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Post by ZephyrPhantom on Jul 17, 2021 2:56:07 GMT
This feels like the inverse of my usual extra challenge option where I ask people to make cards that might see competitive play, lol. Feroz the Guide Summon Legend When Feroz the Guide comes into play, put three loyalty counters on it. , : Put a +0/+1 counter on target creature. Put a loyalty counter on Feroz. , : Remove three loyalty counters from Feroz to have target creature gain banding until end of turn. 2/4 Because of his hatred for the summoners, Feroz rarely interacted with them, and rarely accepted any challenges from them.I deliberately went with a very captain obvious simple fantasy name instead of something you might see in more modern WoTC Commander deck takes on characters like Gerrard, Weatherlight Hero or Urza, Lord High Artificer - back then you got the guy's full name, maybe a descriptive word, and flavor text or implied abilities did the rest. Anyway, Feroz was apparently notable for feeling the use of summoned beings was immoral and Feroz's Ban, so basically, playing big creatures bad which is a pretty ironic stance to take for a Selesnya PW all things considered. Since Homelands didn't feature multicolor cards and Serra had already taken White, it seemed pretty obvious he'd feature in instead especially given the implication he taught the Beast Walkers shape-changing (which somehow results in banding? Idk, ask WoTC back then not me.) Now, the use of loyalty counters might seem out of place but I was inspired very much by Grand Master of Flowers being able to use his abilities even after permanently becoming a creature - point is, there is no rule that stipulates creatures can't just use loyalty counters as they please, and it just so also happens Homelands is home to many random one-off counter types like the famous Trade Caravan's currency counters, Orcish Mine's ore counters, Clockwork Swarm's +1/+0 counters, and Serrated Arrow's arrowhead counters. Another wacky counter type that had no real other significance at the time probably wouldn't have hurt. EDIT: Changed the first ability from a mere +1/+1 buff and increased the casting cost to truly match the terrible semi accurate flavor shitpostingly-bad power level nature of Homelands. Think of him as the Joven to Autumn Willow's Chandler.
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Post by lordpat on Jul 17, 2021 8:36:31 GMT
Whisperers of Greed Summon Horror Creatures without banding or bands with others cannot be part of bands. They appear in the dreams of kings and knights. And they leave nothing but blood and ruin in their path.5/3 How else are we going to keep Beast Walkers in check?
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Post by Flo00 on Jul 18, 2021 19:07:51 GMT
sdfkjgh I actually used the Homelands set symbol here because it only cane in one color. I'd actually make it . Even if all the tribal support in the set seems to be .
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Post by Flo00 on Jul 18, 2021 19:16:41 GMT
Knowing how summoning worked in the first few MTG books, that's pretty reasonable. Wizards just somehow magically tagged people or stuff they met and summoned them to wherever they wanted, most of the times also putting them under a control spell. I don't know at all how summoning in modern Magic lore works though. Some planeswalkers have their familliars or similar, ok. But in Agents of Artifice is a scene where Tezzeret trains Jace to summon some big creature (can't remember what) and I don't think that was something Jace was friends with.
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Post by dangerousdice on Jul 19, 2021 2:18:29 GMT
kakra the hunter summon legend banding when kakra the hunter attacks, bury target blue creature. 5/3
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Post by sdfkjgh on Jul 30, 2021 15:48:58 GMT
Judging!
Flo00: An excellent way to start the Challenge, you laid down the hideous gauntlet that is the typically terrible Homelands design, and became a tough act to follow. That most of your fellow competitors did so is a testament to them, to you, and to the design skills of the whole bunch.
ZephyrPhantom: Sometimes, the relevant information is buried under a mountain of irrelevant shit. You didn't do that, at least, not quite. The story of Homelands seems to've been the Ur-example of the observed rule that the worse the set/block, the better the story for it. However, Homelands is so bad, and so disconnected from anything that's in its story, that the story has been rendered irrelevant.
As to your entry, it is an impressive What If...? for planeswalkers, and all appropriately terrible. You get 1 bonus point for that last sentence in your post.
lordpat: Your entry reminds me of Great Wall: a hoser for all of two cards, which then gets stapled onto another card from the exact same set. But yours is more of a mirror image of the concept: instead of hosing a pitifully small and irrelevant ability, yours enforces a pitifully small and irrelevant ability. The mana color overinvestment is accurately godawful, but mv 6 for 5 power is a little too efficient for the era, and should've been increased to at least mv 7 for 5.
dangerousdice: After such strong entries from the others, this just feels phoned in. Mana cost is too reasonable, p/t & 2nd ability are too accurate to the era, and banding just feels tacked on for reasons. Actually, that's pretty typical of the era as well. Ok, mebbe a bit more thought went into this than I originally gave it credit for. You get more points, but you're still in last place.
