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Post by Flo00 on Jul 18, 2020 9:17:12 GMT
Foolish Conspiracy Whenever a creature you control with the chosen name dies, draw a card. ---------- Food Conspiracy Whenever a creature you control with the chosen name dies, put two +1/+1 counters on target creature. Split agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time, choose a half and reveal that name.)Would probably be pretty tight text boxes if you had to fit that reminder below them.
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Post by viriss on Jul 18, 2020 15:30:53 GMT
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Post by kefke on Jul 18, 2020 18:06:57 GMT
This is the result of my thinking about how other card types could work in the Adventure style. Does this work? No idea. Is it appropriately costed? No idea. Is it thematic? It's thematic as fuck.
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digiman619
1/1 Squirrel
Posts: 87
Favorite Card: Extinction
Favorite Set: Dominaria
Color Alignment: Blue, Red
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Post by digiman619 on Jul 19, 2020 18:56:59 GMT
🎵 Stick your head in a microwave and get yourself a tan! 🎵 Dare 1R Sorcery (Uncommon) Target creature attacks during its controller's next turn if able -------------------------------------- Be Stupid 1W Sorcery Aftermath (Cast this spell only from your graveyard, then exile it.) Until your next turn, target creature loses all abilities and has a base power of 0/1
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Jul 20, 2020 1:23:05 GMT
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Post by ZephyrPhantom on Jul 20, 2020 3:32:43 GMT
Search Sorcery Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. ///Fuse (You may cast one or both halves of this card from your hand.)/// Settle Sorcery You may play an additional land this turn. Two classic Green effects put together to replicate another classic ramp effect.
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MacabreAurora
0/0 Germ
Ezuri, Claw of Progress + 5 Experience + Sage of Hours = ? Game 2 ?
Posts: 28
Favorite Card: Master Biomancer
Favorite Set: Unstable
Color Alignment: Blue, Green, Colorless
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Post by MacabreAurora on Jul 25, 2020 14:22:46 GMT
Agree Instant Assist You and another target player each draw a card. // Disagree Instant Aftermath Split second Counter target spell. This is from my in the works "Keyword Horizons" set where almost every card has at least two keyword actions or abilities. This was the perfect time to put this card out there.
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Post by gamma3 on Jul 25, 2020 15:20:17 GMT
Lots of cool entries! The contest is now closed for judging. Let's get this party started! { Jartis - Set to Explode}A smaller, sorcery speed brainstorm that leads into damage off the top of your library seems like a fine card. Perfectly usable in decks without red, and still able to pack an extra punch if you need it to. Good job on doing synergistic effects without feeling broken when done together. { Flo00 - Foolish and Food}Y'know, I've never thought about the idea of split cards for the non-standard card types, so this was a pleasant surprise. The effects seem good for a common card. I wonder though about potential tracking issues with remembering which half was chosen later on. I know you could simply put a die on the card, but people are stupid. It's probably not as big of an issue as I'm making it out to be though. { viriss - Make it Big and Make it Rain}I don't think Wizards has ever done a split X spell, so this manages to look flashy without actually being too flashy in the long run. The card looks balanced, not much to say about it. { kefke - Earnest Youth//Call to Adventure}This is certainly interesting. The idea is cute, but I don't think the rules like having a single card representing two permanents on the battlefield. You have to answer the question of what happens if the enchantment gets destroyed or exiled: is the creature also destroyed/exiled? If not, since it's still on the battlefield, can I cast the Fate again? No matter what the answer is, it's going to be un-intuitive. And that's not getting into how you track whether or not the Fate has been cast, since you only have one card, and the creature is already on the battlefield. { digiman619 - Dare to Be Stupid}To start: I love the name. There's something about it that I find highly entertaining, so thanks for the laugh. The effects seem appropriate, and casting both on the same turn to effectively kill a creature is a significant enough mana investment that I don't think it's problematic. { thaneofglamis - Multitude and Barbecued}More funny names! YES! Seriously though, I like this rhyming names idea. Barbecued is just a beautifully silly card even without the rhyming split, and it fits the goblin theme. We already know that Multitude is a fine common due to the existence of Hordeling Outburst, so putting that on a split card seems fine. Barbecued seems balanced well, too. Beautiful. { ZephyrPhantom - Search and Settle}Nice, simple common. You've summed up my thoughts on the card nicely in your post, so I don't really have much else to say. Good job. { MacabreAurora - Agree to Disagree}Super flavorful card. I like that you took the "everybody draw!" that wizards has given to whit and made it a political tool, assist is really nice here. HOWEVER, this looks like it might be undercosted, see Huddle Up. Disagree, however, is probably fine, as your opponent(s) have to know that it's there and whether or not you have the mana open for it if you want to use it. Split second on a counterspell is a bit worrisome, but we already have uncounterable counterspells for the same cost, albeit at a higher rarity ( Overwhelming Denial), and given the drawback I already mentioned, I don't think it's too much of an issue. A lot of really good entries! Choosing a winner was tough, but after some thought, I'm going to give the win to ZephyrPhantom for beauty in simplicity, with Flo00 and thaneofglamis as runners up in no particular order. Good job everyone!
