|
Post by vizionarius on Jun 8, 2022 23:01:22 GMT
So just to be clear: 1. Only 8 of the tribes are allowed, changelings aren't. 2. Do we have to keep their culture/identity as it is on Lorwyn/Shadowmoor, but potentially changing the race, or the reverse? (Keeping the race but changing culture/identity to fit the new plane) 1. Yeah, let's keep it to the non-changelings. 2. I'd like to keep the race the same. If choosing to make them travelers to a new plane, then think of them like immigrants or expats, retaining something of their original culture, but adopting or assimilating to the new. If making them natives of a new plane, then I'd prefer to take an inherent feature they have (like the beauty of the elves, the large size of the giants, the smallness of kithkin, etc) and develop how that feature affects some elements of their culture, which may or may not take the same shape as in Lorwyn/Shadowmoor.
|
|
|
Post by serraphim on Jun 9, 2022 3:28:06 GMT
Eons ago, during a powerful doomskar between two of the ten realms, a powerful artificer scribed runes of life on a construct designed to end the war between his world and the encroaching one. The power of the runes burned into the stone golem’s structure, melting and tempering it into a black obsidian known as stoneglass. The powerful being swiftly ended the war, pushing back the rival army deep back into their own world as the doomskar ended and the realms repelled each other once again. Trapped in the foreign realm of ice and winds, the construct felt betrayed by his creator and resented the residence of his new "prison". Seeking shelter away from the penetrating cold that caused it anguish, the construct traveled north to the far mountains, finding a great volcano and fields of lava flows. There it found solace from the eternal winter and took the only name it knew, the name of it’s creator, Orbin Sar. Over the passing months, Orbin Sar built statues of cooled obsidian and soon realized that scribing the runes on it’s own body onto his creations, it could bring them to life. Beginning the history of Kaldheim’s race of Flamekin. As time passed and their numbers grew, Orbin’s distaste for the icy world only grew greater. It’s people were restricted to where the heat was too great for ice to form and they sought to have more. To resolve this, Orbin Sar entered the heart of the great volcano and released It’s own life essence, causing a world shaking eruption. The result of Orbin’s sacrifice caused lavaflows to reach ever deeper into the world beyond the northern mountains, slowly enveloping the world in fire and stoneglass.
|
|
|
Post by Idea on Jun 9, 2022 14:03:11 GMT
I looked a bit into the races of Lorwyn (not the most familiar with them, but yeah) and faeries seemed like they would be really interesting to work with for this challenge. Specifically, the way they go around collecting dreams to help their leader, and are the only race to keep their memories and personalities after a plane-changing event (repeatedly) seemed like it would really play interestingly in the plane of Theros. The key points to capture were: A) The faeries are small beings who love mischief. I ended up putting less focus on this, but still tried to give it a spin. B) Faeries outlast some kind of event that changes the plane - namely memories - without themselves changing. Theros fits the bill very well because of how the pantheon works on Theros. People's collective conscious interacts with Nyx, and in turn this generates gods who themselves make Nyxborn. The effect is so intense that gods will come to exist or cease to exist, and people will treat any current state as if it had always been that way (As Kruphix explained) given some time to adjust to the new normal. Most people don't remember, for instance, that Helios wasn't always the Sun god - not even Helios himself. C) Faeries collect something from dreams with magical potential, and they give to their "mother" for her own plans. Nyx is directly connected to mortal minds and dreams, to the point where dreaming is referred to as "visiting nyx" though this is probably not actually the case. Either