|
Post by ameisenmeister on Jan 22, 2021 0:37:57 GMT
Get ready for...
On the plane of Shandalar, the different orders of alchemists are in constant rivalry over the newest and best mixtures of ingredients from all over the world. Meanwhile, the knights from every city, from the gleaming walls of Thune over the sun baked roofs of Sunari up to the peaks of the Valkas mountains strive for honor in battle. Some boast with conquests, others with the heads of slain beasts. Who can produce the most impressive collection of heroic deeds is admired among all the courts and inspires others to follow their example. Alchemists and knights often cooperate on their endeavors. While the knights can guard the alchemists and their apprentices while they go out to search for rare additions to their latest brews, the alchemists provide potent spells and potions to aid the knights in their fights. Although still considered as somehow unsportsmanlike, no successful knight can afford to not fall back on the alchemists's help. Art by Dominik Mayer and Stephen Stark respectively
One night, a glistening star fell from the sky, vanishing beneath the canopy of the western Kalonian forest. Versed in the art of astrology some alchemists saw this as an omen for changes to come. Dozens ventured into the dangerous wilds to examine the traces of the star. Initially they were disappointed to found no magical gems, no shiny secret to uncover, but their interest was kindled by the most peculiar liquid that seem to have come from the star. A malleable oil of deep black had seeped into the forest floor and apparently altered the ground to some degree. The alchemists were thrilled by all the possibilities this new material would likely hold for their mixtures, and they collected as much as they could and brought it to their laboratories. Even without the meddling of the mages the oil seemed to work its ways. Soon the plants in the Kalonian forest seemed to change, colorful flowers with sweet smell grew in the ever expanding marshland that once had started out as a small oily puddle. And when reports about nameless beasts circulated, the knights rose to the challenge and entered Kalonia to the dozens to bring home the new trophies.
Art by lingy-0 and Daniel Romanovsky respectively
Among the knights in search of a worthy quarry, fewer and fewer returned home. Search parties told about the beasts within the region becoming more and more aggressive, developing abilities that made them invisible, unnaturally fast or able to spew venom that could melt armor. Fewer people dared to venture into Kalonia, yet the deformed creatures continued to spread.
Art by MoulinBleu and IgorIvArt respectively
While the knights further refrained from entering the forest, many of the alchemists withdrew themselves into their laboratories and showed erratic behavior. Some went mute, some became aggressive and some even started to conduct experiments that were frowned upon by their apprentices. But all seemed to be almost obsessed with the new found oil...
...
So, as you can see, something ominous (or, for the enfranchised mtg player, rather obvious) is happening on good old Shandalar. As I am not much of a story person and consider myself more versed in mechanics, I will just tell you some things I'd like to see in the set and you just see what you can do with it.
First things first, Shandalar is not a plane I invented but one that is already part of Magic's multiverse. Feel free to design cards with super nifty callbacks, but don't be disappointed when I don't get them. The plane is, from it's flavor, pretty standard high fantasy stuff. I tried to sharpen its profile a bit by introducing the alchemist orders and stuff but other than that there isn't too much crazy stuff going on on the plane (like world warping auroras, a hollow core or a history of apocalyptic time rifts). In the sample cards, I already gave you the mechanics I want to see in the set: clash as the knights' keyword, concoction for the alchemists and stigma for the mutated creatures. Feel free to add another keyword if you feel daring but don't feel obliged to do so. The knights are primarily , and , the alchemists , and and the creatures , and . For all the factions, there can be cards in other colors than their primary colors, just don't overdo it.
Some things to keep in mind: [*]The mechanic stigma features -1/-1 counters, so these will be the counters for the set. Don't do +1/+1 counters (or these horrible keyword counters)! [*]Note that, despite being obviously creatures under Phyrexian influence, I didn't use the newly introduced creature type Phyrexian. That's because, up to this point, these creatures aren't really Phyrexians. They might become later. However, they already have the Phyrexia watermark.
