Nonagon Infinity
2/2 Zombie
Posts: 124
Favorite Card: Barren Glory
Favorite Set: Future Sight
Color Alignment: Blue, Black, Red
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Post by Nonagon Infinity on Aug 10, 2021 2:40:03 GMT
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Post by Flo00 on Aug 10, 2021 14:41:33 GMT
Moon Shield Artifact 3/T: Target creature you control gains +0/+4 and gains defender until end of turn. You can’t activate this ability during combat. (Melds with Chainbreaker.)Chainbreaker Equipped creature can attack as though it didn’t have defender and assigns combat damage equal to its toughness rather than its power. Equip Whenever equipped creature attacks, if you both own and control Chainbreaker and an artifact named Moon Shield, exile them, then meld them into Moonbreaker attached to equipped creature. Moonbreaker Artifact - Equipment Each creature you control can attack as though it didn’t have defender and assigns combat damage equal to its toughness rather than its power. 3/T: Equipped creature gets +0/+4 until end of turn. Equip {render without art} The thing that really bothers me about this is that you have to attack to and then your other defenders can attack as well, just not this combat. Maybe I'll find some way to make this feel less strange. 3/T is a mana/tap hybrid symbol. You can pay it by paying 3 mana or tapping the permanent. I was first thinking about doing somthing with 3/R or 1/B, since this is technically new to Magic. I just couldn't combine it with a meld card very well.
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Post by quazerflame on Aug 12, 2021 18:23:35 GMT
Guess the challenge was a bit much
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Post by kefke on Aug 12, 2021 21:18:26 GMT
Honestly, I've been wanting to do things with meld. I just couldn't figure out how to do a new mana symbol.
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Post by Flo00 on Aug 14, 2021 0:03:07 GMT
Honestly, I've been wanting to do things with meld. I just couldn't figure out how to do a new mana symbol. The low-hanging fruits would be tri-color hybrid, number hybrids with numbers other than 2, and colorless phyrexian mana. Two colored phyrexian mana and some Z-mana like twist would also be an option, just to sparkle a few ideas.
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Post by kefke on Aug 14, 2021 6:12:18 GMT
Honestly, I've been wanting to do things with meld. I just couldn't figure out how to do a new mana symbol. The low-hanging fruits would be tri-color hybrid, number hybrids with numbers other than 2, and colorless phyrexian mana. Two colored phyrexian mana and some Z-mana like twist would also be an option, just to sparkle a few ideas. I did have an idea a while back for a pseudo-sixth color mechanic, but it wasn't going to use a symbol, so that was out.
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Post by quazerflame on Aug 19, 2021 18:55:30 GMT
It's been more than a week and not a lot of entries. How much longer should I run this for?
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Post by Flo00 on Aug 20, 2021 10:21:55 GMT
I'd say you can jusdge whenever you feel like. Or you wait until it's 2 weeks old.
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Post by ameisenmeister on Aug 24, 2021 8:08:44 GMT
EDIT: Thanks Flo00 . These limits were kind of taxing for me.
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Post by Flo00 on Aug 24, 2021 12:53:18 GMT
ameisenmeister Canopy Ripper is lacking p/t. Also since you meld beginning of combat, you might want to give it haste.
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Post by kefke on Aug 24, 2021 14:55:25 GMT
Well, if I'm not too late, I actually did figure out custom symbols. Colored snow mana seems like something that wouldn't be too out of left field to show up.
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Post by Flo00 on Aug 25, 2021 19:22:40 GMT
kefke I really like the idea of colored snow mana. I think the meld style I'm using is a bit outdated. Where can I find the one you are using?
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Post by kefke on Aug 26, 2021 4:50:20 GMT
kefke I really like the idea of colored snow mana. I think the meld style I'm using is a bit outdated. Where can I find the one you are using? It's the Mainframe DFC template. I think it's one of the ones included with the basic package - but I did redownload for the advanced package to compete in the CotW challenge, so I might be wrong?
