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Post by melono on Dec 16, 2018 16:19:01 GMT
Thanks for the win gateways7 ! You're probably right when it comes to the keyword I made being better as not a keyword and only something to be put on a couple of creatures. It's why it works well for Kilim as it uses it as a rare win-condition. Also, about graveyards, Wizards isn't planning on printing any more cards that involve the order of the graveyard, probably because plenty of people are used to keeping cards with something like flashback next to the graveyard and things would get unnecessarily convoluted if people can't do that: 3.14 Graveyard Order In formats involving only cards from Urza’s Saga™ and later, players may change the order of their graveyard at any time. A player may not change the order of an opponent’s graveyard. Anyhow, the next word for people to think something up for is:Epiphany
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Post by viriss on Dec 16, 2018 16:43:56 GMT
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Post by kefke on Dec 16, 2018 21:33:45 GMT
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Post by augur on Dec 17, 2018 0:39:50 GMT
Epiphany — (condition of revealing a card with converted mana cost four or greater from your hand) Affirm Faith Instant Target creature gets +1/+1 and gains first strike until end of turn. Epiphany — You may reveal a card with converted mana cost four or greater from your hand. If you do, that creature also gains lifelink until end of turn. In the face of death, Ailfe cast away doubt and prayed that he would strike true.Grovestrider Ascetic Creature- Elf Druid Epiphany — , reveal a card with converted mana cost four or greater from your hand: Add one mana of any color. 2/2 "If enlightenment is to be found, it is here among nature- among the most enlightened beings to walk this world."Resolute Researcher Creature- Human Wizard Flying, prowess Epiphany — At the beginning of your upkeep, you may reveal a card with converted mana cost four or greater from your hand. If you do, spells you cast this turn that share a type with that card cost less to cast. 3/3 "Your life will not be enough to unravel all mysteries. 'Many,' however, is within the realm of possibility." —Archmage Sohie
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Post by Tesagk on Dec 17, 2018 5:22:33 GMT
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Post by Jartis on Dec 17, 2018 11:54:57 GMT
Epiphany - (When you cast this spell, you may reveal a God from your hand.)Glimpse the Divine Instant Epiphany (When you cast this spell, you may reveal a God from your hand.) Counter target spell. If you had an epiphany, draw a card. Farsight Oracle Creature - Human Cleric Epiphany (When you cast this spell, you may reveal a God from your hand.) Whenever you have an epiphany, put a +1/+1 counter on Farsight Oracle. 1/1 Celestial Rain Sorcery Epiphany (When you cast this spell, you may reveal a God from your hand.) Destroy all creatures. If you had an epiphany, destroy all creatures you don’t control instead. Nivag, False Incarnation Creature - Illusion Epiphany (When you cast this spell, you may reveal a God from your hand.) Whenever you have an epiphany, Nivag, False Incarnation becomes a copy of the revealed card, except it gains this ability. 0/1
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Post by melono on Dec 22, 2018 19:38:27 GMT
I'll be judging in about 24 hours. Get in changes and submissions now you can!
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penacho
0/0 Germ
Posts: 5
Favorite Set: Ixalan
Color Alignment: Blue
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Post by penacho on Dec 23, 2018 13:53:18 GMT
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Post by melono on Dec 23, 2018 16:35:01 GMT
Thanks for playing, here's the judging: {Judging} viriss - epiphany as looking at the top cards of your library feel suitable enough flavorwise. The ability itself is fairly simple and is currently frequently used by blue. I don't particularly agree with making epiphany be hard set to 3 top cards, as it limits designing cards with it while it could just as easily be "Epiphany 3" instead, like Scry 3. kefke - Taking epiphany as a moment of sudden realization and thus giving your cards flash with it is great flavor. I like that the epiphany cost is often more expensive, but it is an alternative cost as well with Sword of Kings. Just a sidenote: Defiant General is definitely too powerful for a common. augur - I like the effects of the ability word, especially Resolute Researcher. The link between the word Epiphany and the ability however I find a bit vague. I like how this ability has people possibly consider a different mana curve for decks build around it. Tesagk - The way epiphany works with your cards is that it makes them simply cheaper if they fall within a factor (that is quite easily achieved, especially with instants) rather than that it really does something new. By the by, your epiphany makes me think of Miracle. And just something I immediately thought: Knifed costs way too little Epiphany-cost. Jartis - The flavor works really well between keyword and ability. It might mechanically be a bit odd currently to have enough Gods in your deck to make this worthwhile, but for a new set, this could be made to work well. Nivag is a great card as well, allowing for plenty of dynamic play, where the revealing of different Gods also actually has different effects. (Also, you probably meant to make it a legendary creature.) penacho - Epiphany as a sort of madness. Speaking flavor the keyword fits the ability well with how that what is revealed becoming important suddenly. Just like madness though, you'll have to set yourself up for being able to use this ability, making it not very flexible in different decks/sets. The cards themselves revealing cards from your hand is a good design decision, which allows for combo's and more flexibility in picking cards to put in your deck as you won't need dedicated revealers. {Winners} Runner-ups: Monger, Kefke The winner: Jartis (and most notable is the card: Nivag, False Incarnation)
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Post by Jartis on Dec 24, 2018 16:12:50 GMT
Oh! Thanks for the win! I was concerned that the tie to Gods was too limiting, but it made too much sense to pass up. XD
Anyway, on to the next challenge. Since it is the holiday season, we'll go with something a bit festive. Your next keyword is "Celebrate". Good luck everyone, and most importantly, have fun with it!
