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Post by gateways7 on Jan 31, 2019 16:48:40 GMT
Alright, let's try this again. Druid of Slumbering Gods Creature - Human Druid When ~ enters the battlefield, put target creature from your graveyard onto the battlefield, then put a sleep counter on it. As long as it has a sleep counter on it, it can't attack or block. , : Remove a sleep counter from target creature. At the end of the turn, put a sleep counter on that creature. 2/2 EDIT: Let's pretend I put 2/2 as the P/T and said "library into graveyard". I'm very tired.
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Post by Flo00 on Jan 31, 2019 20:19:17 GMT
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Post by gateways7 on Jan 31, 2019 20:36:19 GMT
i'm so tired. another entry will be here sometime. maybe.
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Post by gluestick248 on Jan 31, 2019 22:27:34 GMT
Gravedigger’s Chest Artifact You can’t cast creature spells from your hand. , : You may cast creature spells from your graveyard this turn. If a creature you control would die this turn, exile it instead.
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Post by Jartis on Jan 31, 2019 22:47:51 GMT
Muldrotha's Gravetender Creature - Elemental Opponents can’t play cards from graveyards. : Choose a card type. You may play cards of that type from your graveyard until end of turn. : Put a +1/+1 counter on Muldrotha’s Gravetender. Muldrotha’s Gravetender loses all abilities until end of turn. Any player may activate this ability except Muldrotha’s Gravetender’s controller. 3/3
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Post by melono on Feb 2, 2019 11:47:17 GMT
Aggravated Tomb-Warden Creature - Human Cleric : Target player can't cast spells from his or her graveyard until end of turn. 2/2 Keeping it simple. Edit: I thought this up suddenly and wrote it with a phone. Does not work too well
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Post by Daij_Djan on Feb 2, 2019 15:16:53 GMT
@ melono: Yeah, mana symbols and stuff don't work for the mobile version, you need to switch over to the Desktop one
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Post by melono on Feb 2, 2019 17:14:43 GMT
Daij_Djan Ah good to know, thanks. I'll do it if I ever use my phone for browsing again
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Post by FLAREdirector on Feb 2, 2019 19:05:02 GMT
Aggravated Tomb-Warden isn’t graveyard recursion tho. It’s graveyard hate if anything. Recursion means you’re able to pull a card from your graveyard and cast it/return it to your hand. This doesn’t do that. It’s a clever enough idea, but it doesn’t fulfill the challenge.
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Post by ameisenmeister on Feb 4, 2019 21:48:56 GMT
Went back and forth on this one and almost posted a completely different card but eventually I came up with this and am quite happy with it:
Obviously a call back to Tethmos High Priest but with a more combat oriented twist. The first ability helps you using the battlemage for good old attacking, clearing blockers out of the way of your team. The second ability can only be activated as sorcery to reduce combat complexity and to let it have a more appealing cost. And if you don't have any viable targets in your yard, you can still stop an opponents creature from attacking you.
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Post by viriss on Feb 5, 2019 1:18:42 GMT
Flo00 I like the self contained graveyard portal with lockdown on casting. It just gets broken with a tap enabler, so the untap cost is probably too low. kefke Oh the poor pyromancer with 1 toughness! Feels like this is a one shot use. Maybe it needs haste too?! FLAREdirector This one is tricky. It helps you get the cards into the graveyard but locks down your access to them. But then you need some other way of tapping an artifact just to blow this up. The last ability probably needs a time clause like "until end of turn". I think it would be better if the looting effect was part of a tap ability. gateways7 (Techincal: Missing rarity.) I like the reviving effect on the enters the battlefield, but the untap effect is too narrow. As is you can only use the untap when this creature attacks, but that only wakes the other creature up for a very short time. "Until your next turn" might be better even though it could be more of a memory issue. But since it only revives a single creature... /shrug/ Or if the Druid dies, the revived creature is free anyway. gluestick248 (Techincal: Missing rarity. Should be "cast creature cards" not "cast creature spells".) This one is hard. It needs a tap enabler card to combo. Jartis The tap ability is too strong for being a free ability. If it gave cards of that type flashback or some other ability that eventually exiled the card it would be better. As is you could say instant and cast a giant growth in your graveyard over and over for that turn. I like the idea of an untap that the controller can't activate, but it should be "Any opponent may". In a two-headed giant game, that creature can grow to any size. melono [Missing Limit #78 - graveyard recursion] I like the white-cleric-graveyard-warden flavor of this card, and the use of untap triggering it. ameisenmeister I like this as a combat tool. It's a little less powerful (in a way) than Order of Whiteclay but at a lower rarity which seems appropriate since it has two tricks.