[*]You can absolutely use all the artwork from the prompt for cards. [/list][/div]
Have fun!
|
|
|
Post by dangerousdice on Jan 22, 2021 1:06:40 GMT
common 1 dripping lurker - creature - beast - stigma 2 at the beginning of your upkeep, put a -1/-1 counter on dripping lurker 6/6 edit: messed up the mana symbols.
|
|
|
Post by ZephyrPhantom on Jan 22, 2021 1:16:35 GMT
ameisenmeister Gotta say I love the art chosen to represented infected creatures. I usually have a hard time searching for appropriate Phyrexian art because I don't know what search terms describe them best. Common #2Venomous Sliver Creature - Sliver Stigma 1 (This creature enters the battlefield with one -1/-1 counter on it. Whenever another creature enters the battlefield under your control, you may move a -1/-1 counter from this creature onto it.)Sliver creatures you control with a -1/-1 counter on them have deathtouch. 2/2 In the Skep, a sinister strand of song strangles slivers young and old.(Watermark: Phyrexian) It's worth noting that a large chunk of Core Sets 2013-2015 and even parts of core sets 2020-2021 take place on Shandalar, meaning a lot of well known planar oddities like Slivers, Amphin, and the Onakke (creators of the Chain Veil) have all either existed or left their mark on this plane at one time or another. I decided to take this opportunity to try and put a creative spin on Sliver design that makes them more flexible to both design and put in decks with other cards - the idea that some/all Sliver buffs will only function on Slivers with -1/-1 counters, signifying a dependence on the Phyrexian oil. This lets us try out stronger buffs on Slivers that would normally be difficult to put on them due to their ability to buff everything recklessly. For example, thanks to the innovation of needing -1/-1 counters, we can now make a Sliver that is closer to Boot Nipper in terms of flexibility without worrying if we've suddenly flooded Limited with a bunch of deathtouchers. As a result, instead of being the same old steamroll strategy they usually are, Slivers are now a tribe where you have to carefully choose which Slivers you want to receive buffs and which ones you want to leave as useless weaklings - not unlike the Phyrexian mindset of discarding useless flesh in favor of superior "parts". Since stigma lets them grant or transfer their buffs to other Slivers, they're still backwards compatible with regular Sliver designs while retaining their own distinct brand of corrupted buffing.
|
|
|
Post by dangerousdice on Jan 22, 2021 2:17:03 GMT
common 3 this is a simple utility spell, from sliver enabling, to stigma enabling, to just weakening an opponents creature! tainted shot - sorcery - concoction put a -1/-1 counter on target creature. "from the blood of a slayed beast, they crafted a compound with strange properties."
|
|
Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
|
Post by Fermat on Jan 22, 2021 3:20:49 GMT
Common #4
Rapid Sear Instant ~ deals 2 damage to target creature. If that creature has a counter on it, ~ deals 4 damage to it instead. "The last batch of meat had this unusual glisten to it. Gave me a bit of trouble as the oil caught flame easily over the grill, but the patrons loved it. Said it was very juicy." —Krog, head chef of The Obelisk Thought about limiting it to -1/-1 counters to be more on-flavor for the plane, but I decided to expand it so it can be reprinted even in sets which focus on +1/+1 counters or keyword counters.
|
|
|
Post by dangerousdice on Jan 22, 2021 4:05:21 GMT
common 5 just a knight card. alchemic protection - sorcery -
clash with target player. if you win the clash, target creature gets protection from tainted creatures until the end of the turn. (tainted creatures are creatures with -1/-1 counters on them.)