I'm slightly disappointed by the fact that the majority of you seem to think that Homelands=banding. There's so much more terribleness to uncover here, like Shrek's onion. No one thought to include ante, or do a World enchantment, or make a slowtrip, or do any of the other things that made Homelands the nadir of design and development we all know and point fingers and laugh at.
1st Place: Flo00, just barely edging out ZephyrPhantom. Aside from the mana cost, this entry seems like it would just be useful enough to see play.
2nd: ZephyrPhantom, by an RCH, as my former boss would say. You had a very strong followup to Flo's entry, and I don't know what more you could've done to come in first, as you've already done it all.
3rd: lordpat, by half a length.
And at the back, just behind lordpat is dangerousdice.
Well done, everyone. I hope you all had fun with this King Shitpost Challenge.
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Post by Flo00 on Aug 1, 2021 0:02:27 GMT
Thanks for the win sdfkjgh!
For the next challenge I'd like to see some Battlebond-style team play!
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Post by sdfkjgh on Aug 1, 2021 6:31:45 GMT
Rakness, the Scorn of Sieges Legendary Creature--Giant Berserker Partner with Researcher Burmac (When this creature enters the battlefield, target player may put Researcher Burmac into their hand from their library, then shuffle.) Trample, haste Other creatures you control get +2/+0. Each creature you control can’t be blocked by creatures with higher toughness. 6/3
Researcher Burmac Legendary Creature--Vedalken Merfolk Mutant Partner with Rakness, the Scorn of Sieges (When this creature enters the battlefield, target player may put Rakness into their hand from their library, then shuffle.) Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) Evolve, Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature, then repeat this process one more time.) Each other creature on the battlefield and each creature card in all other zones gets -1/+2. 3/0
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Post by ZephyrPhantom on Aug 1, 2021 7:27:15 GMT
Relentless Fans Creature - Rat Citizen Partner with Relentless Fans (When this creature enters the battlefield, target player may put Relentless Fans into their hand from their library, then shuffle.)A deck can have any number of cards named Relentless Fans. 2/2 "Sign my mug!" "My cheese, please!" "Put it on my fur!"
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Post by ameisenmeister on Aug 1, 2021 10:33:31 GMT
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Post by hydraheadhunter on Aug 1, 2021 11:18:10 GMT
Withengar, Shackled Once More Nine generic and Four Black Legendar Creature Demon
Withengar costs 1 less to cast for each creature that died this turn. Partners with Saint Traft, Incorporeal Protector Indestructible, Flying, Deathtouch, Trample, Defender Pay 2 life: Withengar can block an additional creature this turn. This ability costs 1 more life for each time it has previously resolved this turn.
13/13
| Saint Traft, Incorporeal Protector Two generic, a white, and a blue Legendary Creature - Spirit Cleric
Partners with Withergar, Shackled Once More. Flying, Vigilence, Lifelink Whenever a nontoken creature you control dies, create a 1/1 white spirit creature token with flying, lifelink, and defender. Two white and two blue: Until end of turn, creatures you control can attack as though they didn’t have defender.
2/2
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Withengar is the demon that killed Saint Taft creating the Geist of Saint Traft; the death of Taft then resulted in the host of angels descending upon Withengar, killing him (in the way demons reincarnate from). After the events of eldrich moon, with the angelic host decimated, Withengar would probably reincarnate in short order to a plane without the ability to defend itself. Re-enter Saint Taft, who predicting the inevitable reincarnation of the demon that killed him prepared to rebind the demon. Once successful, Withengar was bound to the Order of Saint Traft, he was forced to act as a defender of the order and its protectorates against his baser nature as a hangry demon: But, for everything a cost; and for some things, a cost too great to measure.
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Post by Tesagk on Aug 1, 2021 20:56:03 GMT
Lord Terig, Battlefield Commander (3)(R)(G)(W) Legendary Creature - Human Knight (Mythic) Vigilance, trample, haste Your team may tap creatures to pay for spells with assist, each creature tapped this way can pay for (1) or one mana of that creature’s color. Attacking creatures your team controls get +1/+0 and blocking creatures your team controls get +0/+1. Tactics win battles. Strategy wins wars.4/4
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Post by gamma3 on Aug 2, 2021 13:50:21 GMT
Tesagk Assist technically isn't a cost itself, it just allows other players to help pay the spell's mana cost. You want "...can tap creatures to pay for spells with Assist. Each creature tapped this way..."