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Post by melono on Feb 5, 2019 18:44:29 GMT
Whoops, I did not see the feedback about the graveyard recursion not being in my card. Oh well, not like I'd have made a much better card than it anyways.
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Post by ameisenmeister on Feb 6, 2019 17:47:06 GMT
Thanks for the win! I asked the number generator and the new limits are:
LIMIT 38: Stuck in the middle: Your card has CMC 3, 4, or 5. LIMIT 76: Stop censoring me! Your card's rules text contains the word "can't". (Thanks, fluffyDeathbringer!) LIMIT 102: Some people just want to watch the world burn! Your card has an element of chaos. (Thanks, Ameisenmeister!)
Kind of unfortunate that both limits were just recently in use but that are the whims of Keranos (or whoever is the chaotic one of the gods.)
Enjoy!
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Post by kefke on Feb 6, 2019 18:39:55 GMT
I hope this is chaotic enough.
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Post by viriss on Feb 6, 2019 19:16:35 GMT
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Post by FLAREdirector on Feb 6, 2019 19:26:52 GMT
Rakdos Carnival Enchantment Pay 3 life: Gain control of this permanent. Only any opponent may activate this ability. Whenever a permanent is put into a graveyard, any player may pay . If a player does, exile that card, then return each other card exiled with Rakdos Carnival to its owner’s graveyard. Your opponents can't cast spells that share a type with a card exiled with Rakdos Carnival.
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Post by CanterburyEgg on Feb 6, 2019 19:43:16 GMT
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Post by gluestick248 on Feb 6, 2019 20:02:40 GMT
Rolling dice is chaotic, right? Arbitrary Arbiter Creature — Human Advisor *silver border* At the beginning of your upkeep, roll a six-sided die. Until your next upkeep, players can’t cast spells with converted mana cost equal to the last result rolled for this ability. 2/4
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Post by Boogymanjunior on Feb 8, 2019 0:49:18 GMT
Here is my entry. I hope you consider this as having a chaotic element. Wording according to Aminatou's Augury, the only card I found which lets you ETB a land as well as cast spells from the exiled cards. In case you're wondering why I shifted the land play to the exiled cards instead of changing the second effect to "You can’t cast cards from your hand": if it would be that way, You would then have to be able to draw cards normally because otherwise you couldn't ETB enough lands in the game. But then you would also draw non-land cards as by-product which you then wouldn't be able to cast, creating a nasty feeling situation where you just have to watch your almost-dead hand grow, eventually discarding some, and so onand so on. {Old one without artist credit} Of course, your hand will still be dead with this wording, but you don't have to repeatedly draw new cards and discard them. If that still is a problem for a player, they may include sac or discard engines in their deck or just cast World of Dreams when their hand is empty (enough). But I would say that this is a more minor thing. So, at first having only three mana kind of making the card seems lame because you always have to pay :1: to basically get a worse draw, but with paying :2: and upwards, the potential card advantage grows rapidly. Depending on your mana curve, you can fit your X to your best card advantage potential.
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Post by gateways7 on Feb 8, 2019 2:25:10 GMT
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Post by kefke on Feb 8, 2019 12:56:16 GMT
I'm not sure about that wording. As written, it sounds like you get to flip the coins for each creature, then call them after you have all the results.
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Post by gateways7 on Feb 9, 2019 5:29:07 GMT
kefke: That was the idea.
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Post by Jartis on Feb 11, 2019 8:37:03 GMT
Academic Sabotage Enchantment At the beginning of each upkeep, all players reveal the top card of their library. Then, each player may put the revealed card on the bottom of their library. Until end of turn, spells with converted mana cost equal to any of the revealed cards can’t be cast. Every colored effect like this is white, but the "scry-ness" of the ability forced blue, imo.
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Post by ameisenmeister on Feb 16, 2019 17:31:06 GMT
Time to pass the verdict!
{kefke} Well, it ticks all the boxes but exiling three random cards from your library is, in most of the cases, the same as exiling the top three. Drawing cards is an element of randomness, sure, but not really what I was up to. The card itself seems a bit forced because the last line will almost never be relevant. It's an okay card but nothing special imo.
{viriss} An interesting card that really tells a story and thereby ties its pieces together. I kind of dislike that it only hoses creatures and not every kind of spell (although you probably had to find a new name then). I'm not quite sure how often the card's effect would be relevant in an average game but it's certainly interesting enough.
