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Post by dangerousdice on Mar 10, 2021 2:34:15 GMT
uncommon 2 creature - construct
first strike ~ has indestructable as long as it's tapped 3/1
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Post by ZephyrPhantom on Mar 10, 2021 3:57:18 GMT
When I saw Entourage I knew I had to make this. Lightsaber Throw Instant Entourage (You may cast this spell for its entourage cost if a creature entered the battle under your or a teammate's control this turn.)Lightsaber Throw deals 3 damage to any target. Compare Wizard's Lightning, a similarly pushed creature-matters bolt that was printed at I know ameisenmeister originally envisioned Entourage as a mechanic but with it being such a good analogy for a Jedi/Sith jumping in to use their Force powers I think it could appear in all 5 colors, at least on instant/sorcery spells to represent Force skills. The Clone Army could get creature Entourage cards related to to show their clone/aggro numbers while the Droids could get Entourage artifacts to show their artificial mass-produced nature.
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Post by dangerousdice on Mar 10, 2021 4:07:49 GMT
rare 1 general grievous - legendary creature - construct soldier menace, first strike whenever a creature dies, create a light saber token and attach it to general grievous. (it's a equipment with "equipped creature gets +2/+0." and "equip "a fine addition to my collection..." 1/4 we're ready for judging, gamma3!
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Post by gamma3 on Mar 11, 2021 7:15:01 GMT
Alright, I plan on judging sometime this weekend
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Post by gamma3 on Mar 13, 2021 17:41:40 GMT
And Judgement Day has arrived! { dangerousdice} Inbuilt Blaster: Arm is an interesting mechanic in a vacuum, but I don't think this is the execution for it in this set. I feel it would work much better for a Clone Army mechanic based on the prompt outline. The card itself looks alright, just not what this set wants. 3/5Vision of Truths: Fits the foresight and lifegain themes laid out in the prompt pretty well, and having a couple 3 color factions does imply the existence of a few multicolor commons. It seems a little weak-sauce though. You could probably make the lifegain a straight "gain 5 life," based on the existence of Chaplain's Blessing. Overall though, pretty solid. 4/5Clone's Barracks: I agree with what ameisenmeister said about this card. I think Castle Ardenvale is the more apt comparison here, and while your card always comes in tapped and only makes colorless mana, the token generation is cheaper. This is probably better as at least a strong uncommon, if not in a rare slot. 2/5Watchful Knight: This card really wants to be white. Vigilance is strange for blue, but is primary in white, and a 2/2 for 2 is solidly in white's wheelhouse. Colorshifting aside, I like that you played off of ameisenmeister and made a solid foretell payoff for a Jedi deck, if maybe a tad strong for a common. 4/5Droideka: I feel like it's a massive flavor fail to not have this be an artifact creature. Other than that though, I feel like this is pretty solid. Were it my design, I might have made the indestructible specifically for while it is attacking, but I think it probably works as-is. 4/5General Grievous: Another design that I think is hindered flavorfully by not being an artifact creature, though there is a stronger argument for the non-artifact side here. I wonder if it would be better gameplay wise to put "Lightsaber counters" on him, and have a static giving him +2/+0 for each counter; rather than making equipment tokens. On the one hand, the tokens can be dealt with far more easily than the counters while Grievous is alive, but on the other, you don't have all these lightsabers laying around to pass out after he dies. Were this an actual set, I'd probably see about playtesting both versions, but as it's just a design contest, it's hard to say for sure, so I'll give you the benefit of the doubt. 4/5Closing Comments: You have a lot of great ideas here with mostly just minor issues. A lot of your cards could have been easy 5/5 with just a little bit more refinement, but your final score is hurt a little bit by your barracks and blaster. Final Score: 3.5/5{ ZephyrPhantom} Jedi's Wit: A simple, flavorful protection spell. You got a laugh out of me for the flavor text, even if it comes from later in the Star Wars saga than the prompt suggested. 5/5Lightsaber Throw: I was starting to worry that you were gonna be one-and-done on this set! I think there is merit to your idea of entourage being in all 5 colors, though I'm not totally sold on it. The comparison to Wizard's Lightning is pretty apt, and dare I say this is probably actually a bit less pushed than that. Overall though, I do really like this design. 5/5Closing Comments: You have solid cards here, I just wish I could have seen some more of your designs (though I understand you have many responsibilities as mod that take up your time). Final Score: 5/5{ foureyesisafish} Catalyst Droid: This is a nice card. I like the subtle throwback while still fitting the themes of the droid army. The sacrifice for mana production is perfectly in line with the sort of themes I was going for in the prompt. 