|
Post by Idea on Mar 30, 2024 3:10:26 GMT
|
|
|
Post by vizionarius on Mar 30, 2024 3:31:52 GMT
Acid Splash Basic Sorcery (A deck can have any number of this card.)Target opponent loses 1 life. Draw a card.
|
|
|
Post by melono on Apr 1, 2024 12:59:58 GMT
Recruit the Masses Sorcery A deck can have any number of cards named ~. Create X 1/1 white Soldier creature tokens, where X is 1 plus the number of cards named ~ in your exile or graveyard. White still needed one of these, as all other colors already got at least one "any number of cards named ~" cards.
|
|
|
Post by Idea on Apr 10, 2024 12:01:43 GMT
Vicious Cuckoo " style="max-width:100%;"] Creature - Bird Flying. As you cast this spell, you may discard X cards named "Vicious Cuckoo" from your hand. If you do, Vicious Cuckoo enters the battlefield with X +1/+1 counters on it. A deck can have any number of cards named Vicious Cuckoo. 1/1 Referencing the fact that baby cuckoos push the other eggs and baby birds out of the nest so they can be raised alone and grow bigger It should be noted that this is the instant and sorcery game, so a straight up creature probably won't fit.
|
|
|
Post by Flo00 on Apr 27, 2024 22:58:37 GMT
Speculate Sorcery Multikicker—Exile a card named Speculate from your graveyard. Look at the top X cards of your library, where X is 2 plus the number of times Speculate was kicked. Put one of them into your hand and the rest into your graveyard. A deck can have any number of cards named Speculate.
|
|
|
Post by viriss on Apr 28, 2024 1:24:55 GMT
Idea Rage indeed! I like this approach but I wonder if it would be better with a die roll instead. vizionarius That's not how basic works, but it's interseting to see how it would look =) Casting twenty of these seems daunting, but they do replace themselves. melono I agree white needs one too! I'm not sure this is it though. Flavor-wise it feels like necromancy since the masses come from the graveyard, well exile too. This feels like a card they had to have tried at WOTC internally already =) Flo00 Holy card advantage! wait, it just lets you look deeper. {Results} Winner Idea, runner-up melono
|
|
|
Post by vizionarius on Apr 28, 2024 2:56:01 GMT
vizionarius That's not how basic works, but it's interseting to see how it would look =) Casting twenty of these seems daunting, but they do replace themselves. Yeah, it was my attempt at adding a new definition to it.
|
|
|
Post by Idea on Apr 28, 2024 17:03:12 GMT
Thank you for the win viriss ! Next up: Choose a significant moment or event in MTG lore and make an instant or sorcery spell that depicts it. This can be significant overall or just personally significant to you.
|
|
|
Post by elchetibo on May 2, 2024 7:48:27 GMT
|
|
|
Post by Idea on May 11, 2024 0:16:24 GMT
Gonna give this one a little bump.
|
|
|
Post by viriss on May 11, 2024 20:36:55 GMT
War Sparks Sorcery Remove all counters from each permanent your opponents control. Whenever a planeswalker is put into a graveyard from the battlefield this turn, draw a card.
|
|
|
Post by Idea on May 18, 2024 11:44:02 GMT
I'll review this tomorrow. Last minute entries are welcome!
|
|
|
Post by Flo00 on May 19, 2024 16:11:02 GMT
Hope I can still sneak this in: Song of Time Sorcery Each opponent chooses a creature with the greatest power among creatures they control. Return tose creature to their owners’ hands. Choose any number of target players. Each player chosen this way discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Inspired by the climax of what is in my opinion the best Magic novel there is. Sadly the world never saw its sequels. In the story the song actually just unsummons an insanely powerful Cockatrice.
|
|
|
Post by Idea on May 19, 2024 21:25:27 GMT
elchetibo{Spoiler}Not gonna lie, this is a pretty hard card to evaluate. The condition of specifically counting legendary permanents - something in theory one wouldn't have too much off but WOTC has put a big emphasis on as of late - and not doing anything to the board but giving multiple poison counters which could in theory end the game immediately is pretty trick to think hypothetically how such a card would normally fare. At the very least, I don't think activating corrupted would be that difficult with this under current design. On the other hand, you are dependent on your opponent, and if you ever get to the point of giving your opponent a ton of counters with this that means your opponent has a ton of legendary stuff, which likely means you're really losing. Still, a card like this can give you a good start on poison counters even if you can't get infect or toxic through enemy lines. viriss{Spoiler} Aether Snap and Thief of Blood are currently the only cards that remove all counters from more than a single target. They can do things other than just that, so you can't entirely pin their costs on that, but then they aren't one-sided. Far from just killing planeswalkers your card can also kill or effectively reset or incapacitate a lot of creatures, it can disable or reset artifacts... There are certain cards that might make you hesitate to play this, such as battles and certain "remove counters until this become a huge monster" type cards. Nonetheless, I'd consider a card like this at minimum at the level of a board wipe, and with potential to draw you cards on top. As such, I'd say the mana value here should be at least 5 if not 6 to be balanced. In terms of name and flavor, it does heavily remind me of the Elder Spell card and it seems to be invoking a similar flavor though the name seems more like it's talking about the pre-war period of growing tensions, but then I'm not sure what the removal of the counters from everything would represent. Flo00{Spoiler}Gotta love them obscure bits of magic lore and history. I like the synergy between the two parts of the card's effect, though I do get the impression this kind of effect should have some in it, but I suppose it's not unheard of in blue either. I just associate it more with wheel effects. The only thing that makes me hesitate about this card is the multiple returning's impact on the cost, as multiple returned creatures often means a cost between 4 and 6 and that's without having a built-in windfall. Still, I like the way this card goes with the flavor and ultimately I do think the effects seems balanced enough for the cost, it'd be a matter of playtesting. Winner
|
|
|
Post by Flo00 on May 21, 2024 20:41:48 GMT
Thanks for the win Idea!
