|
Post by vizionarius on Sept 21, 2023 7:40:38 GMT
I noticed that there were already games for all the permanent types (other than Enchantments... hence this thread).
The concept is the same as those others. Someone writes a prompt for a challenge that involves the design of an enchantment card, and others design submissions for some time, then the challenge poster provides feedback and declares a winner.
Here is the first challenge: Design an Aura card that you can attach to another permanent once it's on the battlefield.
|
|
|
Post by gluestick248 on Sept 21, 2023 20:32:21 GMT
I’ll kick this off with a design I made a while ago: Glowing Crosshairs Enchantment — Aura Enchant creature , Sacrifice Glowing Crosshairs: Glowing Crosshairs deals 5 damage to enchanted creature. Recalibrate (: Move this Aura to another permanent it could enchant. Recalibrate only as a sorcery.)
|
|
|
Post by Idea on Sept 22, 2023 22:45:38 GMT
|
|
|
Post by serraphim on Sept 23, 2023 8:11:47 GMT
|
|
|
Post by viriss on Sept 23, 2023 13:32:21 GMT
|
|
|
Post by Daij_Djan on Sept 23, 2023 15:57:55 GMT
|
|
|
Post by melono on Sept 23, 2023 19:06:49 GMT
Wallify Enchant - Aura Enchant creature you don't control Enchanted creature can't attack or activate abilities. : Attach ~ to target creature you don't control. Activate only as a sorcery. Going at the speed of wall.
|
|
|
Post by emberfire17 on Sept 24, 2023 18:27:44 GMT
Shifting Curiosity Enchantment - Aura Enchant creature you control Whenever enchanted creature deals combat damage to an opponent, you may draw a card and you may attach Shifting Curiosity to another target creature you control.
|
|
|
Post by Flo00 on Sept 28, 2023 12:45:52 GMT
Ghastly Possession Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to a permanent, return that permanent and enchanted creature to its owners' hands, then attach Ghastly Possession to a creature of enchanted creature's controller's choice.
|
|
|
Post by vizionarius on Oct 6, 2023 21:33:10 GMT
FeedbackSo many replies! gluestick248 : This is an interesting one to start it off! I like recalibrate! Useful in a set where there are a bunch of them, so you save on text. It's a strange threat that feels much better in a multiplayer game. "Swing my way and you're toast!" Idea : This is really cool! I love the design of cards collecting counters that are not usually on them, and this does it superbly! Really cool effect. I normally am not a fan of the forced "once per turn," but here it's totally warranted. serraphim : This feels quite strong. Definitely an early pick in a draft. I like it, and it's a neat way to fit the challenge. Can easily wipe a board of weenies. viriss : This is fun! I like that its effect makes the move matter beyond just the creature getting the pump. As the game progresses, you might want to change what it's attached to based on what ends up in your grave. Really cool design. And nice templating/art too! Daij_Djan : This is super flavorful! A common in true Daij_Djan fashion. The effect is neat, and cool art/neat templating. I feel like it's missing something. Maybe adding vigilance? melono : Speed of wall! Walls have been errated with Defender, so it would have been neat to just give the creature defender instead of can't attack. But I see that your way has the benefit of a cleaner templating (combining can't for both attacking and activating). The cost feels appropriate; both for the cast and the reattach. I liked Prison Term when it came out, and I like your design too. emberfire17: This is neat! Flavorwise, I think it would have been neat to make the move a must if you choose to draw a card. Curiosity is infectious! Flo00 : Interesting card! At first I was reading as something you put on your stuff. But it works really well to put on others' stuff too! Small nitpick: " their owners' hands." Also, as a non-rare, it might do with a reminder that the return only happens for permanents that are not dead. Quite a unique effect, I like it! ResultSo many clean designs here, it's really hard to choose. My two favorites are Idea 's and viriss ' designs. I'll go with Idea here for a neat spin on collecting counters onto the Aura as it moves along.
|
|
|
Post by Idea on Oct 6, 2023 21:56:36 GMT
Thank you for the win vizionarius ! For the next challenge, let's see some enchantments with a symmetrical effect. (This is an effect applied to every player the same way. As an example there is the green, blue and red cards in the Thero's dictate cycle.)
|
|
|
Post by vizionarius on Oct 9, 2023 4:38:48 GMT
Oracle: Well of Wishes World Enchantment When ~ enters the battlefield, each player exiles the top seven cards of their library face down. At the beginning of each player's upkeep, that player puts a card exiled with ~ into their hand.
|
|
|
Post by viriss on Oct 9, 2023 17:26:42 GMT
|
|
|
Post by melono on Oct 9, 2023 20:12:34 GMT
Great Hardening Enchantment Creatures get +0/+2.