5/5Scrapping Entry: While I'm not totally sold on the name, the design is another good fit for the droids. I feel like this could probably be just a little bit cheaper, like say, . Minor templating issues: you should specify that the construct tokens are colorless, and it looks like you changed names during design, but I'm not holding that against you. 4/5Closing Comments: You've got a lot of things going for you here. I would've liked to see you design for another one of the factions to show a little bit more versatility. Final Score: 4.5/5{ ameisenmeister} Overwhelming Punch: Solid green common. One-sided fight is definitely in that wheelhouse, and entourage is a cool mechanic that I don't mind you borrowing at all. Not much to say here about that. I will say that your art shows an elbow, not a punch, which mildly annoys me as a martial artist, but I'm also impressed that you found good artwork for this at all. Anyway, that's kind of besides the point, I'm supposed to be here to critique designs, not renders. Nice green common. 5/5Fatebender: While yes, technically wizards in the traditional sense do not exist in the Star Wars universe, the Jedi are often called "space wizards" in popular culture, and we can't forget about the Nightsisters of Dathomir, who are referred to by the characters as "dark side witches," which is all a long-winded way of saying I agree with your creature type choice here. I think fortell is another good choice of mechanic, for all the reasons you yourself outlined. The card looks to be appropriately costed and bounce is a staple of every set in some quantity. Another solid card. 5/5Kamino Vanguard: This is another card that, to me, looks like it wants to be white, although probably less of a bend than dangerousdice had in Watchful Knight. Not much else to say here. 4/5Closing Comments: You've got a lot of solid designs, and you've translated the themes from the prompt and the Star Wars flavor well. The colorshift is really the only thing keeping you from a perfect score in my book. Final Score: 4.7/5The win goes to ZephyrPhantom with ameisenmeister pulling a close second. Good job everyone, I really enjoyed judging this prompt!
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Post by ZephyrPhantom on Mar 14, 2021 3:08:43 GMT
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Post by dangerousdice on Mar 25, 2021 0:10:00 GMT
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Post by ZephyrPhantom on Mar 25, 2021 3:36:05 GMT
dangerousdice Thanks for the reminder. I'll get to this after I judge Cycle of Cards. EDIT: And it's up.
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Post by ZephyrPhantom on Mar 25, 2021 5:39:00 GMT
Your next set is: Photo by Diego DelsoEradath: Edge of the MultiverseInspired by Edge of the World by Donald X. Vaccarino. Cards reprinted from these sets are marked with an * next to their rarity. To a lesser extent, some inspiration was also taken from Fred Ditzler's Middle Ages set. An old, particularly unremarkable plane, Eradath's conflicts are fairly stereotypical in nature at first glance. Adventurers go about their buisness protecting the more civilized society of the plane from monsters that threatened to overwhelm it. Knowledge Demon Creature - Demon * Knowledge Demon's power and toughness are each equal to the number of cards in your hand. */* Meek Bears Creature - Bear * Whenever an ability or spell would tap Meek Bears, sacrifice it. 2/4 Fire Familliar Creature - Elemental * Prevent all damage Fire Familliar would deal to blue creatures. Fire Familliar can't block blue creatures. Discard a blue card: Destroy Fire Familliar. Any player may use this ability. 3/3 On closer observation, though, Eradath has primarily been a world governed by wit instead of force. Blindly charging at monsters is generally discouraged, as it costs supplies, time, and possibly lives that could be saved with clever thinking instead. This is reflected in Eradath's five guilds: Guild of Healers , Manipulating damage, providing blessings and stemming the presence of malicious forces. Represented by Clerics. Guild of Wizards , Seekers of wisdom, stunning and disabling foes, and the occasional card draw trick. Represented by Wizards. Guild of Assassins , Sacrificing sell-swords that sneer at more naive 'clevery', giving up their lives if it means eliminating the mark. Represented by Assassins. Guild of Thieves , Gaining control of material things for fleeting moments, wheeling and dealing in cards as convenient. Represented by Rogues. Guild of Druids , Growing the land, seekers of new mana sources to keep the kingdoms afloat, travelers without a home peddling mystical cures. Represented by Druids. Zombie Assassin Creature - Zombie Assassin , Exile two cards from your graveyard and Zombie Assassin: Destroy target nonblack creature. It can’t be regenerated. 