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Post by Tesagk on Aug 2, 2021 14:52:02 GMT
Fixed. Should also point out that I'm aware that assist normally only deals with the generic mana of costs. That's why Lord Terig is expensive and mythic, because he effectively increases the power of the entire mechanic.
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Post by Flo00 on Aug 7, 2021 5:16:38 GMT
Judging on Monday now. {sdfkjgh}The cards are both strong and interesting on their own. The one thign that's really bothering me is the -1/+2. Its an odd set of numbers that applies to everything. having to apply this strange number change to every creature in your head is very thought consuming. Also it's kind of weird to lower creatures' power when the partner makes them harder to block.
{ZephyrPhantom}That's a fun new way of using partner. And it also breaks the flavor of the mechanic a little. Also a nice way of keywording Screaming Seahawk's ability. {ameisenmeister}Interesting team mechanic. I wonder if there could be a version that also works with negative effects on opposing teams?
{hydraheadhunter}That's a strong pair of cards. THey definitely work well together, both wanting creatures to die. Trample, defender reads pretty strange, but totally makes sense with Traft's ability. The high color density (BBBB and WWUU in the activation) makes it really hard if you want to play them in the same deck.
{Tesagk}A strong team card. Turning assist into "team convoke" is a nice way to play around with the mechanic. It sure makes you want to play all your assist cards. This (almost?) makes it woth to play assis cards in commander with Terig as your commander.
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Post by ameisenmeister on Aug 10, 2021 6:18:38 GMT
Thanks for the win!
Your next set will we the still standard legal Strixhaven.
Have fun!
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Post by Flo00 on Aug 10, 2021 15:04:37 GMT
Animate the Past Enchamtent At the beginning of your end step, you may exile an artifact ro enchantment card from your grveyard. If you do, create a 3/2 red and white Spirit creature token. , Sacrifice Animate the Past: Discard yout hand, then draw two cards.
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Post by sdfkjgh on Aug 10, 2021 18:56:14 GMT
I took as my inspirational starting point one of the most famous mothers in the Classical canon:
Grindex, Mate of Blex Legendary Creature--Elder* Pest This spell can’t be countered. Trample Ward—Grindex, Mate of Blex’s controller creates X 1/1 black and green Pest creature tokens with “When this creature dies, you gain 1 life”, where X is Grindex’s power. When Grindex enters or leaves the battlefield, create X 1/1 black and green Pest creature tokens with “When this creature dies, you gain 1 life.” Sacrifice X Pests: Sacrifice Grindex, then return it from a graveyard to the battlefield under its owner’s control at the beginning of the next end step. 4/4
*It seems Blex, like many of us, likes older women. ( ͡° ͜ʖ ͡°)
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Post by Tesagk on Aug 14, 2021 2:41:04 GMT
Kasha, Keeper of the Storm Stone (2)(R)(W) Legendary Creature - Elf Wizard (Uncommon) Vigilance When Kasha, Keeper of the Storm Stone enters the battlefield, destroy target artifact or enchantment. RW, T, Sacrifice an artifact or enchantment: Return target artifact or enchantment card from your graveyard to your hand with converted mana cost equal to or less than the sacrificed artifact or enchantment’s converted mana cost. The mysteries of the world are out there!3/3
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Post by kefke on Aug 14, 2021 11:40:02 GMT
I worried a little about doing a colorless flicker lesson, since only Blue and White truly get it, with Black getting pseudo-flicker sometimes. However, given that Theros Beyond Death gave us Flicker of Fate at a mana less, a speed quicker, a rarity lower, and able to target enchantments, I figured it's probably safe. It's at least not going to let anyone do it better than the people who are supposed to. It shouldn't be far off in terms of balance and color bending from any of the real colorless lessons.
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Aug 14, 2021 13:53:51 GMT
Well, I'm in a planeswalker making mood and I happen to have a walker who lines up with two colleges perfectly so... Aki, Double Major Legendary Planeswalker - Aki Magecraft -- Whenever you cast or copy an instant or sorcery spell, put a loyalty counter on Aki. : Discard a card. If you do, draw a card. : Create two treasure tokens. : Return target instant, sorcery, or Spirit spell from your graveyard to your hand. : Search your library for an instant, sorcery or Spirit card, exile that card, then shuffle. You may cast that card without paying its mana cost.
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Post by ameisenmeister on Aug 23, 2021 20:19:47 GMT
Going to judge soon.