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Post by ZephyrPhantom on Jul 25, 2020 17:50:06 GMT
Thanks for the win! Your next challenge is to make a or that is based on or references the the Purple color that was scrapped from Planar Chaos. A few notes going in: - Use <P> to represent Purple mana symbol if you'd like. - You're free to use any keywords you think are fitting to replace the redacted [New Keyword A] and [New Keyword B]. Explain why if you feel it's appropriate. - Your card doesn't have to have Purple in its color identity, but it does have to mention purple as a color somewhere in the card effect (E.g. "Search your library for a blue, red, or purple creature card, then...") - I personally think that based on the article's comments about playtesting reactions Purple's biggest failing was playing it too safe and being too similar to other colors. Just in case you want to get an idea of what I'm looking for. (That said, you won't get a very positive judging if you just make exile a second graveyard and tell me that's what makes Purple special.) Good luck!
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Post by viriss on Jul 25, 2020 23:06:22 GMT
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Post by kefke on Jul 26, 2020 7:09:27 GMT
Submission aside, some thoughts I had... The main reason that Purple seemed not to work is that it didn't really have an identity. It was just recycled mechanics slapped onto a new mana type, and people couldn't really see it any other way. Instead of "playing with Purple", it was "using Purple as a substitute for another colour". They wanted it to feel like it had been there from the beginning by going, "well, if another colour had existed, we'd have distributed mechanics differently". That's cool, but ultimately it's got two problems with it. - You're asking people to change up the colour composition of their decks to get the same results.
- All the other colours have a theme that their mechanics relate to. If you just grab a few mechanics and put them into a new one, what's its theme?
I think the best thing to do would have been to actually give Purple a proper identity (like being the "Technological", "Psychic", or "Otherworldly" colour), and have it do things based on that theme. Like, if it's the "Technological" colour you give it lots of artifact support and tokens, if it's "Psychic" you let it peek cards and control things, and if it's "Otherworldly" you give it a lot of rules setting and messing with the normal flow of the game to say "things work different here"...but the bottom line is to tie everything it does to a theme. To fill things out maybe taking some depreciated mechanics and revamping them to be better. However, anything it did that something else could do, it should have done a different way. For instance, since Blue once got cards like Psionic Blast and Mind Bomb (cards where direct damage either comes with a "backlash", or has a way to avoid it) but really only does "ping" damage these days, it would make sense to bring back "reckless" and conditional burn if you wanted to give Purple direct damage, and maybe also have them more aggressively costed, so that it's as good or better than Red at it, at the cost of being more risky and/or less reliable. This is the approach I took with my submission. [Edit] To explain further; I chose to go with a Lovecraftian theme for my card. Normally, that would mean Eldrazi or Horrors, but I think Eldrazi are too strongly associated with Colorless, and I didn't want to just borrow Horror from Black. If there had always been a Purple, then it would have its own iconic creature types, so I wanted to differentiate eldritch monstrosities from the kinds of nightmare creatures found in Black. I chose to use "Hyborian" as a type, because I found the term associated with a number of Lovecraft's creatures. From there, I needed a new mechanic. To emphasize the eldritch horror theme, I wanted something that represented the Lovecraftian themes of insanity and things the mind is not capable of comprehending. At first I thought of some kind of evasion or Flanking-esque mechanic, to signify other creatures shrinking in horror from the creature, but that honestly felt too similar to existing things. Ultimately, I decided on filling that role with a conditional First Strike, and coming up with something more "out there" to make the creature a threat. Having it damage the opponent by milling them seemed like something unique and interesting, and a good way to represent the opposing player losing sanity. I think it also fulfils the original intent of Mechanic A being something strong for limited, without being so powerful that it would feel like it couldn't really be printed. ...and in case you were wondering, yes, the reason I chose the word "Amnestic" (lit. meaning something that causes memory loss or amnesia) was entirely because of SCP Wiki. [/Edit] The other thought I had, though, was that rather than trying to make Purple good enough that people accepted it as a separate colour, and not just a stone in the pond that is colour pie, you take the "all in" approach. Don't just make one new colour. Make five. Replace the normal colours of Magic completely and shuffle the pie around to fit each new colour's altered identity. For instance, Green might be replaced by a fungal Orange wilderness full of strange diseases and parasitic plants, or White might become an militant, imperialistic Yellow with massed armies of elves, and barrages from dwarven siege engines. However, keep lands the same, and make the new colours each interchangeable with an existing colour. {Not my submission...}