3/2 Devout Monk Creature — Human Monk Cleric When Devout Monk enters the battlefield, you gain 1 life. 1/1 However, at the edge of Eradath's known worlds lurks something sinister... light-skinned 'bandit clansmen' have begun to appear and claim little parts of the world as their own. They speak of a "legacy" that is owed to them a the center of the world, and while they are few, they are persistent. Rthivan Clan Scout Creature - Kor Mercenary ~ enters the battlefield with a +1/+1 counter on it if it wasn't cast. 1/1 Adventurers sent to negotiate and claim the lands back to the kingdoms that they are owed generally do not return. Those that do speak of weapons beyond their imagination, forged by a being with powers almost seemingly out of this world. Impale Sorcery Destroy target creature. "This spear was supposed to delivered undamaged for Min Syclavi's newest contract. It's a good thing I've made two."Who are these mysterious clans, and what lies at the center of Eradath that is so important to them? Perhaps, more importantly, who is 'sponsoring' them, and who pulls who's strings? As the world of Eradath gets its first taste of a real war, you must decide its fate. Additional notes:- This is a monocolor tribal block, primarily featuring Clerics, Wizards, Assassins, Rogues, Druids and Mercenaries in WUBRGC order. I've deliberately left some details vague as the design for each tribe is meant to be somewhat top-down, but pay attention to what I've said and what example cards I've given you to work with. - Where applicable, you may also design one-off monsters of any creature type. Please note that monsters tend to have gimmicks that allow a player to slay them more efficiently, though as Knowledge Demon demonstrates this does not necessarily have to be a drawback. - We have a recent history of people getting multiple rares in - for this booster pack, I'd like to encourage this behavior since there are multiple villains in this set. - If applicable, I may give a bonus point or two if a user's cards helped complete the story and reveal the true nature of the threat to Eradath. Common #1Syclavi Horncall Sorcery Look at the top five cards of your library. You may reveal a Mercenary card from among them and put it into your hand. Then put the rest on the bottom of your library in any order. The West Kingdom shudders at the sound of these horns, creeping closer every fortnight.
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Post by gamma3 on Mar 25, 2021 13:28:37 GMT
Common #2
Pathfinder Druid Creature - Elf Druid Fellowship - When CARDNAME enters the battlefield, if you control another creature that shares a creature type with it, you may search your library for a basic land card and put it onto the battlefield tapped, then shuffle. 2/3
Fellowship - <trigger>, if you control another creature that shares a creature type with this creature, <effect>.
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Fermat
8/8 Octopus
Posts: 430
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
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Post by Fermat on Mar 26, 2021 3:23:34 GMT
Common #3Green Custard Creature — Ooze If ~ would be dealt combat damage, prevent half that damage, rounded up. If an instant or sorcery spell would deal damage to ~, it deals double that damage instead. "I once said you should fight everything with fire. It still holds true." —Jaya Ballard4/4 Here's one inspired by a Final Fantasy creature.
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foureyesisafish
7/7 Elemental
Posts: 386
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Mar 26, 2021 12:10:08 GMT
Common #4Time for a returning mechanic hot off the presses! Cryptic Dissector Creature - Horror Assassin When ~ enters the battlefield, you may sacrifice a creature. If you do, learn. (You may reveal a Lesson card you own outside the game and put it into your hand, or discard a card to draw a card.)
2/2 I would think the lessons in this set would be hybrid, allowing for a little diversity in the draft.
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Post by gamma3 on Mar 27, 2021 15:13:21 GMT
Gambler's Dice Artifact - Equipment ::common When equipped creature deals combat damage to a player, you may discard up to two cards. If you do, draw cards equal to the number of cards discarded this way. Equip Equip Rogue
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foureyesisafish
7/7 Elemental
Posts: 386
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Apr 1, 2021 16:39:38 GMT
Common #5And here's a little lesson in healing stuff. Snakescale Salve Sorcery - Lesson You gain 2 life. Create a 1/1 green and white Snake creature token.
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Post by dangerousdice on Apr 3, 2021 5:34:49 GMT
skull shard artifact - equipment equipped creature has +1/+0 and "whenever this creature deals combat damage to a player, they sacrifice a permanent." equip "their... harvesting it... so big..." - arfalo, last words
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Post by dangerousdice on Apr 7, 2021 0:00:14 GMT
anyone else want to make more commons?
