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Post by vizionarius on Feb 16, 2024 22:36:34 GMT
The as long as part of the ability was put there to avoid the night/day problem that is an infamous headache because you have to keep track of it even when there is no card where it is relevant in play, just in case it suddenly becomes relevant. That's because Day/Night were designed to remain once it has shown up. A simple static statement about players being designated by certain labels only applies so long as the permanent from which it originates is on the battlefield, which is the case with beachfront.
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Post by Idea on Feb 17, 2024 0:31:16 GMT
The as long as part of the ability was put there to avoid the night/day problem that is an infamous headache because you have to keep track of it even when there is no card where it is relevant in play, just in case it suddenly becomes relevant. That's because Day/Night were designed to remain once it has shown up. A simple static statement about players being designated by certain labels only applies so long as the permanent from which it originates is on the battlefield, which is the case with beachfront. Fair enough.
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Post by Idea on Feb 17, 2024 1:06:25 GMT
Common #8Edit: Based on the anime beach episode trope of one character exclaiming "It's the sea/ocean!" as it is their first time seeing/going to the sea.
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Fermat
8/8 Octopus
Posts: 436
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 Feb 18, 2024 8:26:48 GMT
Common #9Tyvar's Trunks Artifact — Equipment Equipped creature gets +1/+1. As long as equipped creature is an Elf, it has deathtouch. Equip "Buying one is fairly easy, actually. Having a killer body to rock it on the beach, though, is an entirely different matter."—Tyvar KellMade the equip cost more specific to line up with the flavor of it not being for everyone. Picture a pair of tiny Speedos. I know Speedos are swim briefs, but I liked the alliteration. P. S. "Killer body" and deathtouch? I'm sorry for the pun.
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Post by vizionarius on Feb 19, 2024 16:55:08 GMT
C10Sunburn Instant ~ deals 2 damage to target creature or planeswalker. This damage stays marked until the end of your next turn. "That's a gnarly burn you got there, dude!" --Windsurfer Chad
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Fermat
8/8 Octopus
Posts: 436
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 Feb 21, 2024 1:55:30 GMT
Uncommon #1Jace's Jet Ski Artifact — Vehicle You may remove three loyalty counters from a Jace planeswalker you control rather than pay ~'s mana cost. Whenever ~ deals combat damage to a player, you may draw a card. If you do, discard a card. Crew 2 Jace's time in Ixalan has fostered an almost unhealthy obsession with the sea.5/5
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Post by vizionarius on Feb 22, 2024 17:58:13 GMT
U02
The Great Sand Castle Siege Battle - Siege (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When ~ enters the battlefield, its protecting player creates a 0/3 colorless Wall artifact creature token named Sand Castle with defender. //// Triumphant Destruction Sorcery Destroy up to one target artifact, up to one target creature, and up to one target land. The Great Sand Castle Siege has ended just as the sun was setting. The sight was painful to witness.
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Post by Idea on Feb 23, 2024 2:06:53 GMT
A little late in the game, but the themes: * Tapped creatures (beachside / seaside mechanic mainly) * Beaches * Colors * Planeswalker Interaction * Battles Tribal matters and stickers were also introduced, but only in a single card with no reference or development anywhere else. Uncommon #3
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Post by vizionarius on Feb 23, 2024 20:34:28 GMT
R01Chase Beleren Legendary Planeswalker - Jace ~ enters the battlefield with five water-gun art stickers on him. Whenever a creature with a water-gun art sticker on it attacks, defending player mills two cards. +1: ~ gives a water-gun to a creature you both own and control. (Move a water-gun art sticker from him onto that creature.)-2: Creatures your opponents control without water-gun art stickers on them get -2/-0 until your next turn. Note: Since Space Beleren exists, I felt it would be OK to make this. Note 2: He helps your creatures " drown" the opponent. Note 3: I will work on making a render with the 5 stickers on it over the weekend.