{FLAREdirector} Phew, that card was complicated! I had to read it three times but then I got it (at least I think so). I definitely like how players are drawn to continue the Rakdos party by paying life. I would have preferred if the second line of text also implied a life payment and not to make it feel more connected (and more Rakdosish). Furthermore, effects that change control for little of no mana should be sorcery speed. Imagine we're in a five player match and my opponent pays three life to gain control of the card and in response another opponent pays three life... If you have some rules knowledge, you sure figure it out, but it's unnecessarily complex in this aspect.
{CanterburyEgg} I like it. It's kind of Experimental Frenzy but different enough. Two problems I see with this card are first: a severe cramp after shuffeling your library over and over again. This is also problematic because your opponent has to wait every time for you finishing the shuffle. Second problem: in 40% of the cases you'll exile a land which you can't use after your current wording. I foresee turns in which you spend a total of six mana only to flip two lands in a row and then flip the table in rage.
{gluestick248} Yes, dice rolling is chaotic! Your card is pretty nice, althoug a bit weak. A 2/4 for four that doesn't do anything until your next turn and even then might hurt you more than anyone else. However, the name is totally great and its effects really tell a story. And a funny story indeed.
{Boogymanjunior} Nice card. If you're worried about the growing of a dead hand, look at the way Experimental Frenzy solved the problem. Or take a look at Endless Swarm which also makes your hand dead but still uses it in some way. The card itself is pretty decent, I must say. The only minor problem I have is the gamble you play when paying mana to exile cards. if you pay a lot, you can't cast many of the exiled cards, and if you just pay or , you might just exile a land and a two drop. One would have to playtest the card to see whether this is a big issue but as it reads, it's a pretty solid design.
{gateways7} Oh, so you first flip the coins and then choose afterwards. Very interesting! I like how chaos is combined with actual thinking and evaluating skills. If I have one issue with the card it's that the "can't be countered" is obviously only there to fulfill the requirement and has otherwise nothing to do with the card.
{Jartis} This looks like a card with some issues. I like the thought of stopping players from playing stuff in a way that doesn't lock anyone out of the game. However, the card has a steep cost and the chances of actually doing something (especially in a 1 vs 1 game) aren't that high. Each deck consists of 40% lands, making this card whiff completely in 20% of the cases (if both players reveal a land). Furthermore, this card has a built-in feel bad generator. Whenever it does something positive, e.g. stopping your opponent from casting something, you will likely not notice it unless your opponent is a very emotional person. If it hurts you, on the other hand, you notice it quite drastically. You can't cast your own spells because of an enchantment you yourself put into your deck and casted! I believe the idea here is cool but the execution seems lackluster.
{And the winner is...} ... gateways7!! Closely followed by Boogymanjunior and gluestick248. To be honest, I liked your ideas equally well but the unique approach to coin flipping of gateways7's card made it number 1 for me. Thanks for participating!
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Post by gateways7 on Feb 16, 2019 20:43:18 GMT
Thanks for the win! Here's your next challenge:
LIMIT 63: Far out, man! Your card has a celestial or spacial flavor. (Thanks, Inanimate!) LIMIT 80: Why the hell are you smiling!? Your card gives you advantages for being the target of aggression. (Thanks, Fermat!) LIMIT 103: Plane and simple. Your card is, mechanically relates to, or interacts with planeswalkers or Planes. (Thanks, Gateways7!)
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Post by FLAREdirector on Feb 17, 2019 1:17:42 GMT
Ooh, this is a fun one.
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Post by viriss on Feb 17, 2019 3:37:58 GMT
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Post by Flo00 on Feb 17, 2019 5:57:10 GMT
Barrier of Heavens Artifact Whenever a player rolls the planar die, you gain 1 life. Whenever you’re dealt 5 or more damage, you may planeswalk. Note: The 5 damage have to be dealt at once. But if multiple creatures deal combat damage to you at the same time that counts as one instance of damage.
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Post by Jartis on Feb 17, 2019 8:59:14 GMT
I cannot for the life of me find the template for Planes in MSE T_T I can see it in my files but it's not in the program itselfEdit: Found it. You have to have Planes and Phenomena in a separate set file. Will upload here when I've got my design. Edit 2: I was iffy about Limit 80, but I'm pretty sure this qualifies. Also, the art is actually "muddymelly" not "mudd lymelly."
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Post by gluestick248 on Feb 17, 2019 11:52:27 GMT
Plane-Powered Engine Artifact Whenever an opponent rolls the planar die, put a charge counter on Plane-Powered Engine. If they rolled , draw a card. , , remove X charge counters from ~: Each player searches their library for a creature or planeswalker card with converted mana cost X or less and puts it onto the battlefield. Each player who searched their library this way shuffles it. I’m treating your opponents rolling the die as aggression, and the planar die as part of Planes
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