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Post by Jartis on Jul 27, 2020 10:59:01 GMT
So the idea I was going for here is that purple is a color that deals with aspects of the game that other cards don't deal with, because they don't "exist." Recently we've been seeing cards that can interact with the Command zone (like Command Beacon) and the sideboard (Companions) so I figure finally getting to interact with emblems isn't too big of a stretch. If I were to do more, purple would possibly be able to play spells from an opponent's hand (which they've Xperimented with in Un-sets), play/tutor spells from the sideboard, play spells while searching libraries ( Example), count emblems (as an extension of this design), maybe even go into more niche design space like destroying the monarch token, remove energy/poison/experience counters. I wanted effects that felt "weird" and "meta" without crossing the line into Un-territory. To that end I'd also considered a major dice-rolling theme in purple, but I think, ultimately, I'd like to see more dice-rolling and coin-flipping in all the colors, anyway.
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Post by ZephyrPhantom on Aug 15, 2020 1:15:00 GMT
It's been over two weeks, so I'll be judging in 24-48 hours. Last minute entries/edits are welcome.
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Post by ZephyrPhantom on Aug 18, 2020 1:10:46 GMT
{Judging} viriss - Feels like a very by-the-book approach that takes snippets from the other colors that aren't focused on often. In that sense, I like that your first choice of an ability was one that's occupied a very odd zone for designers - MaRo apparently feels this isn't fitting for Green, but it's clear that this ability's repeated printing in sets indicates other designers think otherwise. It still manages to interact with the 'main' pie in a way that feels intuitive, though I'm not sure about the fact that you're giving this ability to a creature in a color that's situated in between Blue and Black. The execution feels correct, but I can't help but feel like this would've been for "the color in between Black and Green" instead, whatever that would. (In fact, Green is supposed to be Purple's enemy color, so having this ability appear in Purple just feels really off. Skulk or some other kind of conditional evasion would've probably been better.) What I do really like is that you made your creature a hatebear that can sacrifice itself to counter spells. The few times I've actually played with this variation of Purple the ETB hate creatures and counters were one of it's strongest aspects both in terms of gameplay and standing out as a color, giving it a control niche that doesn't feel quite Blue or Black but somewhere in between the two. I could definitely see a world where Purple gets more of these creatures while Blue gets only non-creature counterspells. Despite the choice of Townsfolk being a good fit for the City-based flavor of Purple, I feel like this guy feels much more like a Wizard or Rogue - there isn't much that's very civilian-esque about him. I would've gone with Warlock, Monger, or Mercenary if you explicitly wanted a more unusual creature type used by Humans. kefke - So while I get the point of introducing a new creature type, I think this card's flavor shoots so hard to reach the stars that it forgot that it was aiming for the moon, so to speak. I'm not saying Purple has to be explicitly industrial or steampunk all the time, but the image and presentation make me think "Couldn't this just be a Dimir or Grixis Horror"? Your explanation is well-constructed and has a lot of thought put into it but even after re-reading it a few times I can't help but feel like this is a description for a faction for an upcoming set that could just be represented as Horrors - even prior to Shadows of Innistrad, we had things like Cosmic Horror and Infectious Horror that could represent non-Nightmare/shadow-themed Horrors. Maybe it's just the lack of connection to the other, more implicitly in line with the article facets of Purple like Technology and Psychics, but just from a flavor perspective, I'm not sure if I could sit down with another person and go "This is a different enough entity from Black and Blue that it would be in its own color." I can't help but think that maybe if you'd gone with representing a Mi-Go or something related to it instead, this card would score more strongly for me on the flavor end. Mechanically, I think you convey your Purple's identity very well. I've actually done this concept myself once before, making a color attack the deck as its default form of attack as opposed to the other colors all gunning for health, and I think the results do a very good job of creating a distinct identity without disrupting the game too much. I could definitely believe that Amnestic is meant to be one of Purple's evergreens, and I like that you implicitly set up for synergy with other colors without being too blunt about it. The conditional first strike might've not even been necessary to sell the idea but it does a good job of implying Purple is more aggressive than Blue, which I can believe since it would be allied wih Black, and it does a good job of demonstrating how Purple might get other existing keywords without making it feel like whole parts of the color pie have to be chunked out for its sake. My only real concern is that I don't see how this really ties into the original Purple's suite of effects - Purple is definitely more of a control color than aggro