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Post by melono on Feb 28, 2024 18:16:46 GMT
Booster’s done, let’s judge this. {Spoiler}{Spoiler} vizionarius - Sunglasses of Karn: I understood that reference. The effect is relatively unique and strong. The thing here is that this effect feels a bit too strong for what rarity it is. I would have put it on at least an uncommon. Idea - Beachside Flirters: A reasonably easy to track gamestate, beachside and seafront. It’s essentially “As long as player has a tapped creature” though, which feels like something so small in text, I don’t see the benefit in creating extra terminology for it. Besides that, the effect is quite limited, but it is still repeatable fighting on a 3/3, that can hit your own creatures (which is often avoided for fighting as it can lead to funky situations). Having that on a common is concerning. vizionarius - Playa del Mal: I’d like to see more alternative basic-typed lands in common (partially because they can be searched by Swampcyclers etc), and this is a nice option. It’s light removal if needed, and a land otherwise that can filter to a black the moment it hits (or immediately be used for its ability with the right amount of mana). Fermat - Sandsurfer: Simple, alright flavor (nasty flavortext) but powerful if you got yourself some beaches. vizionarius - Hard to judge this on its own, I like it flavorwise though. Fermat - Palm-Tree Shade: Nice play on the example card. The flavor and flavortext are on point. Would have liked to have the protection have its reminder text as protection isn’t used much to at all, but it’s a very small thing. vizionarius - Seafront Menace: Big blue crab boy. Thalassophile feels like it could be worded better, like: For each mana from Beaches spent to cast ~, ~ costs less to cast. Though that also doesn’t feel right rules-wise… It’s good enough, and it conveys what it does. Beachside/seafront is moreso a constant state of the game than a keyword as it was introduced by Idea (and explained by Idea), so just the “Beachfront + reminder text” is not needed in the card in my opinion, but your rebuttal does make sense, so it’s not something I will hold against the card. Its triggers on attacking seafronters are flavorful, but I find giving menace as well as trample to a blue creature dubious colorpie-wise. Idea - First Time at Sea: A quite expensive card for what it does, but it’s got versatility in izzet decks. The additional target makes this card, speaking from a power perspective, alright. Though drawing a card in addition might make this playable outside of draft. Flavor is on point and it’s cute. Fermat - Tyvar’s Trunks: Flavor win. And seeing how he never even wears a top, a small speedo is not far fetched for Tyvar. Stats are good enough, and the elf tribal makes this, though rarely, playable in some decks. vizionarius - Sunburn: The simple red damage spell that’s required in every set. Though, it might do with a more aggressive cost, as it can’t go face. Fun acorny mechanic, that’s got some good flavor. It probably should be able to hit Battles as well though. Fermat - Jace’s Jetski: Nice, Ixalan referenced. Also, cool alternative cost, if you need some damage in your Jace tribal deck, this might be it. Though, it’s quite the hefty cost, and people will more than likely pay the Crew 2 99% of the time instead. vizionarius - The Great Sandcastle Siege: A risky, expensive battle. Giving the opponent a blocker even. The 3 mana cost is not the only cost you’re putting in this. The flipside is often enough worth it though. Three permanents is nothing to sneeze at, especially the land destruction as well. Flavor is good and sandy. Idea - Melsoda: Melonsplitting, the age old Japanese tradition that is so oft found in manga. The having to attack a player, planeswalker or battle is very flavorful in the blindfoldedness + others yelling you where to go that is part of the tradition. The reminder text is also absolutely necessary. Mechanically there is something wrong with its second ability though: “would deal damage” is not a proper trigger and will cause rules problems. Speaking acorn-y, this is kinda okay, but I still see people debating its rules then, as it isn’t clear if this would trigger even if Melsoda would be removed just before it WOULD deal its damage. It technically still would deal damage after all. vizionarius - Chase Beleren: There we go, there are the watergun stickers. The abilities around it are alright, though I doubt the use of milling. In a draft it might be more useful, but any constructed format, this probably won’t do much on its own. The -2 is real flavorful: those not in the watergun fight shouldn’t fight at all. Flavor is on point, mechanics are alright, but the card’s strength isn’t quite there. Wew. Time to give the win. {Spoiler}{Spoiler} The winner of the contest. I gotta give it to Fermat with their Tyvar’s Trunks, closely followed by their Palm-Tree Shade. Solid bangers. Thanks for playing all! I hope you had a nice card-vacation at the beach!
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Fermat
8/8 Octopus
Posts: 436
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 1, 2024 3:06:14 GMT
Thanks for the win, melono. Let me ponder on the next challenge. I'm thinking of a return to one of my settings from the old site.