way, it would make sense to have faeries in this plane have some kind of magic that could "collect nyx" straight out of mortal minds as they sleep. Without further ado, we begin the cycle: Faeries in Theros aren't just faeries. The closest thing to faeries after a bit of digging, seem to be nymphs. Nymphs with other race types exist, so I figured it would make the most sense to have these be nymph faeries. They generally have a bluish pale skin and glowing white eyes, as though trying to call attention to themselves by their form, even though such would be futile. On Theros they are an old story, the few who even know the name not truly believing they exist, as indeed they are unable to be perceived or remembered. However, they can very much interact with the world themselves, and they use both of these facts combined to play spiteful pranks or to follow the mission given to them by their creator: Stealing Nyx connected to mortals as they dream. Long ago, Oona was a goddess older even than Kruphix currently hailed as the oldest of the gods. However as the playful pranks, festivals and nasty, ill-spirited but ultimately relatively peaceful pranks she thrived on and embodied were replaced by a more serious polis, caused by a decade of plague that forced everyone to take their lives with more seriousness and less play, and to escalate things beyond the level of pranks, her influence dwindled. She felt it as her essence was dissipating from Nyx, and clung to it. At first she attempted to remind mortals of herself with warring - but mortals blamed one another, and obscurity still loomed over Oona. So, she tried having her own nyxborn give her worship, but it just seemed as though it didn't even help. For reasons she didn't know only mortal minds would keep her. Her fate was sealed, and she would be forgotten. But this didn't mean she had to be gone. Her final plan was concocted, to take nyx directly from mortal minds. Her remaining power would never save her from becoming an existence on the furthest corners of Nyx, who would never be perceived or remember for more than mere moments. However, it would at least be enough to have the stolen nyx -and the faeries made from it- continue to sustain her existence. Mechanically, it felt fitting to showcase this idea of faeries who steal nyx, and therefore steal dreams, while playing into this idea of memories being lost, recovered and preserved, was to have enchantments going into the graveyard and being exiled from there. Then you could make use of this stolen nyx - casting the exiled cards yourself, specifically enchantments since this is Nyx (and Theros) we're talking about. Lower rarity cards would provide the engine / fuel, with various ways to send cards to the graveyard (hopefully, enchantments). This type of effect would, after all, require more cards than cards that use the exiled cards, plus the effects being designated for common would also work outside this specific strategy more easily. Rares and Mythic rares would then have ways to exile cards from the graveyard, and make use of those exiles. Now Oona wishes to retake her place among the gods, but as it stands she has nothing to go on. Even Kruphix, who possesses all knowledge from every inhabitant on Theros, finds her and her faeries to be an exception, as they exist in a space outside of mortal mind's ability to perceive or recall. Unlike most, however, Kruphix is vaguely aware of her existence and is prepared for her potential mischief. Perhaps the ascension of a certain planeswalker to godhood, or the escape of a hero from the otherworld which ends up releasing the titans themselves, would do something that she could use to return to the mortal consciousness. Since Theros gods now have alternate constellation full art, here's something kinda like it for Oona in this version: {Spoiler} I'll leave you with one final card, not part of the ones asked for this challenge, but still something just to add a bit more lore and tie-in some of the aspect of mischief of the faeries:
|
|
|
Post by vizionarius on Jun 13, 2022 21:51:39 GMT
I plan to judge this on Wednesday. Anyone else?