color in its initial Planar Chaos incarnation, and while that might've been easy to overlook by itself the flavor disconnect pushes things like these up a bit more. For what it's worth, I'm a fan of the "make 5 new colors idea" and have been a very long time, so I totally agree on that point. Overall I think your card is a strong mechanical submission and has a lot of passion overall. However flavorfully I think it overshoots and manages to land itself back in the regular color pie somehow, perhaps by not establishing enough ties to Purple's identity as a whole and instead going a bit too all in on a specific premise for the set of a color pie I don't truly have the full context for. It feels like this is a Purple that's had a few sets to iterate, but without that context I'm a little lost on how it would become that way. Jartis - I think it's one thing to make a card that messes with a "special" zone as a special or format specific effect, but it's another thing to go and say "Hey, this is now a regular part of a color's identity." The problem here is that Baneslayer Aspirant aside Purple is the only color that would be able to interact with emblems in this context you're presenting to me. This would create a problem similar to Energy where there is a lot of positive value from various colors creating emblems, but most colors lacking answers to them means that format they feature in turns into value-town spam (think Aetherworks Marvel) or every deck would be forced to run Purple, which gets you results on paper but is probably going to anger players in practice. I think a wiser, more in-line approach with what you would've wanted to do would be to use energy/poison/etc... counters that are part of the main game and feature interaction in all colors (Proliferate), and build off that - in fact, given most of the effects you listed in your writeup, I'm kind of surprised you went with one of the ones that was the least interaction-friendly. The flavor isn't too focused on, but I like the implied idea of an eldritch/dreamer-esque entity being forced to glimpse the mundane, City-like reality of Purple - it gives the color this implied shade of being overly cynical and perhaps too realistic for its own good sometimes. I think letting the card tell the story in that sense definitely played to your favor here. Your Purple sounds very promising mechanically and flavorfully, but I think a better card could've been picked to represent the hype. I would look at cards like Solemnity and Drannith Magistrate if you want to try and use a hard-counter-type design to represent a big idea in the future, as they are cards that have uses outside of their intended hard counter to varying degrees. Overall I think all three of you made very respectable attempts at representing your expanded interpretation of Purple. None of them were perfect, but I think that speaks more to the inherent difficulty of working on a new color in this game. I'd list everyone as a winner, but that's not how competitions work, so: {Spoiler} 1st: viriss - I'll admit I find it ironic that I'm putting the by-the-book approach in first. Your creature type could've been a bit better picked and I think the evasion ability is in the wrong color, but I think you get away with the win here because you took something Purple actually, definitely does on paper and made it feel like a design that iterates on that and establishes what Purple would eventually become as a distinct color had it kept being printed. Purple having counterspell-creatures as its typical form of interaction is absolutely something I'd like to see more of, had it still seen print, and I think it aligns very well with the control (sometimes tempo-control) playstyle I've had in my personal experience as a Purple player. 2nd: kefke - As much as I like the gusto in this entry, I did say in the initial prompt "that is based on or references the the Purple color that was scrapped from Planar Chaos.", and this card definitely struggles in that area. The flavor goes too hard on establishing a completely distinct identity that feels like it should be in a set 3 sets after Purple's debut and while the mechanical design is solid, I think the flavor disconnect brings subtle issues up to the front about if this is really a card that aligns with the intentions for Purple's playstyle. If the prompt was "Make a sixth color", you would've won by a landslide (and I would give this set ready - in fact, if you wanted to follow up on this idea for a whole set, I absolutely give it a set-ready), but as is there's too much context I'm missing between WoTC-Purple and Kefke-Purple for me to really say "Alright, this is definitely the same Purple that has City as a basic land, does weird conditional burn in large amounts, and gets away with having Mana Drain". 3rd: Jartis - You had the most WoTC Purple-friendly mechanical outline and I liked the comprehensiveness of the possible effects, but your card went too all-in on a niche effect to represent Purple's potential. I really would've loved to see a design that worked with something more often seen in general magic like a Proliferate with experience counters design. In the end, the tiebreaking factor for me was looking back at my history of playing Purple and measuring up if I as a player felt this was a good representation of the color's potential. I ended up preferring the entry that showed the initial design of Purple had some merit, and that there was a potential for a unique playstyle that you could argue the color could claim as its own without feeling too detached from other colors.