"the knights requested greater protection. it didnt last long."
|
|
|
Post by ZephyrPhantom on Jan 22, 2021 5:05:35 GMT
Fermat - That flavortext got a laugh out of me. That's certainly one way to beat Phyrexia. Common #6Ardestan Errant Creature - Human Knight Whenever Ardestan Errant attacks, clash with an opponent. If you lose the clash, exile the top card of your library. You may play that card this turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher converted mana cost.)2/2 "It is not our duty to retreat from the signs of danger."Compare Audacious Thief. One of the things I didn't really like about Clash is that it's dependent on you doing something that doesn't necessarily lead to reliable decks (stuffing your deck full of high CMC cards), and MaRo started that he finds it too random and thus a "noble but failed" attempt as a mechanic. I think having some cards that work if you lose a clash solves this problem gracefully because it lets the mechanic work with low-cmc focused decks (something Knights will likely be in some form if they are in weenie colors), and you can really put your opponent in a bind by having both win-clash and lose-clash cards to mess with them as the game goes on. In a way, it even works as a form of pseudo card advantage because having one clash card reveal the top cards lets you determine whether you should toss out your win-clash or lose-clash cards this turn. It is a bit of a flavor struggle to justify but I think I would work it as lose-clash cards representing more desperate/realist perceptions of the oil among the Knights while win-clash cards represent the more noble/naive approach of thinking that slaying it a bunch is all that's necessary as usual.
|
|
|
Post by dangerousdice on Jan 22, 2021 5:23:23 GMT
|
|
foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
|
Post by foureyesisafish on Jan 22, 2021 12:44:33 GMT
Common #7Who let the Amphin out? Bogbrewer Brood Creature - Salamander Warlock Deathtouch Whenever you exile one or more cards, you may pay . If you do, create a 1/1 black Salamander creature token. Stigmatized as they may be from their attempted takeover, the amphin are still regarded as some of the friendliest alchemists around. As long as you don't hurt their children, at least.1/1 A common concoct payoff for decks that want it.
|
|
|
Post by dangerousdice on Jan 22, 2021 18:18:45 GMT
common 9 a "bear" with some cool flavor! ill patron - creature - human noble -
stigma 1
"that was the best steak I've had in a while! not gonna order it again though, cuz I'm feeling real queasy now."
2/2
|
|
|
Post by gamma3 on Jan 22, 2021 20:23:27 GMT
Common #10Tainted WatersLand When Tainted Waters enters the battlefield, put a -1/-1 counter on target creature. Tainted Waters enters that battlefield tapped. : Add . , : Target creature with a -1/-1 counter on it gains hexproof until your next turn. Who knows what tainted horrors lurk beneath the surface?What were you saying about fast-filling packs before ZephyrPhantom ?
|
|
|
Post by dangerousdice on Jan 22, 2021 20:49:59 GMT
I really like this prompt!
also I have a rare/mythic rare slot design ready, so thats cool too!
|
|
Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
|
Post by Fermat on Jan 23, 2021 0:18:23 GMT
Uncommon #1Ictal Foresight Sorcery You may distribute three -1/-1 counters among one, two, or three target creatures you control rather than pay this spell's mana cost. You can't put a -1/-1 counter on a creature this way if it would reduce the creature's toughness to less than 0. Draw two cards. "The confusion was worth it."Not quite sure how to word the first ability's second clause.
|
|
|
Post by dangerousdice on Jan 23, 2021 0:26:07 GMT
its in the prompt!
|
|
Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
|
Post by Fermat on Jan 23, 2021 0:28:54 GMT
Oh! Right. Noted. Thank you.
|
|
|
Post by gamma3 on Jan 23, 2021 7:24:46 GMT
Uncommon #2
Knight-Marshal of Thune Creature - Human Knight Whenever you reveal Knight-Marshal of Thune as part of a clash, create a 1/1 white Soldier creature token. Knight-Martial of Thune's power and toughness are each equal to the number of creatures you control. */*
|
|
|
Post by ZephyrPhantom on Jan 24, 2021 1:43:06 GMT
gamma3 - Well, enthusiasm and more rounds of Booster Pack Game is an interesting change of pace from the previous state of things, so I'm for it. Uncommon #3Ictal Brutality Enchantment - Aura Enchant creature When ~ enters the battlefield. you may distribute three -1/-1 counters among one, two, or three target creatures you control. Enchanted creature gets +2/+2 for each other creature you control with a -1/-1 counter on it. I feel like there was a potential for a sort-of cycle with Ictal Foresight and and we haven't seen a lot of Green cards this set, so I decided to design a signpost card based on those two aspects. Compare Ancestral Mask.