|
|
|
Post by vizionarius on Jun 16, 2022 0:57:28 GMT
{Judging} { serraphim }I really like where you took this! Kaldheim seems like a great place where you'd have the Flamekin present, and all of Kinship, Evoke, and Champion seem to be excellent fits into the Kaldheim feel. I like the story you came up with! Lava-flow Septon: Really like the Cleric subtype here, and a solid common design that helps with a tribal theme. Runes of Obsidian: I like that you highlight a Rune for an uncommon, and are doing so with the fire-breathing ability. However, all the other Runes give the same ability to the creature and the Equipment, and I think it's cleaner when it does so. Stoneglass Shaman: The modal nature of this I guess can make this a rare, but otherwise I feel it's a little weak. But just very little. Maybe a higher evoke cost with a choose 2 instead? But I might just be getting picky at this point. I do like the modes, and a Shaman is a nice type for this card. Orbin Sar/Cataclysm: Love this! Championing used on a God is brilliant, and I like the doubling of power. At 7/2 with trample, he might be a little strong, but not by much. (That flavor text is amazing, btw.) The Equipment is really nice, if you're against a snow deck. I like the flavor, but it feels a little weak if I'm not against snow decks. Removing the "if they control a snow permanent" would make it totally fine in terms of power. Overall, I really like your designs, and I'm a fan of this frame, and you did a nice job of keeping the feel of the Flamekin! { Idea }Oona as a God! What's there not to love about that!? And your association of the Lorwyn Faeries's dream theft with Nyx's dreams is a connection I hadn't made! Nice one! Also like the connection between Nymphs and the Faeries. Forgone Dreamer: I like this a lot, it feels just a tiny bit strong for a common (maybe 1 more mana would do it for me, with a slight P/T adjustment), but it plays really nicely into the graveyard matters theme you have. Punisher of Strife: Really like this! Excellent Constellation ability, and I'm a fan of the off-color triggered ability. The aft feels like it should have flying, though. Maybe an accidental omission? Love that flavor text. Keeper of Nostalgia: I'm a fan of the "this is cheaper to cast" ability, which is reminiscent of the "this costs more if you don't reveal" cards from Lorwyn. Exiling Enchantments from the grave to play them is also really neat. (Kudos for keeping Bestow on there!) The power feels appropriate for me. Oona: I like her "devotion" criteria! And I like that she has a strong ability when she deals damage, which is new for a God. However, I feel that at 1/1 she is a little too weak. It's too easy to chump block her. Maybe if she had "unblockable" instead of flying? Also, what if my opponents are not playing any enchantments? She is a weaker Specter then. Maybe if dealing damage allowed her to play an enchantment from exile owned by anyone? Then you could cast your own. Her creature-creating ability is also nice, but feels too limited. She may never be able to recur the exiled enchantments, and then you run out of steam. Maybe if she made all cards in graveyards also enchantments? Or if she exiled any card from exile and put a dream counter on it, and allowed cards with dream counters to be cast? I like the concept, but I think it can use some tuning. Curse of Forlorn: I think this has the same difficulty as the other designs, in that it expects you to have enchantments readily available. Not being able to cast a removal card because you don't have a good board state is really frustrating. If it had an ability like Keeper of Nostalgia, I'd be a much bigger fan. or something like these. Overall, I really like the design direction, but some of the implementation felt a little off. {Winner} serraphim wins this one for some elegant designs. Both submissions did an excellent job at keeping to the spirit of the prompt and brought some excellent ideas to the table.
|
|
|
Post by Idea on Jun 16, 2022 8:03:02 GMT
In terms of Forgone Dreamer, honestly I just kind of figured sticking a one-time loot effect on a what is essentially a Burglar Rat would be fine for just changing from to , as looting effects at 2 mana are usually repeatable. Punisher of Strife's image didn't really come across as flying to me, so I just decided to leave it with a bit more stats. Glad you liked the flavor text though XD Oona, yeah you got a point. Though to be entirely fair, we are talking about a card that would be in a Theros set. Like half the cards would be or interact with enchantments, including many of the creatures. Curse of Forlon... I mean I don't know if I would really call it a "good board state" just having an enchantment around. And while it is a cost it's also meant to be usable as a benefit bouncing your enchantment to get more uses of enter the battlefield effects. ------------------------ Congratulations to serraphim for the win!
|
|
|
Post by serraphim on Jun 20, 2022 21:50:07 GMT
Thank you vizionarius! I enjoyed this challenge a lot.
