5/10){Spoiler}{Spoiler}  Bloodsummoned Guard (8/10){Spoiler}{Spoiler}  Blood Contract Demon (4/10){Spoiler}{Spoiler}  Soumaw's Hungerformed (8/10){Spoiler}{Spoiler}  Prayers Unheard (9/10){Spoiler}{Spoiler}  Haunting Extraction (9/10){Spoiler}{Spoiler}  Demon Flight (10/10){Spoiler}{Spoiler}  Form of the Fallen (9/10){Spoiler}{Spoiler}  The Sandfrost Dagger (8/10){Spoiler}{Spoiler}  Wardeater Phantom (8/10){Spoiler}{Spoiler}  Mind's Eye Banishment (8/10){Spoiler}{Spoiler}  Therian, First Hellbrought (10/10){Spoiler}{Spoiler}  Hellbring Ritual (8/10){Spoiler}{Spoiler}  Mark of Down Under (7/10){Spoiler}{Spoiler}  Spirit Stasis (5/10){Spoiler}{Spoiler}  Mortifying Betrayal (9/10){Spoiler}{Spoiler}  Avlost, Pathway Scourge (7/10){Spoiler}{Spoiler}  Communal Form (7/10){Spoiler}{Spoiler}  Rise of the Doomed (7/10){Spoiler}{Spoiler}  Offer of Torment (7/10){Spoiler}{Spoiler}  Duplicate Haunt (10/10){Spoiler}{Spoiler}  Pathway Monolith (7/10){Spoiler}{Spoiler}   Unrelenting Hunt (9/10){Spoiler}{Spoiler}  Downfall of the Hellbrought (7/10){Spoiler} 
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Post by cajun on Sept 10, 2023 20:34:50 GMT
Shadows grow long across the Arena as another winter day threatens to turn to another winter night. A strange warm breeze blows across Soumaw's path.
As Soumaw continues, the shadows cast around it blink away as though it were noon. Soumaw's own shadows remain undisturbed.
The warm breeze returns, and the winter snow is broken by desert sands. Towards the setting sun, the strange desert stretches to the horizon, its dunes refusing the smallest patch of shade. Away, the normal landscape awaits, its shadows returning to normal a short distance away.
At the edge sits a coyote, lightly waving its tail towards itself. Enchantment  When Back for More enters the battlefield, create a token that's a copy of target creature card in your graveyard, except its 0/0. Back for More becomes an Aura with enchant creature. Attach it to that token. Enchanted creature gets +3/+3 and has haste and ward  . • Instant Regret - Soumaw can't design instants. • Begin Your Tale by designing an enchantment, or • Turn Tail by designing something else.
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Post by Idea on Sept 13, 2023 0:56:42 GMT
Enchantment  When Back for More enters the battlefield, create a token that's a copy of target creature card in your graveyard, except its 0/0. Back for More becomes an Aura with enchant creature. Attach it to that token. Enchanted creature gets +3/+3 and has haste and ward  . It took me a bit to realize why the card just didn't make a 3/3 instead of going through the extra step of a 0/0 that gets a boost, but then I noticed Mirage there. Haste and protection on bringing back any creature in a graveyard are a dangerous combination for combo-enabling I feel, which isn't inherently wrong, but this card is riding on its complex cost color-wise and rarity to get that +3/+3 and bonuses (3 mana seems to get +3/+3 with a minor upside, as does 4 mana). That being said, Daybreak Coronet is a thing, and while I would argue this is considerably stronger than that (and has no additional conditions other than at least one creature being dead), but it also costs two more and in different colors. The name is fitting with the flavor and RP. Overall, I'll give this card an 8 out of 10. I think it's mostly acceptably balanced and the mirage and return effect with it can be an interesting dynamic, but haste and ward could pull something out of the grave that you can't really defend yourself from because of the ward and I think this might be too risky and unfun in a 4 mana value card.
Soumaw had found two of its guiding stones so far, but It wasn't exactly aware of how many were left to go. For many that would've been a source of discouragement, but for Soumaw it was a mere statement of fact. Still, recent encounters had proven the need to expand Its arsenal. New souls to communicate, employ and extract from. When the temperature around Soumaw suddenly began to rise, the flattening of snow replaced by sinking of sand in an all-too-familiar fashion, Soumaw stopped. Why was the sensation of such a bizarre change so familiar?
Soumaw looked ahead, and saw the little critter it had encountered some time back.
Soumaw bent down, then ran and chased.
The two of them walked... somewhere, and then the fox had simply disappeared. Soumaw had lost something back then, but It was unable to recall what that missing piece was. Souls and magic readied around the shadowy planeswalker, ready for use as It attempted to think of all the little tricks the fox had used in their previous encounters, while paying attention to what it might do on this one. One way or another, Soumaw would take back what was stolen from It.
(I shall treat your card as a gift. Also, Soumaw is purchasing the keyword Investigate! ) Response Return a creature that was brought back or even Back for More Itself for repeated ETB effects AND extra draw.
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