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Post by kefke on Aug 18, 2020 2:22:39 GMT
I guess that assessment is fair. I'll take it as a minor win that I achieved, "A Purple that feels like it's existed a while." when that's the part that didn't work with the original.
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Post by viriss on Aug 18, 2020 3:44:24 GMT
Next challenge:
A new uncommon Syr human knight
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Post by Flo00 on Aug 18, 2020 23:00:58 GMT
Syr Anja, the Gentle Flower Legendary Creature - Human Knight Vigilance, lifelink Damage dealt to Syr Anja, the Gentle Flower causes you to gain that much life. 3/3
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Post by Jartis on Aug 19, 2020 1:58:13 GMT
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Post by Daij_Djan on Aug 22, 2020 22:16:37 GMT
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Post by viriss on Aug 25, 2020 1:14:27 GMT
Flo00 Ahhh Soul Link rises again! I like the double life gain idea and vigilance to profit from all forms of combat. I want the creature to be bigger, but at uncommon with three abilities, that's good enough. Plus that name makes me want to see the artwork. Jartis My first thought was "That's too good for a two mana uncommon!", then I found Skilled Animator and I see a nice trade-off of legendary for repeatability. All that's missing is the unstable watermark for Order of the Widget! Indeed! Daij_Djan I like the balance of this card. An uncommon that's harder to chump block and encourages combat tricks! The "I'm strong but not busted" legendary that makes a good fit as uncommon. The winner is Flo00
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Post by Jartis on Aug 25, 2020 1:18:34 GMT
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Post by viriss on Aug 25, 2020 1:26:02 GMT
Ensoul Artifact was the card I was trying to find! Lol
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Post by Flo00 on Aug 28, 2020 21:04:45 GMT
Thanks for the win viriss! Next challenge: Show me a with the tribal type!
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Post by viriss on Aug 29, 2020 1:53:43 GMT
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Aug 30, 2020 4:11:57 GMT
Gradual Decay Tribal Enchantment - Fungus At the beginning of your upkeep, you may exile a creature card from your graveyard. If you do, create a 1/1 green Saproling creature token.
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Post by gamma3 on Aug 30, 2020 12:36:59 GMT
Rise in Stature Tribal Enchantment - Giant Aura Enchant creature Enchanted creature gets +3/+3 and becomes a Giant in addition to its other types.
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Post by melono on Aug 31, 2020 17:52:21 GMT
Giant's Panorama Tribal Sorcery - Giant Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. Flashback - , tap a Giant you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.) A view as far as his single eye could reach.
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Post by Jartis on Sept 1, 2020 0:59:18 GMT
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Post by Flo00 on Sept 1, 2020 2:18:35 GMT
Keep them coming! I plan to judge this on Sunday, 6th. EDIT: Oopsie. Totally missed this one. {viriss}Very simple and straight forward. A good common with a good flavor.
{thaneofglamis}It's funny how the only creature type in Gradual Decay's text box is not the creature type it is and yet it totally has the right feeling to it. I've just looked it up and it seems that producing a token every turn is more of an thing. The only real exception are the thallids that give you a token every third turn. {gamma3}Very simple. Works. Not much to say here.
{melono}I like to see keywords combined with a tribal theme. And Giant's Panorama has a nice flavor too. I think it's at the right cost, maybe the flashback could even be at . And I think it should be worded " , Tap an untapped Giant you control." {Jartis}I don't think repeated land search should be . This is a more powerful version of Journeyer's Kite. I guess that's ok since it needs green mana. I think it should still be .
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Post by viriss on Sept 17, 2020 2:02:00 GMT
Woot! "Close second" is my favorite!!!! (srsly, it really is)
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