For the next Challenge: Goblins have always felt like a staple creature type in magic to me, but there are a few planes they haven't taken up residence. This week, design a few goblins set on the plane of Innistrad. Make sure at least one of them transforms day to night.
|
|
|
Post by Idea on Jun 21, 2022 12:14:51 GMT
On Innistrad, everything is out to get you. What little safety you can get is most precious, and even it's most stalward protector was in time corrupted and then promptly eliminated by her very creator. The ground, the skies, the sea, all of it is taken and overflowing with endless monsters and unspeakable horrors. But perhaps, there is one place on it left to explore. One that hasn't truly been dug into, not deeply enough. You head towards the underground dwellings in which you never even heard of monsters, and make a prayer that whatever you find down there is at least more manageable. With a gulp of air, you dive into the darkness of the Forsaken Tunnels. Oh, but something creeps near you. It waits, nomatter how much you turn around, it waits, and moves, and it gazes at you just long enough that you only feel it but don't see it. Not until a rusty knife is plunged into your body. Did you think you were the first to think of inhabiting these tunnels for safety? Oh no you're not. Not by a long shot. A long time ago, a human group called the Fel'Dorah decided to abandon the rest of their kin, and the surface world they grew in. The sun's protection was only temporarily, there would be no end to the dangers and they would inevitably be overtaken. Both driven by a determination for survive and despair at a seemingly unavoidable fate, they set out into the underground of Innistrad, and were never seen or thought of again. Oh, but don't think they perished. They had courage and cowardice alike, the willpower to see through their attempt to escape, and they survive, squallid though the conditions might be. In time, however, they too became monsters, not by means of curses, death or magical conversion, but by the maddening darkness of the tunnels, and the degeneration of life within them. Goblins in Innistrad, with this backstory, would have anorexic appearances, extremely pale skin, and overall look like small skin-and-bones humans, though with typical goblin noses and ears, both senses more development from a long time in the darkness. Their eyes would have vertical slits and a yellowish color. They would be paranoid about the surface, and developed cults around this fear, as well as ambush tactics suited for fighting in the darkness. Mechanically speaking, goblins I think make sense as a race that would sacrifice their own types to keep their enemies at bay. An undying mechanic would fit these survivors that degenerated over time and became monsters in their attempt to live. So essentially, sacrifice your guys, they can come back, and you get to trigger morbid. Also, as paranoid, cultist dwellers of tunnels, I think it makes a lot of sense for their color identity to be black on Innistrad. In time, even goblins would eventually grow bold enough to start leaving their lair, however. Though it's extremely rare, there is the occasional case of a goblin coming to the surface... and the results could best be described as macabre.
|
|
|
Post by vizionarius on Jun 22, 2022 7:34:51 GMT
|
|
|
Post by Idea on Jul 12, 2022 20:23:33 GMT
Thank you vizionarius! I enjoyed this challenge a lot. For the next Challenge: Goblins have always felt like a staple creature type in magic to me, but there are a few planes they haven't taken up residence. This week, design a few goblins set on the plane of Innistrad. Make sure at least one of them transforms day to night.Friendly reminder for a bump or maybe close the contest
|
|
|
Post by serraphim on Jul 14, 2022 23:16:25 GMT
I like where both of you went with this. I'm going to give it to vizionarius.
Idea, two of your cards lack a "nightbound" trigger, I'm pretty sure without it they have no way to transform.
|
|
|
Post by Idea on Jul 15, 2022 0:01:34 GMT
I like where both of you went with this. I'm going to give it to vizionarius. Idea, two of your cards lack a "nightbound" trigger, I'm pretty sure without it they have no way to transform. Oops, missed the fact I needed it.
|
|
|
Post by vizionarius on Jul 15, 2022 18:23:48 GMT
Thanks for the win serraphim! This was a fun one, and Idea had a really neat design to the Goblins, and a nice lore to it! ------- Next: Let's imagine Kaladesh, but something like 1000 years into the future. Basically, let's give it the Kamigawa treatment a la Neon Dynasty. Make a few (3-5) cards to highlight how some things have changed or remained the same.