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Fermat
8/8 Octopus
Posts: 436
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 12, 2024 16:47:39 GMT
Sorry it took a while. Turns out the old site is gone and I needed to do some serious digging. Return to RothiraArt by: Melissa Hui WangHere is my original prompt. I believe this was my first win for Booster Pack Game (I'll have to dig a bit more to verify) and the first plane I had created as a prompt. This July marks the 10th year since I posted this plane, so I thought I'd reminisce. None of the entries actually pushed the plot, so I'm free to move it along. The mysterious sixth faction, dubbed the Nebulous, was sniffed out by the planeswalker Arlinn Kord to have been behind the rising tension between the five factions. Their leader, a powerful changeling wizard named Matesi, was pulling all the strings. Or so it was thought. It was through the acumen of the planeswalker Kasmina that it came to light that Matesi themself was being manipulated by another entity—Lozor, the sphinx paragon of the Azure order. Matesi's schemes, which were actually Lozor's, brought conflict equally between the five factions, whittling away at the forces of each little by little. The other paragons became suspicious when their subordinates reported less casualties among Lozor's faction on the battlefield, yet false numbers were leaked to spies . It wasn't until supplies were tracked to an illusion-shrouded fortress housing the hidden troops that Lozor's deceit came to light. The other four factions did not like this at all, and the Azure faction, while bolstered by their hidden troops, fell easily to the combined might of the four. Lozor perished at the hands of Hilael, the angelic paragon of the Alabaster faction. The scheming Azure faction brought low, a temporary truce was called. But peace never lasts long on any plane. Hilael, drunk on her victory again Lozor, was soon campaigning for order on Rothira once again—that those possessed of pure, distinct mana take their rightful place as the overlords of the "primitive" commoners bereft of identity. The Alabaster faction, with their very structured forces, suffered the least casualties during the assault on the Azure faction. With Matesi dead, the Nebulous are without leadership, and the other factions, particularly the Azure, lay weakened. What could this shift mean for Rothira? Themes and Mechanics:
- changing and shifting
- multiple card-type combinations, e.g., enchantment artifact lands, etc, at lower rarities; single card types at higher rarities
- Addendum (the Azorius mechanic) and Quicken— (You may cast this spell as though it had flash if you pay more to cast it.), allowing instants and sorceries to behave as the other; Quicken's cost is typically , but could vary
- shapeshifters, changelings, and elementals are common, but with more classic races also present
- monocolored at mythic/rare, multicolored at uncommon, hybrid or generic (as in Lessons) at common; legendaries are an exception
- effects that change power and toughness, e.g., Malleable X (At the beginning of your upkeep, you may change this creature's base power and toughness. Their total must be X.)
Reprint: Rout
Sorcery You may cast ~ as though it had flash if you pay more to cast it. Destroy all creatures. They can’t be regenerated. “You will not cause disorder.” —Hilael, Alabaster paragonExample Cards: Nebulous Thug
Enchantment Artifact Creature — Elemental Rogue Malleable 3 (At the beginning of your upkeep, you may change this creature's base power and toughness. Their total must be 3.) Their blade stays keen and stabs with intent, leading some to believe that Matesi yet lives.
1/2 Brutal Intent Instant Destroy target creature or land. Addendum — If you cast this spell during your main phase, ~ deals 2 damage to that permanent's controller. When a demon and a dragon combine their hatred, even angelic paragons are hard-pressed.Verdant Crusher Creature — Beast When ~ enters the battlefield, exile all nonland permanents that are more than one card type. For each permanent exiled this way, put a +1/+1 counter on ~. Trample, hexproof Its stomach acids can melt anything, making it quite indiscriminate when feeding.2/2
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Post by fluffydeathbringer on Mar 12, 2024 17:58:37 GMT
Seeker of Stability Creature - Shapeshifter Malleable 4 (At the beginning of your upkeep, you may change this creature's base power and toughness. Their total must be 4.)
When Seeker of Stability dies, create a 1/1 white Human creature token. "Permanence is what gives a thing value. I can only hope to find it -- in life, or in death."