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Fermat
8/8 Octopus
Posts: 430
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
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Post by Fermat on Apr 7, 2021 3:13:01 GMT
Common #8Assassin's Knife Artifact — Equipment Equipped creature gets +1/+0 and has deathtouch to Humans (Any amount of damage it deals to a Human creature is enough to destroy that creature.)Equip "There's always a perfect tool for a job." —Krav'na Lis
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Post by dangerousdice on Apr 7, 2021 3:40:13 GMT
common 9
one more common to go!
adamant growth instant -
target creature gets +2/+3 until the end of the turn.
Adamant — If at least three green mana was spent to cast this spell, put a +1/+1 on that creature
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foureyesisafish
7/7 Elemental
Posts: 386
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Apr 15, 2021 12:18:58 GMT
Common #10This started out as a weird shift of the illusion ability to green, but ultimately became an excuse to use a unique creature type. Skittish Swarm Creature - Insect Army Trample Whenever ~ becomes the target of a spell or ability, return it to its owner's hand. The insects disperse at the first sight of a spell.4/4
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Post by dangerousdice on Apr 15, 2021 16:32:18 GMT
uncommon 1 empty-mind howler creature - wolf demon trample empty-mind howler get's -X/-X, were X is the number of cards in each players hand. 12/12
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foureyesisafish
7/7 Elemental
Posts: 386
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Apr 15, 2021 17:15:55 GMT
Uncommon #2You ready for an (admittedly pretty obvious) twist? Rthiva's Rallier Creature - Eldrazi Mercenary Beckon (: Put this from your hand or exile onto the battlefield.)
When ~ enters the battlefield, if it wasn't cast, creatures you control get +1/+1 until end of turn. 0/2 Behold, the Eldrazi! Well, these aren't exactly the same eldrazi that we saw in Zendikar. Eradath's titans seem to be more... personable than those from Zendikar, more focused on building then eating. Why these eldrazi were locked away is unknown, but for whatever reason they were, they now want revenge on those foolish mortals who locked them away. The broods of these titans seem to be more independent than those from Zendikar, with some individuals possibly being independent from the titans themselves. Rthiva, also known as the Legion Bearer, is one of the titans locked in Eradath's core. Her brood is legion and is covered in sharp, shiny metal plates which gleam with internal heat and light. Rthiva is also the most aggressive of the Eradath titans, with her brood guiding her following clansmen into battle. Beckon is a new mechanic representing the eldrazi's influence, allowing the beasts to enter the battlefield without having to be cast for an additional cost. In addition, these monsters can return from exile using Beckon as well. In this case, Rallier requires an additional color of mana to be beckoned, but gives your team an anthem.
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Post by gamma3 on Apr 15, 2021 18:05:54 GMT
Uncommon #3
Energizer Juggernaut Artifact Creature - Juggernaut As CARDNAME enters the battlefield, choose a creature type. Adamant - When CARDNAME enters the battlefiled, if at least 3 mana of a single color was spent to cast it, put a +1/+1 counter on each creature you control of the chosen type. Creatures you control of the chosen type have haste. 3/4 Trying to work in some tribal glue, while still playing to the set's monocolor themes.