|
|
|
Post by Idea on Jul 16, 2022 14:05:39 GMT
(Disclaimer: I accidentally misspelled a mechanic with "opponent's" instead of "opponents". Just know I meant the latter) Alright, let's see. When we last left it, Kaladesh had just undergone a revolt, and aether released for the public to use as they chose. How wonderful. But of course, there's no such thing as a free lunch. In 1000 years, it became difficult to reign in a populace always weary of the tyranny of a new council, and thus it was difficult to truly impose any control - necessary or otherwise - in aether spending. On the other hand, the genius and inventiveness of the plan was quite fanned by the newfound liberty, and experiments allowed Kaladesh to go for a whole new frontier. Yes, indeed. We're going to SPACE!A lot of the mechanics in Aether Revolt in this context wouldn't make sense to keep - revolt and improvise both suit a set with more upheavel and less shining future of space exploration vibes - and fabricate seemed too small scale for that feeling as well. I imagine set design here would want players to be playing with these magnificent ships, probably mainly brought about by white and blue, due to their desire to work together to push boundaries into these great feats of civilization. Still, some mechanics would be kept iconic to Kaladesh: Vehicles and energy. I am also adding a couple new mechanics, spacelaunch and contribute, and bringing back one not native to here, but which I feel would be thematically appropriate, shield counters (where else to get these energy shields?). Contribute is a mechanic that creates an artifact token which either helps pay for your artifacts, or their abilities, or alternatively can be used to gain energy. The people of the new council will assist you in building your great spaceships, or perhaps they will be gathering aether from the great aethercurrents that were found way up there, one of the biggest reasons to even launch such expeditions in the first place. After all, Kaladesh on the ground badly needs a resupply. Energy has a bit of a bad reputation though, so this would definitely need playtesting to prevent abuse. That being said, there's definitely some proper ways to spend that energy. Namely, the other mechanic. Spacelaunch sends your cards into outter space. It's kind of like flying, but even higher, so nothing can really reach it intentionally. Getting anything into space isn't easy, so it can only be done at certain times and by spending some energy, but once you do your spacecraft won't be blocked or targeted. You can even have spacelaunch on noncreatures though, such as emergency launch here, thus launching your spells from orbital safety where they can't be targeted for say, copying or countering. Now, as great as these space adventures may be, every Venus has its toxic atmosphere and extreme temperatures. Once in space, the vast, borderline omnipresent reserves of Aether not only gave a great deal of power to the Atherborn, but also greatly increased their longevity. More than just their new home, it became their true home. A whole separate aetherborn culture flourished over the thousand years, part of which grew detached from the larger Kaladesh society. The mysterious folk of Voidholm often act in seeming erratic ways, sometimes joining raiders and pirates, and other times contributing to the council's projects with gifts of mysterious artifices. They have some goal, however, something they want to accomplish... or perhaps, prevent. Journey then into the infinite darkness, flying inside the shine of a new era of prosperity. Just don't forget that there are many things out there in oblivion, unknown to even the most brilliant minds of Kaladesh. Perhaps, some new, unknown horizon. Perhaps an old threat, a surviving remnant of a plague thought, no, hoped extinct. Art by Marco Amano on Artstation (edited)
|
|
|
Post by vizionarius on Jul 20, 2022 17:46:49 GMT
Judging this in 2 days.
|
|
|
Post by vizionarius on Jul 22, 2022 18:42:55 GMT
Any more entries? Will judge in a few hours.
|
|
|
Post by ameisenmeister on Jul 22, 2022 21:48:45 GMT
Any more entries? Will judge in a few hours. Sorry, I couldn‘t make it. Tried to come up with something but Kaladesh wasn‘t really my jam.