|
|
|
Post by dangerousdice on Jan 24, 2021 3:11:39 GMT
mythic rare 1 the first infected! slurper of blood! the future praetor! Slornyx, ichor-slurper!
slornyx, ichor-slurper -
legendary creature - praetor bear mutant -
stigma 2
at the begining of your upkeep, put a -1/-1 counter on target creature without any counters on it.
if all creatures on the battlefield have a -1/-1 counter on them, creatures you control get +2/+2 for each -1/-1 counter on them.
5/5
|
|
|
Post by ZephyrPhantom on Jan 24, 2021 3:40:32 GMT
|
|
|
Post by ameisenmeister on Jan 24, 2021 6:55:07 GMT
Holy moly, this challenge exploded! I‘ll try to judge today.
|
|
|
Post by ameisenmeister on Jan 26, 2021 0:15:50 GMT
Alright, didn't manage to judge it yesterday because I genuinely wanted to go into detail with my feedback. As amazed as I was with how fast the pack was filling up, I couldn't help but think that there are some issues with the pack that I want to address. And because everybody likes to hear what they have done wrong, I'm going to start with this general criticism. (Or you just skip this section and move straight to either the individual card judging or the summarized judging below everyone's individual card judgings.)
{Criticism (Please dont take any of this personal.)} There were some things that I missed and which could imo have been addressed at common rarity quite easily. I gave the mechanics to give the set some focus and a lot of the cards reflected that by using these mechanics. But what the pack lacked were cards that supported the mechanics, that made them do their thing without loudly screaming We're here because of this keyword!!!. - For clash there could have been cards with high cmc but with some kind of cost reduction so you could put them into your deck, win clashes but cast them in the early to mid game. I also missed any kind of library manipulation like putting a specific card from the yard on top of the library. Ardestan Errant was cool with its reward for losing the clash and the clash simultaneously helping you draw the right card, and Knight-Marshal of Thune shows how a clash payoff can be done and that's why I praised the card extensively. - For concoction there were two supporting cards, one that made them cheaper and one that gave you creature tokens. While by no means bad ideas, the issue with concotions is that they have to have something to exile in the first place. Similar to the delirium mechanic from SOI, there are a lot of things that could have helped the mechanic subtly: loot effects, artifacts or enchantments that can be sacrificed for effect, self-mill, lands with late game sac abilites... Oh, and of course you'd need a lot of different card types among the cards in the first place. An artifact creature would have been the low hanging fruit here as it features two card types. The one concoction card there was, Tainted Shot, was pretty good though. - Stigma seemed to be the poster child of this set for most of you as a whooping 10 out of 14 cards somehow interact or produce -1/-1 counters. I'm all for that but I'd liked to see some more tricks that turn the downside of putting counters onto your creatures into an upside. As I wanted to show with my two stigma cards in the prompt, the plan is to drop something like Corrupted Grizzly early, then follow up with creatures that you move the -1/-1 counters to and which then profit from them in any way (like Deformed Host from the prompt. This could have been accomplished by a lot of things. Death triggers that make you want to kill your own creatures, flash creatures for a surprise boost of your stigma guys, creatures that can't be blocked by creatures with higher power, creatures that gain abilities as long as they are weakened, flicker or bounce effects to get rid of the added counters... I feel that in this regard there was the strongest gap between execution and actual design space. A lot of cards used the counter distribution as a form of payment, which is fine, but there was nothing really clever about it that would make players feel smart because they apparently broke the system.