Next: Make a card with both the words "instant" and "sorcery" on it (at least one being in the type line) but not the phrase "instant or sorcery".
|
|
|
Post by Idea on May 22, 2024 2:30:09 GMT
|
|
|
Post by melono on May 23, 2024 18:54:45 GMT
Driven Instant Target creature gets +1/+0 until end of turn. Put a vigilance counter on it. // to //Madness Sorcery Aftermath ( Cast this spell only from your graveyard. Then exile it.) Modified creatures you control get +2/+0 and must attack until end of turn. ( Equipment, Auras you control, and counters are modifications.)
|
|
|
Post by emberfire17 on May 24, 2024 0:16:10 GMT
|
|
|
Post by gluestick248 on May 24, 2024 3:49:14 GMT
Dovin’s Amendment Sorcery Whenever you cast an instant spell during your main phase this turn, scry 1 and you gain 1 life. At the beginning of your next end step, draw a card.
|
|
|
Post by viriss on May 24, 2024 19:33:21 GMT
|
|
|
Post by Flo00 on Jun 8, 2024 15:03:15 GMT
{Idea}The not responding part is a strange effect... in a good way. I can imagine holding priority and casting a bunch of cheap instants to make my opponent not able to respond. Overall a nice little card.
{melono}Nice and simple design.
{emberfire17}This sure can enable a bunch of fun plays. Needs something really good though to be worth the 3 mana. Still semms not too expensive for the effect.
{gluestick248}Nice and simple. A good reference to addendum. The delayed draw feels kind of old school. I can see that you wanted to make good use of the scry. I still think, this can just draw right away to reduce a little mental load and to also give you the chance to draw into an instant you might use right away. {viriss}A bit strange to cloak cards where everyone knows that you can't turn them. Basically this gives you two 2/2 Ward creatures and has a condition. I think this should cost less than 3-4 mana.
|
|
|
Post by Idea on Jun 9, 2024 16:38:31 GMT
Thank you for the win Flo00 ! For the next challenge, make an instant or sorcery that you don't want to cast multiple of in a single turn even if you're able to.
|
|
|
Post by melono on Jun 10, 2024 12:56:22 GMT
Scrap-Blast Sorcery ~ deals X damage to any target. If an artifact creature dealt damage this way would die this turn, create a Junk token. ( It’s an artifact with “, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”) "Die, you robot scum!"
|
|
|
Post by Idea on Jun 10, 2024 14:16:10 GMT
Scrap-Blast " style="max-width:100%;"]Sorcery ~ deals X damage to any target. If an artifact creature dealt damage this way would die this turn, create a Junk token. ( It’s an artifact with “, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”) "Die, you robot scum!" I usually avoid inputting in a challenge I made before review, but I'm not sure how this card fits the challenge requirements. Could you clarify?
|
|
|
Post by melono on Jun 11, 2024 9:05:42 GMT
Scrap-Blast " style="max-width:100%;"]Sorcery ~ deals X damage to any target. If an artifact creature dealt damage this way would die this turn, create a Junk token. ( It’s an artifact with “, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”) "Die, you robot scum!" I usually avoid inputting in a challenge I made before review, but I'm not sure how this card fits the challenge requirements. Could you clarify? I think some of my wires got crossed. I was like, X spells you want to put all your mana into, like fireball, so you won't cast it double. But this one also hits creatures as removal, so oops. Will make a new one some other time.
|
|
|
Post by elchetibo on Jun 12, 2024 7:48:48 GMT
|
|
|
Post by Daij_Djan on Jun 12, 2024 11:47:30 GMT
|
|
|
Post by vizionarius on Jun 12, 2024 18:34:20 GMT
Liquidation of Estates Sorcery For each player, choose a land you control. That player gains control of it. Create two tapped Treasure tokens for each of those lands.
|
|
|
Post by Idea on Jun 21, 2024 0:48:23 GMT
I intend to judge this one this weekend. Last minute entries are welcome!
|
|
|
Post by gluestick248 on Jun 21, 2024 15:13:17 GMT
Shrinking Pulse Sorcery Until end of turn, creatures you control have base power 1 and gain skulk. fThey can’t be blocked by creatures with greater power.)
|
|