|
|
|
Post by vizionarius on Jul 22, 2022 23:13:36 GMT
No worries ameisenmeister , it happens. This one goes to Idea . I liked your concept of going into space with the Vehicles! And I like your Protoss aesthetic (Aetherborn and shields and all)! I like that Spacelaunch basically means that the card can't be stopped, and using to get it done is clever. I'm a fan of using , to make it less of a bubble as much as possible. I would just rephrase the ability slightly, since unlike morbid, and other ability words like it, it pretty much does the same thing each time, just a minor difference if the card is a creature (so kind of like suspend, there is an extra clause for creatures in the reminder). So the templating would look something like this: As you cast this spell, you may spacelaunch it. (You may pay . If you do, until end of turn, it can't be the target of spells or abilities your opponents control.) When ~ attacks, you may spacelaunch it. (You may pay . If you do, until end of turn, it can't be the target of spells or abilities your opponents control. It also can't be blocked.) I'm a very big fan of Parts and contribute! It's a neat variant on Treasures that makes more of an accessible resource without suffocating other resources. Cards: Outter Cruises: It feels a little weak, even at common. It can probably be a 3/3, or just 2 mana. Etherguide: Solid common to show off a new mechanic. Emergency Launch: Solid! I wish it also gave the vehicle "When this creature attacks, you may spacelaunch it." Interesting how Suit Up is the only other instant that does this to date! Voidholm Seeker: I wish he had menace! Also, he is basically a 3/2. I don't see much reason to have his ability be free once per turn instead of just giving the stats to him. I like the way he gains , while also acting like a mini Aetherborn lord. Starflow Vessel: Neat design on making it cheaper with Parts. But I don't think you can count what was spent to cast it as it's being cast to calculate how much it costs to cast. I think you need to have the knowledge of how much to pay before you start paying it, and the payment is made all at once (this is why mana abilities can't be responded to). It would have to be phrased differently. Maybe something like "Each mana from Parts pays for an additional to cast ~" (see the phrasing on convoke's reminder text). Other than that, I think it could have more shield counters (a Carrier starts with 4 interceptors, would be cool to mirror that as shields here), or at least a way to "recharge" them. Lastly, now I want to know who that ominous threat is!
|
|
|
Post by Idea on Jul 23, 2022 0:25:03 GMT
A shame it had to end this way, but regardless thanks for the win vizionarius ! I'm glad you liked the design. A few notes on your comments: --> Yeah protoss aesthetic just seemed perfect for this challenge, so I knew I had to get something done with it XD --> Regarding Voidholm Seeker, I forgot to mention this, but I actually had this thought in my head that Voidholm creatures would have this common "you can use this once for free" energy ability kind of invoking the flavor of them being able to gather energy from space themselves. This one I suppose wasn't a great example of that concept. --> {Ominous Threat}The photo was an edited version of , which attentive viewers might recognize as a Bligthsteel Colossus
Next challenge: The plane of Arcavios was formed from the imperfect merging of two other planes, their leylines aligning with opposite instead of the same color of mana. Design some cards to showcase what one of those other planes might have looked like, showcasing how it partially helped form what would be the Strixhaven's home plane.
|
|
|
Post by ameisenmeister on Jul 24, 2022 19:34:44 GMT
Next challenge:
The plane of Arcavios was formed from the imperfect merging of two other planes, their leylines aligning with opposite instead of the same color of mana. Design some cards to showcase what one of those other planes might have looked like, showcasing how it partially helped form what would be the Strixhaven's home plane. Nice idea. I had no idea that Strixhaven had such a cool worldbuilding behind it. Well, I blame product overload... Anyways, here are my ideas for one of the two previous planes: And just for completeness's sake, I also designed two cards for I could imagine the two planes sharing one set - similarly to the five Alara shards.
|
|
|
Post by Idea on Aug 1, 2022 13:32:08 GMT
bump, hoping for more entries before I judge.