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on Dec 24, 2018 16:48:05 GMT
This is my entry for the celebration contest.
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Post by viriss on Dec 24, 2018 20:57:18 GMT
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Post by ameisenmeister on Dec 24, 2018 21:39:18 GMT
Celebrate seems really red and/or green to me, so I just went with it. The flavor here is that you have achieved something new and impressive, aka casting an expensive creature, and are rewarded for that. The keyword incentivizes playing things on curve and further helps you if you're playing big, impressive creatures. As it is all about entering the battlefield, even your creature getting killed immediately feels less painful than usual. In fact, it is now even easier to get a chance to celebrate again. Hooray!
If there's anything wrong with my wording or spelling, please correct me, I want to improve!
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Post by Jartis on Dec 29, 2018 19:02:34 GMT
Due to the holidays, I'm gonna let this challenge run to a week from today, to give people time to get more entries in while still enjoying some personal time.
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Post by augur on Dec 30, 2018 2:15:08 GMT
gifts are nice ...you may celebrate. (To celebrate, reveal cards from the top of your library until you reveal a nonland card. Put that card on top and the rest on the bottom in a random order.)Wrapper Automaton Artifact Creature- Construct : Celebrate. (To celebrate, reveal cards from the top of your library until you reveal a nonland card. Put that card on top and the rest on the bottom in a random order.)4/4 Explosive Delivery Instant ~ deals 3 damage to any target. You may celebrate. (To celebrate, reveal cards from the top of your library until you reveal a nonland card. Put that card on top and the rest on the bottom in a random order.)Stealthy Postman Creature- Faerie Rogue Flying Whenever ~ deals combat damage to a player, you may celebrate. (To celebrate, reveal cards from the top of your library until you reveal a nonland card. Put that card on top and the rest on the bottom in a random order.)2/1
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Post by Tesagk on Dec 30, 2018 2:31:07 GMT
Are we allowed to use ability words too? Or does it have to be a keyword?
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Post by Jartis on Dec 30, 2018 3:18:50 GMT
Tesagk Pretty sure ability words work. Couldn't find a rule that says they don't.
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Post by kefke on Dec 30, 2018 6:58:08 GMT
melono Just wondering what you mean by "too powerful for a common" in your assessment. Rarity has never been used to sort cards by power. There have always been some strong cards in common, and some ridiculously bad ones in rare. It's supposed to be that way, to keep Magic from becoming a game of "rich kid wins". The closest WotC has ever come to having rarity-based tiers is in tying it to complexity (in theory to keep things easy for new players, though it's arguable if it works or is even a good policy), but even then a more complex card is not necessarily a more powerful one. As for the current contest... A little context; This card is a troll instant because of something written alongside the art, "In old scandinavian lore, trolls and vaette (approx. goblins) lived in the forests and hills just out of sight. If you went out really early just after snow had fallen, you might be lucky to find strange footprints in the snow, and the tracks of sleighs. If you followed those tracks you would invariably find them disappear: into the side of a hill, into a stone or across impossibly thin ice. Then you knew you had found the tracks of trolls."
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Post by Tesagk on Dec 30, 2018 8:12:14 GMT
Going to disagree here, kefke. Rarity still generally has a loose correlation with power. When a rare card is bad, it's usually because it's overcosted, the effect is too convoluted to properly play around with, or its very specific ability requires certain context to be true. Similarly, the best common cards still don't have game changing effects. They'll often have card advantage as strong as, or even stronger than a rare, but their impact on the game is less. As an example, the destroy all creatures effect is rare-exclusive. Any common version is stripped down with so many restrictions and limitations that it requires very specific context to rival the rares in power. Meanwhile, some of the best commons create significant advantage, but they can't win you the game outright.
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Post by Daij_Djan on Dec 30, 2018 9:58:57 GMT
@ kefke: While power level obviously isn't the only factor, it is one factor for rarity evaluation (just like complexity is another one and Limited as-fan being a third one). WotC has even confirmed this many times - one example would be Thoughtseize, which has been confirmed to only not being an uncommon because of its power level and WotC wanting the card to sell packs. To some degree Magic is indeed supposed to be "rich kid wins", even if WotC tries to not make this effect to overwhelming for more casual players. Also this doesn't mean there are not some pushed commons or overpriced rares, that's true.