|
|
|
Post by Daij_Djan on Oct 9, 2023 22:34:29 GMT
|
|
|
Post by Flo00 on Oct 11, 2023 14:23:21 GMT
Resounding Desaster Enchantment At the beginning of each player's upkeep, that player chooses one that hasn't been chosen. If they can't, destroy all enchantments. • Destroy all creatures. • Destroy all artifacts. • Destroy all nonbasic lands.
|
|
|
Post by Idea on Oct 18, 2023 16:16:05 GMT
Will be reviewing this one tomorrow! Feel free to bring your entries if you have any last minute ones!
|
|
|
Post by Idea on Oct 19, 2023 21:33:36 GMT
vizionarius {Spoiler}I looked it up and fortunately there is a rule that outright prevents a card going into a hand that doesn't own it, so this card works as intended. It's a very interesting card, and although I like that you gave it this old-timey render the point of it being a world enchantment is... Missing I feel. Both in flavor and in effect. Though Is suppose that is a common problem of world cards. Either way, as I said interesting effect giving each player a pseudo-second draw. In a weird way this card might be decent for mill decks as well, as effectively it gives a delayed draw of seven cards that immediately depletes the deck of those cards. I think the cost could be reduced by as it's pretty similar in design to Howling Mine, though I do feel the increased cost is fair for the fact you can pick which of the seven cards you get (then again, this also makes it exponentially more likely your opponent will get something to blow it up as soon as they can since they get the advantage in getting cards back). viriss{Spoiler}This is a very hard card to judge. On one hand, previous cases of similar persistent make a treasure effects are usually lower mana and conditional or the closest example Tempting Contract, which gives an opponent the choice and costs one more mana (admittedly not colored). That being said, I do think Tempting contract probably took multiplayer into account as you could potentially be making three treasures in a turn and also unlike your card you're probably the first one that can use them (certainly at sorcery speed). Outside of comparisons this is a red card - a color which is one of the best at treasure making yet also one of the ones least concerned with ramp due to being the main home of aggro strategies. Even aggro can use treasures to swarm of course, but this card is also giving opponent's treasures and helping them set up defenses. Furthermore, they get first use, and free mana of any color isn't the kind of thing that's easy for you to take more advantage of than opponents in many cases. The name is also kind of weird for red, but I guess it's not so unfitting given the effect. I really don't know what to think here. melono{Spoiler}I think no matter how you slice it, one mana for this effect is far too little. From a balance standpoint, a universal boost to your creature's toughness of this extent is worth way more than this even with the opponent also getting it. Comparison-wise, while some old cards do give creatures of a given color +1/+1 as a global thing (which may often mean only stuff you control), in more modern design a rare legendary four mana enchantment Night of Soul's Betrayal gives a global -1/-1 . While the minus is arguably stronger than the plus (arguably) I don't think it's so much as to have this extent of a difference. There's no lack of potential uses either - just to give a an example, saving creatures balanced around their fragility, making all of your many tokens far harder to board wipe and so on. Furthermore, there's issues with the timing this card can be dropped in. An aggro deck containing green could make their creatures require a whole extra shock to beat. Meanwhile, a more defensive-oriented deck could really make the game stall in the way the absorb mechanic was projected to. To put it simply, even if it wasn't unbalanced a card like this simply shouldn't be able to be dropped on turn 1 or 2. Daij_Djan{Spoiler}Not a lot of comparisons to judge a hand-size-reduction effect like this. However, I do think it's a little too cheap to be fun. I think the card can have the potential to go either way - either an oppressive card that can quickly ramp into preventing an opponent from properly mounting any kind of response due to preventing them from keeping the cards they'd need in their hand, or an actually pretty fun puzzle of getting rid of the right creatures to keep a functioning hand size. This will in part depend on how fast you can build up your devotion and also what mana your opponent has for responses and their expected hand size at that point in the game, the first and the last two being directly proportional in a generic case. Overall though, I feel the fun version of this card only comes during the mid-to-late game and probably costs more due to making it harder to immediately ramp into preventing your opponent from having a hand at all. Flo00{Spoiler}I like that this card still has a global destruction as a means of getting rid of itself, and also how it balances a relatively lower (relatively given the number of colored symbols) than a typical wipe by slowly removing things instead of all at once. It might be an interesting puzzle, figuring which option to pick. The only change I would have made to this card is something like "When ~ enters the battlefield, you choose one, then at the beginning of each player's upkeep, that player chooses one that hasn't been chosen (...)", so as to let you get first pick. The fact that you expose yourself like this while letting your opponent not wipe their most valuable assets right away (instead possibly wiping yours) makes this ways riskier - possibly too risky - to play. Winner
|
|
|
Post by vizionarius on Oct 19, 2023 22:08:59 GMT
Idea, I kinda feel bad because the card actually doesn't quite function the way you describe it; notably, the cards are face-down, meaning that nobody actually knows what they are (including the owners of the cards) because the card doesn't specifically state that players can look at the cards they own that are fece-down. Given this info, I'm not sure I would have gotten the win. I actually thought about lowering the cost by , and actually intended to, but had forgotten about it by the time I got to my computer to change it. The intent was actually to have a neat interaction with mill strategies, as you point out, hence the higher cost compared to Howling Mine. At 4 mv, though, I would agree the effect might be too little. I'll leave it up to you if you would like to pick a different winner given this info. Just let me know.