Edit: But will do it tomorrow if none comes.
|
|
|
Post by Idea on Aug 3, 2022 22:30:08 GMT
Welp, unfortunately no entries. Still, a quick judging before declaring ameisenmeister the winner: Zenith of Scorcher seems very strong, but I don't think it's to the point of being too strong since it's a sorcery. Quite on the edge in my view though given even with just a few creatures it could turn into either massive damage or a large gain of card advantage. Intent of Conquest feels way too easy to trigger. An aggressive deck I feel could easily turn this on by turn three, and nothing about it says the second combat phase doesn't add counters too. The last condition prevents this from infinitely looping, but even then a additional combat steps are a very powerful thing and somewhat exotic for I feel very good reason. It's not the kind of thing that should go on a card that cheap triggered that often that easily. Bloodstrike Duo is a card I love. Basically no matter what you play it triggers, and it has a pretty neat self-synergy that isn't necessary but sure seems fun to see go off. Zenith of the Smoulderer... hmmm... I think I would need to see that in playtesting. It definitely seems like a very fun card to play, but I'm not sure about playing against it. It might also do well to look into the history of Cascade concerning it. Marshtalker is a nice simple card, until I look at reforge, and while I kind of like it, it also feels like a moderately stronger impulse draw with a hefty mana price plus exiling a permanent you already played. I guess that isn't too costly in the case of something like Marshstalker, though I can see the disappointment if you trade it too early and end up having to play what's effectively a 5 mana second Marshtalker. Lore/flavor-wise the first set of cards did convey a pretty consistent and invocative, if not particularly comprehensive or elaborate, notion of the world they may have come from. The second set not as much, but those were more of an aside than your main entry anyway. Overall, thanks for the great work!
|
|
|
Post by ameisenmeister on Aug 4, 2022 9:35:36 GMT
Intent of Conquest feels way too easy to trigger. An aggressive deck I feel could easily turn this on by turn three, and nothing about it says the second combat phase doesn't add counters too. The last condition prevents this from infinitely looping, but even then a additional combat steps are a very powerful thing and somewhat exotic for I feel very good reason. It's not the kind of thing that should go on a card that cheap triggered that often that easily. Well, Intent of Conquest sacrifices itself on activation, so multiple triggers shouldn‘t be much of a problem. You‘re probably right, although I think that the real problem lies not within this card or cascade but with the zero mana suspend cards that can be cast for free. That‘s why I gave Marshstalker an etb ability that already gives you card advantage. If you find something better to upgrade, cast it. And if not, recast the Marshstalker as a discard spell that you can ditch later for another try.
|
|
|
Post by ameisenmeister on Aug 4, 2022 9:43:30 GMT
Thanks for the win and the judging, Idea. I didn‘t know anything about the lore of Strixhaven and found the research for this challenge particularly interesting. It‘s unfortunate that there were no other entries.
Anyway, for our next challenge, you‘re going to take a look into the near future. Design a card for Dominaria United! What do you expect to see in the set? Which characters will have an appearance and which (mechanical) themes will be revisited? Have fun!
|
|
|
Post by vizionarius on Aug 5, 2022 18:24:31 GMT
|
|
|
Post by vizionarius on Aug 23, 2022 17:40:56 GMT
With a better understanding of Dominaria United since the inception of this challenge, do we have any other submissions?
|
|
|
Post by ameisenmeister on Aug 23, 2022 20:23:23 GMT
With a better understanding of Dominaria United since the inception of this challenge, do we have any other submissions? No, that wouldn‘t be fair, I think. I just declare you the winner. You card is cool so it‘s definitely earned. Thanks for participating!
|
|
|
Post by vizionarius on Aug 23, 2022 21:33:57 GMT
|
|
|
Post by vizionarius on Sept 20, 2022 0:12:39 GMT
Any interested entries for this?
|
|
|
Post by ZephyrPhantom on Sept 20, 2022 4:10:30 GMT
I'm going to try and specifically focus on the not-motorcycles because I think that's the quickest way to try and convert the visual aesthetic into mechanics. Mana StationLand - Outpost Add . , : Untap target Vehicle you control. No matter how big or small, everything still runs on what it did thousands of years ago.
|
|