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Post by Tesagk on Dec 30, 2018 14:23:04 GMT
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Post by kefke on Dec 30, 2018 16:23:58 GMT
Okay, guys. Thanks for clearing that up, I guess. Back in the day, that was something the designers specifically said they would never do. Gonna have to say, them going back on that makes me not want to support the official product any more.
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Post by melono on Dec 30, 2018 16:58:44 GMT
kefke What I meant with it is that a 4/3 first striker for is powerful (and to add to that there is the epiphany), which would make me accept its powerfulness more easily were it a higher rarity. A higher rarity means a stronger card is "allowed": Savannah Lions (with its reprints in Elite Vanguard and Expedition Envoy which were uncommon) is the perfect example for that, as it's a vanilla, but due to its strength for its cost, it was rare. Edit: and that's what I get for forgetting to hit reply immediately, there's already consensus on the rarity aspect.
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Post by Jartis on Jan 5, 2019 8:49:08 GMT
Judging time Sanfonier of the Night I'm not really sure what sacrificing an artifact has to do with celebrating, but it does fit both red and green rather well. That said, it's a mechanic that is either incredible or useless, depending on the deck you play it against. viriss I like the theme of gifting, and the fact that you can still counters from permanents an opponent controls. Also, the way it's worded makes it very strong in or against +1/+1 counter decks, which is interesting. The big thing I see is that a lot of those counters might not necessarily be useful, like loyalty counters, other than the act of actually stealing them. ameisenmeister Really great entry. I like how you not only made it red/green (being Christmas colors) but also made it feel red/green by caring about tempo and creatures. I wish the wording could be a bit shorter, but I'm not sure how you'd pull it off given the intricacy of the activation case. augur A bit silly, thematically; almost feel like Un-cards. That said, I cannot tell you how many times in recent memory that I've needed anything but ended up drawing land 7 turns in a row, so mechanically, yes please. kefke Love Tribal, Troll Tribal is fun and thematic for the lore, and I like mechanics that create new tokens and stuff. That said, 3 is a strange number, to me. It feels a bit strong, even when lifegain typically isn't. Tesagk Solid ability, good demonstration of its versatility. I think it works so well because its a trigger that printed cards already have, now just collected under a term, which tends to be a good way to go about things. Winner is ameisenmeister with runners-up augur and Tesagk !
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Post by kefke on Jan 5, 2019 11:23:02 GMT
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Post by ameisenmeister on Jan 5, 2019 11:33:29 GMT
Thanks for the win! I'm excited.
My word will be Sleeper. I've tried again and again to come up with a cool traitoresque mechanic but always ended up with very situational stuff that didn't really work out so I'm eager to see what you guys come up with.
As a sidenote, I don't want to seem bumptious but as I will be the one judging the designs, I will just point you to my guide on how to evaluate mechanics.
Have fun!
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Post by Tesagk on Jan 5, 2019 16:19:19 GMT
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Post by viriss on Jan 5, 2019 17:11:02 GMT
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Post by kefke on Jan 5, 2019 17:25:54 GMT
I decided to take some inspiration from Conspiracies. Sleeper (When this card enters the battlefield, secretly name a card other than a basic land. If an opponent plays the named card, transform this card.)
Now, you might be asking, "But Kefke, isn't that dependant on your opponent?", and that's a fair question. No. No it isn't. It's dependent on your knowledge of your opponent's deck, and the board state. Has your opponent searched a card? Have you peeked their hand? Have you played against this person before and know their most common strategies? Has anything of theirs gotten sent back to their hand? Of course, if the opponent knows what you know, sure, they could just...not play the card you need. At least, assuming they can correctly guess what you're planning to punish. They could, sure, but at that point you've effectively locked down that card, now haven't you?
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Post by Jartis on Jan 5, 2019 19:47:48 GMT
Sleeper The first time ["card type"] is cast each turn, [effect]. Conduit Mage Creature - Human Rogue Wizard Sleeper — The first time an instant is cast each turn, Conduit Mage deals 2 damage to any target. 2/2 Power Siphoner Artifact Creature - Construct Rogue Sleeper — The first time an artifact is cast each turn, add one mana of any color. 2/3 Essence Mage Creature - Mutant Rogue Wizard Sleeper — The first time a creature card is cast each turn, create an X/X Ooze creature token, where X is the creature’s converted mana cost. 2/4 Nicophel, Paradox Mage Legendary Creature - Elf Wizard Sleeper — The first time a card named Nicophel, Paradox Mage is cast each turn, take an extra turn after this one. 4/4 I've made it a black-centered ability that also ties to rogues and wizards. Sleeper agents don't activate until they hear a certain activating phrase, so I've flavored that as being tied to card types, or occasionally cards with certain names.
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