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Post by quazerflame on Aug 27, 2021 15:19:34 GMT
Judging this tomorrow
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Post by quazerflame on Aug 28, 2021 18:32:42 GMT
Judging here {Nonagon Infinity}Gigalix is a complicated beast, something I'd expect from a post-meld more than from a pre-meld. As a pre-meld, it makes me concerned about what both Sakhara cards will look like. The toughness benefit is easy to see. I'm personally not a fan of just dropping new colors into the mana cost, but it completes the condition there. {Flo00} Two artifacts that meld into an artifact with better than both their abilities. Nice. An attack trigger melding them equipped is a brilliant trigger, too. One gives defender and toughness, one uses toughness and removes defender, and the combination does both but better. 3/T is an awkward to visualize cost, since the background of both normal symbols is the same, but I could see it working out. {ameisenmeister} The combination feels a little out of the blue, but it tells a fascinating story. Tri-color hybrid on the meld's activated ability would look out of place on a front face, but it works well here. Every face has toughness-matters, including a keyword that already exists, nice one! {kefke} Colored snow! Good thing yellow isn't an MTG color, right? I love the symbol. Interesting how the meld wants your opponent to have snow to increase toughness, good thing it and the land can make stuff snow! The giant doesn't seem to have any presence in the end-result meld, though he is a good source of reminder text. activated ability looks decent, better there than on a front face. All three faces have toughness-matters, including a keyword that already exists, nice one. {And the winner is} kefke! I almost want to play the back face as a commander! Pity I can't. Flo00 is the runner up.
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Post by kefke on Aug 28, 2021 19:03:36 GMT
Fun fact! The name I gave the folder to let Mainframe find the color snow symbols is actually "DonEatYellow".
Anyways, let's roll right into the next challenge!
LIMIT #21: Your card's color identity contains white. LIMIT #128: My dear Watson!: Your card is an Elemental, makes Elementals, or otherwise cares about Elementals you control. (Thanks, FLAREdirector!)
For those of you unfamiliar with the First Golden Rule;
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Post by lordpat on Aug 28, 2021 22:28:43 GMT
Havhell, the Prismatic One Legendary Creature - Elemental Beast Ward You may look at the top card of your library. You may cast multicolored spells and play lands from the top of your library. 5/5 Changed it a lot, because previous design was terribad.
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Post by quazerflame on Aug 29, 2021 9:18:02 GMT
Well, that is one open-ended rule. Entry incoming: EDIT - No longer my entry,. I'll think of something more exciting kefke Stillness Elemental Enchantment Creature - Elemental Lands can't enter the battlefield except by being played. "Wait your turn."1/1
If you rule my interpretation of the golden rule to be incorrect, then I'll change it, but I'm pretty certain
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Post by Flo00 on Aug 29, 2021 21:26:52 GMT
Master of Light Crreature - Cat Cleric Hexproof from black Each Elemental creature you control assigns combat damage equal to its toughness rather than its power. When Master of Light enters the battlefield, create a number of 0/2 white Elemental creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)2/2
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Post by kefke on Aug 29, 2021 22:42:02 GMT
Alright, so I should have responded to this already, probably. I didn't want to influence anyone's design, but looking at the entries so far, I think that it would be very unsatisfying for everyone if I didn't give contestants a nudge. Since my rule is going to stick around in the rotation, I wanted to keep it open-ended enough that it wouldn't ruin anyone else's challenge. That said, my intention with a rule like this is to see how imaginative you can get with it. So, I personally am going to be scoring based on originality. If the card is sticking to just conventional breaks, that's going to hurt the score over a card doing something I've never seen before. There are also some things that are technically breaks, but are well-established and covered in detail by the rules. For mechanics like those, I'd only accept them if you find an innovative way to do it. For instance, while meddling with turns and phases is technically a break from the way the game is played, sections 500.7-500.10 cover the mechanics of such effects in detail, so a card changing the turn structure in accordance with those rules isn't actually contradicting anything. To give an example, I wouldn't accept a card with an effect like "take an extra turn after this one" or "after your combat phase, there is an additional untap phase" as a rules break, but I would accept something like "After the next turn's combat phase, take an extra turn. After that turn's end step, the previous player's turn continues as normal.", because taking a turn in the middle of another player's turn is something that, while it plays off of those mechanics, is not directly covered by them. In the further interest of fairness, and to give everyone who's already created a submission the best chances of success, here are some early, non-scoring assessments of the entries so far; lordpat and Flo00 - Your cards aren't really doing anything that doesn't already exist on a number of officially published cards. Casting from the library in particular is specifically covered under rule 601.3e.