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Post by dangerousdice on Apr 15, 2021 23:26:50 GMT
mythic rare 1 Ghalazaf is the most peaceful of the three, in the fact that he would rather form sculptures than destroy stuff. he still (begrudgingly) go along, as Rthiva wouldn't stop pestering him about, ya know, ending their puny lives of those fools who trapped them. his spawn are geometrical, and slot together, making intricate, otherworldly sculptures. realistically this card would be in the second set, but... eh. Ghalazaf, constructor of eternities legendary Creature - Eldrazi Beckon (: Put this from your hand or exile onto the battlefield.) ward - sacrifice 3 non-land permanents. eldrazi you control are artifacts in addition to their other types. artifacts you control have " : target artifact or creature gains this card's abilities until the end of the turn." 8/8
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Post by ZephyrPhantom on Apr 17, 2021 6:13:59 GMT
Alright, going to judge this as I'm not observing a rare overflow this time. gamma3 - In hindsight, I crammed a lot of themes into this pitch, and despite it all I think you rolled with it very well and kept a semblance of order in everyone's submissions. Fellowship is a neat way to do Lorwyn-esque tribal matters antics without forcing everything into the six classes and offers both the potential for having races in multicolor and support outside of the set. This was an excellent starting design. Likewise, Gambler's Dice was a good design signpost on how to manipulate the tribal aspects of the plane some more without making it inflexibly overrun the block. I feel like you reminded everyone that "weapons" were a theme of this block too, what with the militaristic Kor vs. the more clever gear-y adventurers. I agree that everything sort of went all over the place (and as you'll observe in a later comment, I did not intend to represent Eldrazi this time), so you making a choose-type uncommon that used a keyword from earlier really helped give the wayward themes of the set some cohesion, rewarding monocolor play, tribal play, and being a flexible limited tribal buffer for adventurers, monsters, kor, and everything in between. Overall, I feel like you're a big chunk of the reason the pack still feels like a cohesive snapshot of the set. Nice job adapting to the situation. Fermat - I appreciated that both your designs made me smile or laugh. I feel like you took the tribal/monsters-as-puzzles adventuring theme to heart very well and all your designs made a good amount of sense. Green Custard is the exact kind of design I wanted to see as a more graceful take on the more clunky designs of Edge of the World (I really had to cherry pick designs weren't too awkward by modern standards) and I think it's a great alternative way to make a combat matters mechanic (and if you reverse it, a great way to make a pseudo Hexproof/Ward mechanic). I really like how Assassin's Knife works as both a subtle Kor tribal support (seeing as I did explicitly list the invaders as Kor) while still more openly supporting non-human Assassins. Overall, I think you made some strong one-off designs that I won't be forgetting anytime soon. Your competition is really stiff in this regard with other factors, but both your cards are set-ready and I would happily reprint them in core sets, too. foureyesisafish - So ah, about that Eldrazi twist. I was hoping given the focus on weaponsmithing, more humanlike terms like 'sponsoring', and Kor/Mercenary tribal that it would be clear this was actually meant to reference a different aspect of the Kor - namely, that they've been kidnapped and flung across planes since the ancient ages, and this is actually one of the more militaristic holdouts from the Skyclave days seeking an ancient artifact in the center. (The names are corruptions of previous terms associated with Kor, too - Rthivan > Rathi, Syclavi > Skyclave). Eldrazi actually heavily clashed with my intentions for the block as I expected them as a seventh tribal to mess too much with the expected set design, especially when a sticking point I was trying to imply was that Kor were the Mercenary race. The idea of making them put onto the battlefield instead of being cast was also meant to reference more portal-y effects via things such as Belbe's Portal and Aether Vial - ultimately, I was expecting a weaponsmith Planeswalker or a particularly brilliant artificing Kor (neither of which necessarily had to be Nahiri) leading the charge rather than an Eldrazi. I do understand why you thought it'd be this way, though. Hybrid lessons is a neat idea which I think indirectly builds well on the soft multicolor themes of this block that were already becoming present in Pathfinder Druid. I'd have to liked the token from Snakeskin Salve or maybe another Lesson be more tribal supporting, but I suppose Cryptic Dissector does that well enough. I think the dynamics of the Lesson-focused adventurers vs. the Equipment-focused Kor would've been interesting as a theme, too, with some bleed to get the most out of the adventuring premise. Skittish Swarm is a neat monster design. I think Army would be a great monster 'class' to adopt to be honest, and maybe we could even see some Kor Mercenary Army creatures. I don't know how much I would use Army as a major tribe in this set but it definitely seems like an interesting mob-focused tribe to use in the future. Beckon is a pretty neat way to build on your interpretation of the 'teleporting' so to speak and I think it's a great way to further emphasize the distinctness of as a color-ish cost while also giving colored mana a chance to interact with it in a 'multicolored' way. I'm not sure how I feel about it being a 0/2 for 2 mana in the worst case though - it feels like it should be a 1/2, at least. You seem to have correctly anticipated that I was trying