1/3
Common 1
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Post by vizionarius on Mar 13, 2024 1:44:13 GMT
C02
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Post by melono on Mar 13, 2024 19:13:39 GMT
Wall of All Artifact Creature - Wall Shapeshifter Changeling ( This card is every creature type.) Defender ( This creature can’t attack.) Malleable 6 ( At the beginning of your upkeep, you may change this creature's base power and toughness. Their total must be 6.) An assembly of essences, aligned into an extraordinary obstacle. 0/6 Common #3
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Post by vizionarius on Mar 13, 2024 19:55:40 GMT
C04
Aspect of Ferocity Enchantment Creature - Avatar ~ and enchanted creature get +2/+2 and have trample. , : ~ becomes an Aura enchantment with enchant creature until target creature you control leaves the battlefield. Attach ~ to that creature. (~ is not a creature while it's an Aura.)0/0
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Post by fluffydeathbringer on Mar 15, 2024 21:03:04 GMT
Common 5
Instant If was spent to cast this spell, you draw two cards and you lose 2 life. If was spent to cast this spell, exile the top two cards of your library. Until the end of your next turn, you may play those cards. (Do both if was spent.)"All paths are painful. What matters is finding a destination that's worth suffering for." --Hidael, Onyx Path initiator
it was either referencing a monocolor faction in a hybrid card or not having any representation of the five major antagonists(?) at common, I decided on the former. in my head, the Onyx Path (the faction I went ahead and came up with a name for since I didn't see one) presents itself as a philosophy and organization that helps you find your inner power, but it's really just a classic cult that scams its initiates to profit the founders
I'm thinking ally colors instead of enemy colors, based on the colors we have
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Post by vizionarius on Mar 17, 2024 17:49:02 GMT
C06
Nebula FieldsEnchantment Land : Add or . Use this mana only to pay for hybrid or generic costs. Even the heavens bless only their kind.Edit: Added the ability to pay for colorless in addition to the two colors. Edit 2: Made this to match the Ritual in C08 to not have multiple types of mana limitations, especially at common. (Old wording: Use this mana only to pay for colorless, white, or blue spells or abilities of colorless, white, or blue permanents.)
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Post by melono on Mar 20, 2024 13:25:06 GMT
c7 Potential Elemental Enchantment Creature - Elemental Wall Defender (This creature can’t attack.) Whenever another Elemental or another creature with defender enters the battlefield under your control, ~ gets +2/+0 and can attack as though it doesn't have defender until end of turn. Potential energy, ready to spring. It accumulates until it bursts through. 1/4 Some Defender and Elemental tribal.
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Post by vizionarius on Mar 21, 2024 4:22:21 GMT
C08 Primordial Ritual Instant Add two mana of any color. Use this mana only to pay for hybrid or generic costs. The first rituals yielded a sputtering of unrefined mana.
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Post by fluffydeathbringer on Mar 21, 2024 18:02:28 GMT
Common 9
Empty Vessel Artifact Creature - Construct Empty Vessel gets +1/+1 as long as there are three or more colors among permanents you control. Built by the Five as neutral mediators and abandoned when they fell, it seeks color on instincts it barely understands.
1/1
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Fermat
8/8 Octopus
Posts: 436
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 1, 2024 7:46:10 GMT
It's been ten days since the last entry. If no new entries pop up in the next 48 hours, I'll be judging. Thanks.
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Post by vizionarius on Apr 2, 2024 1:54:54 GMT
I feel bad for being the one posting in between every post, since I don't want to hijack entire boosters to that extent... but I'd rather that than the pack not finish! Will post a submission in a few hours (as a treat for finishing my taxes)... if someone has another in the meantime, feel free to post it! C10Reshape Aspect Enchantment - Aura Enchant permanent Enchanted permanent and the creature it enchants get +1/-1. When ~ leaves, you draw a card. Edit: Significant changes after getting some sleep...
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Post by fluffydeathbringer on Apr 3, 2024 11:27:11 GMT
Uncommon 1
Enchantment Creature - Elemental Wizard Whenever you cast an instant spell during your turn, draw a card. Whenever you cast a sorcery spell during an opponent's turn, CARDNAME deals 2 damage to any target. "The Azure are cowards, the Bloodstones fools. Only I can turn them into something better."
2/2
Addendum/Quicken arcun
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Post by vizionarius on Apr 5, 2024 5:21:32 GMT
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Post by fluffydeathbringer on Apr 5, 2024 19:06:01 GMT
Artifact Creature - Beast Malleable 6 (At the beginning of your upkeep, you may change this creature's base power and toughness. Their total must be X.) At the beginning of your end step, if you control two or more creatures with power 4 or greater, draw a card. "The cycle of life is incomplete here. It needs filling in." --Rawubgu, Emerald heretic
3/3
Uncommon 3
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Post by fluffydeathbringer on Apr 14, 2024 18:57:21 GMT
entries/judging?
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Fermat
8/8 Octopus
Posts: 436
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 15, 2024 7:29:39 GMT
I'm giving you 24 hours to edit/submit.
Edit: Judging.
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Fermat
8/8 Octopus
Posts: 436
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 25, 2024 10:09:41 GMT
fluffydeathbringer : - Seeker of Stability: I'd say this is just the tiniest bit pushed as the usual sweet spot for a MV-2 common is usually 2/2 with (not too strong) keyword. MV 3 or less creatures are very efficient nowadays, though, and the flavor is sublime.