Now for the card by card judging comments.
Dripping LurkerOkay card for taking other creatures' -1/-1 counters but really on the weak side of things. When you untap with it, it's only a 3/3 for that will even get weaker over time. I guess it's usable as some sort of indefinite -1/-1 counter generator but I'm not sure why you would want that in the first place. 1/5Tainted ShotAgain a rather weak card that could easily have been an instant, but the flexibility on this is great. In most cases, it will work as a weakening or removal spell but in fringe cases will enable some shenanigans with your stigma creatures. Good card! 4/5Alchemic ProtectionA protection spell as a sorcery? That ain't great. And it only grants protection from a subset of creatures? And only if you win a clash first? And it costs three mana?? Power level aside, I'm not a fan of the tainted rider as it just adds more vocabulary without being relevant enough to warrant it (How often is this word going to appear on cards at all?) I like the flavor aspect of knights against Phyrexians though. 1/5Eager ApprenticeAgain, the card could also have costed just (compare to Goblin Electromancer) or granting some other additional bonus, but otherwise this is fine. 3/5Ill patronThe power level is way off again, being basically a strictly worse version than a whole bunch of already underwhelming black bears. However, the flavor is funny. 2/5 Slornyx, Ichor-SlurperAn interesting legend for a dedicated -1/-1 counter deck. The ability to distribute neg counters among all creatures on the field is cool and if the opponent tries to avoid it by not playing creatures they get punished by a seriously buffed army. I really like the idea of basically turning -1/-1 counters into +1/+1 counters. However, and yeah I have to stress it again, as interesting as the card is, it's pretty much weaksauce. A 3/3 for six mana that, most of the time, does nothing the turn it enters the field, is not particularly interesting. You also risk a huge blowout when you go in for an alpha strike with your buffed army only to get this guy killed by some instant removal spell, suddenly weakening all your creatures severly. The creature type bear is great, though. 3/5
{Summarized judging} Of all the contributors, you were by far the most diligent and thereby a driving force behind this challenge moving forward so amazingly quickly. Thanks for that! Most of your cards were solid but not particularly exciting. If I may give you one recommendation for future designs than to be a bit more daring with your cards. You should always rather aim for excitement than boredom and more powerful cards can cause excitement. That doesn't mean that you should go all overboard with the power level but ask yourself this: What card will get the stronger reaction, a 3/2 for or a 3/2 for ? The question is not whether it would be correct to make a 3/2 for or not but that, when someone judges this card, they will pause and think about it. Maybe they think it's a bit too good, maybe not, but the 3/2 for will be instantly forgotten, although it might actually just be the version that would see print in real mtg. Does my rambling even make any sense? Average points: 2,3/5
Venomous SliverPhyrexian Slivers?! Oh well, I hope I don't live to see that. Seriously though, nice catch that you did some research on the plane, chose one of its most memorable aspects and gave it a new twist. However, I don't really see how your version is strictly different to the regular slivers assuming all the slivers in the set have stigma like you suggested in your notes. I feel like you're on to something cool with this card but I just can't figure out how exactly it is supposed to work. On a side note, the name Venomous Sliver is a bit too close Venom Sliver for my tastes. 3/5Ardestan ErrantWell, rewarding losing a clash isn't something I expected. Not to sure how I feel about this and I think that some clash supporting cards would be the better choice. Actually, I know what MaRo said about clash and I usually agree with most things he says but not on this issue. Long story short, I feel the execution of clash in Lorwyn block was extremely lackluster featuring almost only one-shot effects and the awfully forced clash matters enchantments. I think cards like Pursuit of Battle in my prompt, inspired by the design of the clue tokens matter cards from Shadows over Innistrad, show the potential of the mechanic. It's true that clash makes you want to put high cmc cards into your deck but you could circumvent the downsides of that by having a number of cards with alternate mana costs, cost reduction or channel abilities. But well, I better stop my rambling about clash and talk about your card. I like the impulsive draw ability and even feel that it could have been a 2/3 or have menace. As it is, it is more on the weak side but your explanation makes total sense and the flavor you described hits home. 4/5Ictal BrutalityIt's a little weird that, in your notes, you talked about this being a sort-of cycle with Ictal Visions but then the one card can be played for free and your's can't. The difference is that Ictal Foresight uses the neg counters as an alternative cost but your's uses them as some form of bonus. Hence, Ictal Brutality would have been much smoother (and still fair) if you could distribute up to three neg counters on creatures and didn't need to always go all in. I like the idea of having players actually consider to weaken their “unimportant” creatures just to make their favorite stronger – very Phyrexian, I think – but the card has even more blowout potential than auras already have. And even in a limited game, that tend to have more creatures than the average constructed game, this aura will likely never give anything more than +6/+6. Which is of course good for a three mana aura but comes with a very high price. 2/5