quazerflame - This one does technically defy the normal rules, to the best of my knowledge, though I would say its also not a very exciting card. Which shouldn't be taken as a direct criticism of the card itself. In terms of making a card that I could easily see WotC printing, perhaps in a set that made heavy use of Landfall, it certainly does fit the bill, and seems like a perfectly reasonable inclusion at Uncommon. It's just a little more "safe" than what I am hoping to see. A bit too close to things that existing cards already do. Which means that while it certainly fulfils the conditions, I would likely not pick it over an entry that went for a more overt break. Think of it as the difference between ignoring a "Keep off the Grass" sign, versus one that says "Do not Enter".
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Post by quazerflame on Aug 29, 2021 23:54:32 GMT
I get what you're looking for now, kefke Eterna, Guardian of Life Legendary Creature - Elemental Flying, vigilance Other permanents you control can’t die. (Damage and effects that say “destroy” don’t destroy them, they can’t be sacrificed, and they aren’t put into your graveyard for having 0 or lower toughness nor for having no loyalty counters.)Death has no place in her forest.10/10
Two versions because the flavor text doesn't fit when the reminder text is present.
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Post by viriss on Aug 30, 2021 1:32:18 GMT
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Post by ameu on Aug 30, 2021 19:19:51 GMT
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Post by lordpat on Aug 30, 2021 22:50:49 GMT
Ok then, second try? Emeria Etenral Legendary Land At the beginning of your first upkeep, you may reveal ~ from outside the game and put it into your hand. If you do, skip your next draw step. : Add . You lose 1 life. Whenever you gain life, put a quest counter on ~. Then, if there are ten or more quest counters, transform it. \\ Locus of Hope (White) Legendary Creature - Elemental Lifelink. At the beginning of your end step, if you gained life this turn, create a 4/4 white Angel token with flying, first strike and lifelink. 6/6 EDIT: "next" is added instead of "first" because of multiple instances would allow you to hoard cards into your hand without penalties. Also changed text of elemental because otherwise soul warden + this = breaking the game. Changed start of the first turn with start of your first upkeep. EDIT 2: Lol, English not my first language excuse.
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Post by kefke on Aug 31, 2021 0:53:25 GMT
I'm curious how a grasshopper became an elemental.
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Post by kefke on Sept 5, 2021 18:24:34 GMT
Okay, I think enough time has passed to get on with the judging.
Flo00 - For the reasons I previously discussed, I can't consider your entry to be in keeping with the spirit of the challenge, since it's just remixing existing mechanics. It's a solid card, but not what I was looking for.
quazerflame - This is certainly a mechanically interesting card. It's also big beater that can defend you at the same time. That said, I'm not sure I'm seeing the Green in its identity, other than in it being big. This could have easily been a mono-white trump card without losing anything. On top of that, while it's hard to judge where giving your board "super-indestructible" falls, my gut is that even with flying and vigilance packed in it's not making it stronger than other, better costed creatures in the same raw power tier (such as Apex Devastator with its quadruple-Cascade), so MV12 is probably a little overcosted.