- Growing Pains: Most hybrid modal spells have the cost pattern, but this isn't a major flaw. As it stands, though, I believe the effect is a bit more powerful than the effect, so it's a bit lopsided in that aspect.
- Empty Vessel: Not much to say except it's a good common.
- Frostfire Magus: Nice utility with Addendum/Quicken.
- Artificial Predator: Excellent use of Malleable. Really makes the player weight their options, as making the creature a 4/2 makes it squishier and an easier target for removal, at the cost of card advantage.
- Overall: 4.5/5
vizionarius :
- Primogenesis: Interesting use of design space, though I don't see much use for it with existing ETB and casting triggers.
- Aspect of Ferocity: An interesting, more flexible variant of Bestow. I like how it gives the option of being an Aura even if the creature card is already on the battlefield.
- Nebula Fields: I love how you managed to get around the restriction of a land producing more than one type of mana at common by restricting it in a way that's flavorful to the set.
- Primordial Ritual: Again, excellent use of restrictions for an established effect.
- Reshape Aspect: +1/-1 exists more in nowadays than in , but given the set, I can let this slide. I'm a bit iffy on the rules on this, but the idea of enchanting an Aura just tickles me.
- Uncreate the Impure: First off, in this set, hybrids are resticted to common, so an uncommon card like this should be multicolored. Also, a hybrid cost implies that the card's effect is shared between the two colors. 's destruction portfolio is usually limited to attacking or blocking creatures, or big creatures, either MV or power-wise. You could have gone with exile, as it's something shared by and .
- Overall: 4.25/5
melono : - Potential Elemental: Quite a good translation of flavor into mechanics. 4/5
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Post by fluffydeathbringer on Apr 25, 2024 14:06:48 GMT
well, well, if it isn't the consequences of my actions (having to judge the next one)
(Xenia on Artstation)
In Averlos, nature has spiralled out of control, dividing the plane into five examples of each color's excess. Civilization is still in its early stages, survival is tenuous, and every day could be the last. In the middle of all this, a being long lost to myth begins to arise - but will it bring the change Averlos needs or be the final nail in its coffin?
The regions: - Northern Slatar (W) is a flat plain that stretches as far as the eye can see. Under its strong gravity and perpetual daylight, life would be harsh enough; but its rigid monarchy, centered around worship of a distant sun and ruled by regent angels, ensures no one dares even complain. - Southern Sarin (U) is a constantly-rising sea speckled by rare and shrinking islands. Its wizards and scholars are in an eternal arms race with the water, either devoting their time to building land or fostering a secretive society underwater with the merfolk and leviathans (and, it's rumored, vampires). - In the middle is Schwon (B), a swampland coated in perpetual dusk. Here, the mana itself is so fatal that no true life can persist; indeed, Schwon is populated exclusively by undead of all stripes, protected from the region's toxicity by a demonic pact yet slowly fading away to decay. To maintain their society, they set out to scour other regions for captives; whether to gain more bodies to transfer their spirits into, expand their numbers, or to serve their patron's inscrutable will. - Eastern Vuzchori (R) is a range of mountains that constantly grow. This unstable region makes society equally unstable, and conflicts between the various mountain communities for what scarce resources the rocky land provides are an everyday occurrence -- as are rockslides and earthquakes as the mountains grind against each other. Vuzchori raiders stealing supplies like food and materials are a common sight outside its borders.
- Western Medisa (G) is a forest teeming -- and, in fact, choked -- with vitality. Plants cover every inch, and wild beasts and elementals prowl every other; what little space humanity has for itself is filled with food, yes, but no region stays safe for long.
In the middle of all this, a strange flowing metal has been sighted across all five regions. Given the colloquial name Lifesteel (G/W), it radiates with a sense of life energy and bonds with sapient life in a seemingly beneficial way. Symbiotes all report a sense of inner peace and empathy, need no sustenance to survive, and want only to spread the Lifesteel's "love". Whatever the true nature of this entity is, it's about to change Averlos' dynamics forever.
Mechanical themes: - monocolor (like the first Eldraine set), with an overarching artifact subtheme - possible others
Example common:
Lifesteel Convert Artifact Creature - Human Cleric Lifelink (Damage dealt by this creature also causes you to gain this much life.) "Long has this world struggled and suffered, disparate and alone. It's alright. There's no more need."
2/2
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