{Summarized judging} Let me tell you that you were one of the contributors that seemed to really have done their homework of the set's backstory and the plane's lore. The sliver, the Ardestan knight... They made absolute flavor sense and your extensive card notes helped to explain your design decisions. I'm nota particular fan of the twist on slivers, nor on the losing wins take on clash, but you explained it well enough so I could get behind your thoughts even I had different ideas for the set. The only card that didn't have a flavor base – Ictal Brutality – also was your weakest design. Coincidence? I think not. Average points: 3/5
Rapid SearSolid card for the set. Your decision of not limiting the effect to -1/-1 counters was absolutely right because this way it's also a good answer to creatures buffed with these pesky +1/+1 counters. The flavor text is just magnificent and I like how the looming invasion of the Phyrexian horrors is casully hinted at by some chef. 5/5Ictal ForesightPretty clever card, perhaps a bit too clever. I am not sure how or whether at all the second sentence of the card's rules text actually works within the rules. Could you put two -1/-1 counters on a 1/1 that just got +1/+1 until end of turn? And what if you had a Doubling Season in play? It's a bit much going on for a slightly better Divination and I feel that when you were willing to go wild with your design you could have done something flashier. However, I like the idea of weakening your creatures as a form of payment and think it would make for some cool synergies. 3/5
{Summarized judging} You designed two versatile cards that – although with some confusion – do a solid job. Both flavor texts are great and both push into interesting design space just enough to get me excited without being over the top for their rarities. I liked Rapid Sear more because it gets to the point fast whereas Ictal Foresight makes your mind spin with possibilities about min-maxing when all you are going to do in 90% of the games is just casting a divination. Average points: 4/5
Bogbrewer Warlock
Nice payoff for the concoction theme and Salamander tokens are something that are unique and fresh but make perfect sense on the plane. Deathtouch is a good fit for a black alchemist creature and the ability's trigger is open enough to fit into a lot of decks, not only into those which use concoction cards. The only thing that bothers me slightly is that the card doesn't really help the alchemist archetype in an apparent way by what it wants to do, which is getting cards into the yard for fuel. Nonetheless, a solid card with good flavor. 4/5
Tainted WatersA land design is a good idea because in total there are eight creatures, three sorceries, one aura and one instant in the pack. However, the card you came up with is, I dare to say, completely over the top regarding power level. Putting a -1/-1 counter on something at etb is powerful (compare Grasping Dunes for how high the prize of a similar effect is) but the hexproof part is just extreme. Even ignoring the fact that it adds a complexity to the board that is never ever a common, it basically means that your opponent's spot removal doesn't do s**t against your stigma creatures as long as you just keep this and two other lands untapped. All that on a land, the card type that is the hardest to deal with. Actually, just having a functional non-desert reprint of Grasping Dunes would have been a way better idea because it would work with stigma and also put a land card into your yard for concoction spells. 1/5Knight-Marshal of ThuneNow this is an interesting clash payoff if I've ever seen one and shows how much design space wotc left untouched. In a dedicated knight/clash deck you'll probably be able to reveal this more than once before you eventually cast it and have a powerful creature. Reveal triggers are just one way of circumventing the alleged problem of having to stuff your deck full of high cmc cards, but they are a really cool way and the design space is almost endless. Very good card of the likes I'd loved to see more. 5/5
{Summarized judging} Two cards with very different applications. The first card - Tainted Waters – is a miss for me for the aforementioned reasons but Knight-Marshal of Thune is one of the two 5/5 cards from the whole pack. I criticized Waters and praised the Knight-Marshal enough already so that the only thing left for me to say is that I'm puzzled (and also amused) how one of the worst cards of the pack was made by the same person who also designed the probably best card. Average points: 3/5
If you did the counting (or better number comparing you already know who might have won but for dramatic effect...