viriss - A decently balanced creature with a simple but unique effect. I think there's some potential here for board flooding, given Blue's storm potential, but making a bunch of weenies plays well enough into White's MO to feel thematic, and a double-double-color cost makes it feel earned. My main criticisms here are twofold. First, that you should probably have thrown in a line about what happens to copied spells. Since there's no card to put on the battlefield, players would need to have a way to keep track of them, but since the card doesn't say to make a token, it's left open-ended as to whether they just disappear after resolving or create a creature as per the effect, which stays on the battlefield as an intangible "ghost" card. Secondly, since neither the card nor the rules specify, it's unclear what happens with the normal effects of the spell. As an ability on a card on the battlefield, it could be argued that the spell's effects are "active" while in play, which opens a whole can of worms. I know the challenge was to invoke the Golden Rule, but specifying they lose all abilities would have been a headache-saving measure.
ameu - Aside from having too much complexity for a common, I can't judge this one. A creature with evoke and a flicker ability isn't doing anything that the rules don't cover.
lordpat - Seems like a fairly balanced card for the most part. Wants to be in a deck with lots of life gain, and makes you use that life gain while setting it up. The elemental side doesn't seem too overpowered, though given what you need to get it, and both it and the angels having lifelink, it'd be hard to not gain life in a turn. The main problem, unfortunately, is the thing that makes it most unique. Being able to grab a specific card when you want it is strong. That's something that WotC learned with Companion. Even just being able to guarantee drawing a land when you need one would be enough to see this sideboarded in a lot of decks, and needing lifegain to set up its better effects is a lot less of a restriction than some of the more popular companions got. The ten-counter timer helps, but there's ways around that. Ultimately, this would be a really meta card, even in decks that aren't lifegain, or even running White. Lot of debate on this one, and I think that everyone's cards were good in one way or another, even the ones I disqualified. Ultimately though, I'm giving the win to quazerflame. Despite the issues I brought up, yours is the card I could most easily see being printed without revisions, and soft-freezing the board state feels like a very satisfying wind-up for bringing the game to its conclusion.
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Post by quazerflame on Sept 6, 2021 1:13:02 GMT
Thanks for the win! Yeah, I was concerned that maybe I made it too expensive. Unfortunately it's difficult to playtest cards like these. On to my contest: LIMIT #169: One plus one sometimes just makes a bigger one! Your card (or cards in this case) are a meld pair! (Thanks, quazerflame!)LIMIT #141: You and me, baby, all the way. Your cards have Partner with each other. (Design both cards. All the limits can be applied to one or both, or you can split the limits between the two.) (Thanks, gamma3!)New limit is - LIMIT #171: Sunrise, sunset. Your card either has the abilities daybound and nightbound, or it otherwise uses and cares about day and night.How many times do people draw their own limit from the list, I wonder?
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Post by gamma3 on Sept 6, 2021 14:46:15 GMT
That's a fun set of limits. I always liked meld, and partnered meld cards make it work far better in my preferred format (EDH). Let's see what I can come up with
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Post by viriss on Sept 6, 2021 17:33:20 GMT
Ugh... so little room to put so many ideas! =)
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Post by Flo00 on Sept 6, 2021 22:54:25 GMT
I'm not entirely happy with this yet. I like how I got the flavour though, but I think the mechanics are a bit weird overall. Dayseeker Creature - Elemental Partner with Nighthaunter Whenever it becomes day, you may put a time counter on Dayseeker. As long as Dayseeker has two or more time counters on it, it has flying and vigilance. (Meld with Nighthaunter.) 3/5 Nighthaunter Creature - Elemental Partner with Dayseeker Whenever it becomes nihgt, you may put a time counter on Nighthaunter. As long as Nighthaunter has two or more time counters on it, it has deathtouch and lifelink. At the beginning of each upkeep, if you both own and control Nighthaunter and a creature nemd Dayseeker and they both have one or more time counters on them, exile them, then meld them into Timeskewer. 4/3 Timeskewer Creature - Elemental Deathtouch, flying, haste, lifelink, vigilance Whenever Timeskewer attacks or blocks, you may have it become day or night, then phase up to one target permanent out. 7/7
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