|
|
|
Post by viriss on Oct 19, 2023 22:46:19 GMT
Idea yeah, i was inspired by Mana Flare but didn't want to just make a slot machine pumping out treasures. =)
|
|
|
Post by Idea on Oct 20, 2023 0:41:30 GMT
Idea, I kinda feel bad because the card actually doesn't quite function the way you describe it; notably, the cards are face-down, meaning that nobody actually knows what they are (including the owners of the cards) because the card doesn't specifically state that players can look at the cards they own that are fece-down. Given this info, I'm not sure I would have gotten the win. I actually thought about lowering the cost by , and actually intended to, but had forgotten about it by the time I got to my computer to change it. The intent was actually to have a neat interaction with mill strategies, as you point out, hence the higher cost compared to Howling Mine. At 4 mv, though, I would agree the effect might be too little. I'll leave it up to you if you would like to pick a different winner given this info. Just let me know. Given that I might've suggested perhaps a bigger reduction in cost given mine only costs and that's no colored mana, but only as a possibility. In the end I don't think it's a big enough difference to take the win from you
|
|
|
Post by vizionarius on Oct 20, 2023 0:58:52 GMT
Thanks Idea ! Next: Design an Aura that enchants a non-permanent object (for example, players would be a good choice here, but feel free to be creative!)
|
|
|
Post by viriss on Oct 20, 2023 2:57:58 GMT
|
|
|
Post by Idea on Oct 21, 2023 18:54:13 GMT
properly speaking I'm not sure if the stack itself counts as an object. It's a zone, but by the definition found here at the very least it's not a characteristic of object nor something that happens or done to objects. Well, the cards in the stack are still a thing though, so... close enough. Also really can't see an effect like this in real magic so... making it silver border.
|
|
Bouncearama
3/3 Beast
Posts: 174
Formerly Known As: pistonsmcgraw
Favorite Card: Davriel, Soul Broker
Favorite Set: Unstable
Color Alignment: Blue, Black, Red
|
Post by Bouncearama on Oct 21, 2023 20:20:16 GMT
properly speaking I'm not sure if the stack itself counts as an object. It's a zone, but by the definition found here at the very least it's not a characteristic of object nor something that happens or done to objects. Well, the cards in the stack are still a thing though, so... close enough. Also really can't see an effect like this in real magic so... making it silver border. How do you remove this if nothing can resolve?
|
|
|
Post by Idea on Oct 21, 2023 21:33:39 GMT
properly speaking I'm not sure if the stack itself counts as an object. It's a zone, but by the definition found here at the very least it's not a characteristic of object nor something that happens or done to objects. Well, the cards in the stack are still a thing though, so... close enough. Also really can't see an effect like this in real magic so... making it silver border. How do you remove this if nothing can resolve? It's only that particular stack that can't resolve.
|
|
|
Post by vizionarius on Oct 31, 2023 22:21:01 GMT
Feedbackviriss: A nice take on the reanimation Auras! I like the vanishing 3 leading to coming back to life. Feels a little weak at 3-mana + 3 turns. Idea: Even though the stack is not an object, your design is exactly in the type of direction I was hoping to see. Unfortunately, there is only one stack (not multiple stacks), so it's activated ability wouldn't work as is (since it uses the stack). But if you word its static ability in a way that it only "freezes" the cards/abilities on the stack that are already there when it enters the battlefield, then it would work. I think the exact phrasign needs some work to get it within the rules, but I really like this effect and think it's a very creative one! ResultWould have been nice to see some more submissions, but enough time has passed. Idea is the winner with a really creative design that plays well with this type of effect.
|
|
|
Post by Idea on Nov 2, 2023 0:05:09 GMT
Thank you for the win vizionarius Halloween is past us now, but I think it's still fair to do something in its spirit.... or its vampire... mummy... werewolf... you get the point. For this next challenge, make a halloween-themed curse (as in the card type curse).
|
|
|
Post by viriss on Nov 2, 2023 0:15:22 GMT
|
|
|
Post by Flo00 on Nov 3, 2023 4:26:21 GMT
Curse of Rotten Treats Enchantment - Aura Curse Enchant player Trick or Treat – Whenever a player attacks, if enchanted player is defending, the attacking player creates a Food token unless defending player discards a card. Whenever a player sacrifices a Food, enchanted player loses 2 life.
|
|