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Post by ameisenmeister on Sept 5, 2021 13:11:21 GMT
Belated judging, but here it is. Flo00 Powerful card that generates a lot of power for no further investment beyond the five mana to cast it in the first place. I like the activated ability for its versatility, however, it is a little unintuitive that it can put artifact and enchantment cards from your hand into your yard but then you won't get the tokens anymore. All in all, a very fitting card that plays into the identity of Lorehold on multiple levels. sdfkjgh Allright, the wording is a bit weird as I can't really figure out what X is in each case. Assuming that X is always the power of Grindex, then you could go (almost) infinite with just a simple sac outlet: You sac Grindex, get four 1/1s, sac the four 1/1s to return Grindex, get four new ones, sac it again and get four new 1/1. Then you have eight 1/1s of which you can sac four next turn to repeat the cycle. Might be that I'm missing something but as it looks to me, the card is busted. Already with these two abilites. The trample, ward and can't be countered are just pushing it further. Tesagk Cool commander with a lot of possibilites. The vigilance works well with the activated ability. I'm not a fan of the etb ability because it misses a „may“ and can potentially force you to blow up your own stuff. kefke I understand your worries but I think it's okay seeing that there's colorless land tutoring and colorless permanent removal, a colorless flicker effect is fine. The cost of three mana is just about right and the effect is versatile enough to be wanted by a lot of decks. Good card! foureyesisafishNot particularly powerful but the idea of a wedge-walker is fine. The magecraft ability plays well into the themes of the set but doesn't really have a lot to do with the rest of what the walker does.
{And the winner is...} ...kefke! With Flo00 as a close second place. In the end, the solid design of kefke's lesson card took the cake.
Thanks everyone for participating!
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Post by kefke on Sept 5, 2021 17:27:47 GMT
Thank you for the win!
Since my card was a Lesson, I think it would be only fitting to do a set made to teach the game. So for the next challenge, I pick Portal Three Kingdoms.
Keep in mind that the Portal sets used simplified rules, and usually had lower complexity on card overall.
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Post by sdfkjgh on Sept 6, 2021 14:51:11 GMT
Shu Pikers Creature--Human Soldier : Choose one. Activate this ability only during an opponent’s turn, before attackers are declared— • Target creature with horsemanship loses horsemanship until end of turn. • Tap target creature without horsemanship. 1/1
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Post by lordpat on Sept 6, 2021 17:31:22 GMT
Imperial Strategist Creature - Human Advisor Whenever a creature you control attacks and isn't blocked, draw a card. , : Tap target creature. "He will win who, prepared himself, waits to take the enemy unprepared." - Sun Tzu, the Art of War.1/4
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Post by kefke on Sept 12, 2021 8:50:15 GMT
As much as it's a shame to only have two entries, I might as well not drag things out. sdfkjgh - This is a decent, fairly balanced card, and prominently features the set's unique mechanic. However, it's also a more complicated card, which will need a more thorough knowledge of the game from both players. In particular, no card in the base Three Kingdoms set has a modal effect like this. I think it's a good card, and fits well with the concept of the Shu forces, but it's probably something that wouldn't see print in a set with simplified rules intended to ease beginners into the game.
lordpat - This almost feels like it should be a Legendary, at least by the standards of Three Kingdoms. Once again, I also think the complexity level might be a bit high. Something you'll notice in the official cards from the Portal cards is that they use big, bold text on the cards, forcing them to be less wordy overall. They also tend to only have a single ability, with the exception of if they have a keyword ability (flying/horsemanship), to reduce the number of things a player has to remember. The sole exception I could find to this was Zuo Ci, who has pseudo-hexproof and anti-horsemanship. Needing to remember if any creatures get through you draw cards, and think about when to use the tap ability to create opportunities, will be a lot for a complete novice to manage (or at least, so goes the logic of starter-level sets). That said, it's a decently balanced and flavourful card otherwise. ...and ultimately, since your cards are so similar in terms of what's right and what's wrong with them, any judgement I could make on either one would apply to the other, so I'm letting the fates decide.
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Post by sdfkjgh on Sept 12, 2021 15:37:20 GMT
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Post by lordpat on Sept 12, 2021 21:21:52 GMT
Winning by coinflip, the 2nd best way to win (the best way is to win by default btw). Thanks kef- er, fate?
Anyway, let's go back to Return to Ravnica (2012). I'd like to see a multicolor card here, and as always, flavour matters a lot in this game.
Good luck to all!
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Post by hydraheadhunter on Sept 13, 2021 2:00:38 GMT
Return to Ravnica ... I'd like to see a multicolor card here. For y'all's convincence: "Five guilds — the Azorius Senate, Golgari Swarm, Izzet League, Cult of Rakdos, and Selesnya Conclave — are featured in Return to Ravnica; the other five guilds appear in the following expansion, Gatecrash" 1. So, the prompt'll be best met using blue-white, black-green, red-blue, red-black, and green-white.
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