{*drum roll*} Fermat wins! You were on par with foureyesisafish when it comes to points but you posted two cards and had the best card of the three with the burn spell.
Congratulations! And thanks everyone for participating!
(On a side note: I wrote almost five openoffice pages for this judging so you can tell I was kinda invested.)
|
|
|
Post by dangerousdice on Jan 26, 2021 1:54:46 GMT
ill patrons a reference to rapid sear's flavortezt! edit: I think the main problem with my cards is that I was too cautious with the power level! I mean, I really like slornyx and I think with some tweaking {maybe making it cost less, reduce the stigma to 1, and add hexproof} it could be really cool!
|
|
foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
|
Post by foureyesisafish on Jan 26, 2021 12:57:31 GMT
I originally was going to post 2, but got ninja'd to hell and back before I could do so. It was going to be another amphin sort of between the two dimir archetypes.
|
|
|
Post by ameisenmeister on Jan 26, 2021 15:04:54 GMT
I originally was going to post 2, but got ninja'd to hell and back before I could do so. It was going to be another amphin sort of between the two dimir archetypes. Oh, I bet. This challenge really filled up fast.
|
|
foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
|
Post by foureyesisafish on Jan 26, 2021 15:05:31 GMT
I originally was going to post 2, but got ninja'd to hell and back before I could do so. It was going to be another amphin sort of between the two dimir archetypes. Oh, I bet. This challenge really filled up fast. Yep. Much faster than last time.
|
|
|
Post by gamma3 on Jan 26, 2021 15:32:24 GMT
In regards to "one of the worst cards of the pack [being] made by the same person who also designed the probably best card," that tends to be a theme with me. When I hit, I hit hard. When I miss, I miss just as hard.
|
|
|
Post by dangerousdice on Jan 26, 2021 20:41:46 GMT
I originally was going to post 2, but got ninja'd to hell and back before I could do so. It was going to be another amphin sort of between the two dimir archetypes. if you want to post a card, you should do it quickly, as the challenge is going at mach 2 at the moment!
|
|
|
Post by ZephyrPhantom on Jan 27, 2021 6:54:45 GMT
Hm, I'd sworn I'd put "up to" in that design, but I guess it was a mistake on my part. Oh well.
|
|
Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
|
Post by Fermat on Jan 27, 2021 17:13:22 GMT
Thanks for the win, ameisenmeister ! Yeah, Ictal Foresight's first ability is a bit difficult to template, but I didn't want anyone to just dump all three counters on a 0/1 goat. I was inspired by Venomous Sliver and Tainted Waters while designing the card and desperately wanted it to work. I was tempted to simply use "You can put a -1/-1 counter on three target creatures you control rather than pay ~'s mana cost" as it's much simpler, but it limited the card too much. Does anyone have any suggestions as to how to template this? Anyway, I'll try to whip up something in a few hours. I'll scour some art websites to inspire me.
|
|
|
Post by dangerousdice on Jan 28, 2021 2:42:01 GMT
do any of these inspire you? Attachments:
|
|