to have a variant of the Mercenary/Rebel mechanic be a regular occurrence of sorts to knock Blue down a peg or two this block, so that's good too. Overall, I think you presented some good extra dimensions to the set. I'm not sure if they would end up being the main themes, but I do liked that they encouraged design and deckbuilding in a more flexible way. The Eldrazi twist coming from your end was understandable based on the information you had and I think you carried your interpretation of it well. dangerousdice - Apologies in advance, I'm a little less willing to cut you slack on interpreting the theme as Eldrazi tbh because of Skull Shard. Not only does the equipment feel pretty , it doesn't follow the pattern established by Gambler's Dice and give creatures not corresponding to its color a chance to wield it, which makes it awkward to see in Limited as people are going to be fighting for colorless lands if they draft Mercenary tribal. The flavor text doesn't really hook me either and I think a big part of it was simply just how out of context it seems - you could've at least told me what the Kor/Eldrazi were harvesting, and speaking of flavor, it doesn't match the "Skilled weaponsmithing for soldiers/adventureres" themes at all. I can understand interpreting all the themes as Eldrazi, and I don't want to come off as harsh, but this feels more like you saw the Eldrazi 'hook' and just wanted to shoehorn a hint to it in as fast as possible. Adamant Growth is a neat combat trick, though it's missing the word "counter", and I think it was a good way to build on the monocolor themes while not clashing with the soft hybrid elements already being floated. If Empty-Mind Howler was meant to be a reference to Knowledge Demon, it really should've been rare. Even if I hadn't posted Knowledge Demon, Nyxathid and Lupine Prototype indicates this should be rare. A potential 12/12 that's probably a 3 for 5/5-7/7 trample on average definitely shouldn't be this readily available in Limited, even if it is a simple-yet-effective design. I guess Ghalazaf was meant to be the take on the "weapons forger", but I don't like how I've clearly indicated that the weapons forger was a willing force in the invasion and you've portayed them as someone who isn't interested in the conflict. The last ability is probably going to end up as a rules mess in an Equipment-heavy block since creatures don't really have ways to handle "Equipped creatures gains <>" or Equip X, for example, and your Beckon ability doesn't really seem to cohere with or do anything related to the mechanical themes portrayed by the rest of the cards. Overall, I think you were way too gung-ho about making Eldrazi and it came it at the cost of your Eldrazi designs feeling like they had a lot of cracks or were trying too hard to fit in a set where they didn't belong as opposed to foureyes's Rthiva's Rallier, which feels like it at least took a shot at building on what was already present in the pack and the set prompt. Your non-Eldrazi designs were much more convincing (even if if one was at the wrong rarity) and I would've liked to have seen more of that instead. Winner: gamma3 - Others may have had flashier or more interesting designs but I think your designs holding the booster pack together as a set takes the cake. Congrats.
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foureyesisafish
7/7 Elemental
Posts: 386
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Apr 17, 2021 13:45:55 GMT
ZephyrPhantom Actually, the thing that made me think eldrazi was the focus on entering the battlefield without casting. I did not realize that was supposed to tie into that mercenary mechanic because that sounds pretty eldrazi.
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Post by gamma3 on Apr 17, 2021 17:08:02 GMT
Ah yes, it seems I always manage to snag a win when I am the least prepared for it, haha. Thanks for the win, I suppose it's time to get to thinking!
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Post by gamma3 on Apr 27, 2021 19:06:36 GMT
Just so people know that I haven't forgotten about this game, I want to mention that I do have an idea for a prompt, I just need to put together a full write-up with art and sample cards and such. I'll try to have it up by the end of the week. Sorry about the extreme delay.
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Post by dangerousdice on Apr 27, 2021 19:26:19 GMT
Just so people know that I haven't forgotten about this game, I want to mention that I do have an idea for a prompt, I just need to put together a full write-up with art and sample cards and such. I'll try to have it up by the end of the week. Sorry about the extreme delay. it's okay! any hints to keep us busy?
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Post by gamma3 on May 3, 2021 16:52:14 GMT
Well, it's technically the next week. Oops. But here we go with a prompt finally! Welcome to: Oreidon
Fantasy Landscape by Anna Bolkhovskaya Oreidon is a plane teeming with green mana. Mechanically, this will look kind of like a green Torment. Yes, color unbalanced sets are a bad idea, but why not have a little fun with it anyway? Some non-green cards should play up the connection to green mana somehow, by rewarding you for playing green or caring about forests, etc. Additionally, Oreidon has a +1/+1 counter theme across the 5 colors. I leave it up to you do decide exactly how that looks, but we will be seeing a return of proliferate. {Example} Flavor themes include both personal and physical growth, plants, and exploration. I can't wait to see what everyone comes up with!
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Post by dangerousdice on May 3, 2021 17:34:52 GMT
common 1 ariku runner creature - goblin rogue haste ariku runner gets +1/+1 as long as you control a forest. 1/1
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