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Post by Deleted on Dec 4, 2019 1:29:11 GMT
I guess I'll see about judging this tomorrow at about this time. Last call for entries. Edit: Better late than never. I hope the verbosity of my usual judging compensates for the fact that I'm not really interesting in writing much on this one. viriss wins.
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Post by melono on Dec 4, 2019 11:41:10 GMT
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Post by ameisenmeister on Dec 4, 2019 19:00:50 GMT
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Post by viriss on Dec 5, 2019 23:16:05 GMT
I guess I'll see about judging this tomorrow at about this time. Last call for entries. Edit: Better late than never. I hope the verbosity of my usual judging compensates for the fact that I'm not really interesting in writing much on this one. viriss wins. Thanks! Next Picture! Artist: Artur Sadlos Source: ArtStation - www.artstation.com/artwork/qkgYP
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Post by Tesagk on Dec 6, 2019 1:16:18 GMT
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Post by kefke on Dec 6, 2019 1:36:55 GMT
A bit of context: Ceanndar is the plane of an unreleased set I've off-and-on been working on. Once a highly developed, magically advanced plane, the world has since fallen into decline. Resources are scarce, and the plane's magic depleted. The once great empires of old have crumbled, leaving only isolated, disconnected city-states, struggling to find ways to maintain even a shadow of their former glory. Among these are the five "great cities", the last bastions of the old world strong enough to command vassals outside their walls, one for each colour of mana. Ardmach is the Red City, once a centre of industry. Once ruled by a military elite, civil unrest led to rebellion, and the toppling of the old order. The city's infrastructure was crippled, and though the new rulers have worked to rebuild what they destroy, the focus remains on immediate survival. They focus their great furnaces and factories on producing weapons, their wizardry on turning citizens into soldiers. They send out raiding parties to scavenge much-needed supplies and to make their enemies fear them. Of all the things that remain of the old world, the Royal Military Academy is kept up and running, its curriculum only made harder with the need to face an increasingly harsh world, and deep beneath it lies the Proving Grounds. Carved from caverns deep beneath the earth, what were once used for drills and war games are now dedicated to harsh trials by combat, used to determine rank and status, to test readiness, and simply to settle disputes.
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Post by Flo00 on Dec 6, 2019 12:16:24 GMT
Underworld Pact Enchantment Creatures you control get +3/+1 and gain first strike. As long as Underworld Pact is in your graveyard, creatures you control get -2/-2 and cards can’t leave your graveyard. Probably busted.
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Post by Flo00 on Dec 6, 2019 12:23:12 GMT
kefke: You could actually word that first ability a bit easier. "to declare attackes" is the same as "to attack". And if you only check for a creature that "attacked and was blocked" you wouldn't allow creatures that entered attacking. In sum you could make it something like "At the end of each combat, if you attacked, you may draw a card and reveal it. If you reveal an Aura or Equipment this way, you may put it onto te battlefield and attach it to a creature that was blocked this turn." If you do not want to count creatures blocked during previous combat steps in the same turn, you could just say "to a blocked creature" since everything that was blocke dthis combat is still blocked until the combat ends.
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Post by kefke on Dec 6, 2019 15:43:40 GMT
kefke : You could actually word that first ability a bit easier. "to declare attackes" is the same as "to attack". And if you only check for a creature that "attacked and was blocked" you wouldn't allow creatures that entered attacking. In sum you could make it something like "At the end of each combat, if you attacked, you may draw a card and reveal it. If you reveal an Aura or Equipment this way, you may put it onto te battlefield and attach it to a creature that was blocked this turn." If you do not want to count creatures blocked during previous combat steps in the same turn, you could just say "to a blocked creature" since everything that was blocke dthis combat is still blocked until the combat ends. The card is meant to reward you for playing in a way that isn't necessarily optimal. Firstly, to reward the player for making attacks by letting them draw extra cards, and secondly to reward them for making attacks that won't go through (and where their creatures might be destroyed) with the chance for free enhancements. "At the end of each combat." doesn't work for the first, because it lets them get the reward when they didn't make an attack. "Creature that was blocked" is slightly better, and could probably work, but with the "each combat" condition would allow for the possibility of using it to 'debuff' an opponent's creature, which isn't the intent of the card. Honestly, I don't think it's worth the edit. The conditions are written as they are to ensure that the player has to be the one making their attack, and that the target is their own creature, and two words more or less doesn't really affect it in any meaningful way. I'm not even sure if a creature that ETB attacking wouldn't count as having "attacked" (the wording doesn't say "was declared as an attacker", after all), but even if not, that's arguably more correct, since barging in in the middle of things isn't really proper 'trial by combat' etiquette. EDIT: Oh, and your card is kind of busted, but probably not in the way you'd expect. Its drawback is actually way too nasty. Since it doesn't specify "other cards", its effect applies to itself, which means that once it's in the graveyard, it can't ever be gotten out, and your graveyard is locked down forever.
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Post by melono on Dec 7, 2019 20:19:58 GMT
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Post by Deleted on Dec 8, 2019 1:08:56 GMT
Edit: Forgot artist credit, which is worse than normal for this contest. Also added flavor text.
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Post by mrlinder0 on Dec 8, 2019 3:02:28 GMT
I realize how ridiculous this card is, but wanted to make something as epic as the art and game changing as the art looks... Attachment Deleted
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Post by viriss on Dec 14, 2019 18:38:08 GMT
Tesagk I like the idea of creating a strong "vs." card based on the image. You can probably save space using the Citadel Siege Khans/Dragons formatting. Overall it feels like you tried to balance the effects too much. With a law/chaos effect on both options. Focusing more on just law for one and just chaos of the other would work better. kefke I think the planes show off these types of pictures better. The reward for attacking is good, but the restriction on when/where the aura/equipment can go is probably too narrow. EDIT: after reading comments on the card. Maybe the reward should happen early? Like when it becomes blocked? Flo00 Shoot for the moon! Menace maybe, but not first strike (though I can see that as a good fit/feel for the artwork). =) And a more balanced +2/+1 and -2/-1. But black getting an enchantment out of the graveyard is really difficult. melono Love the name. I'm not sure this locked down is in blacks flavor, but the "spend one to kill one" works. Not unlike Bone Splinters, just... slower? @fabuloussunbro I like this one. Good flavor of small being deadly to big. Missing "Enchant creature". mrlinder0 Not common. hehe. I like the ridiculousness of it since Worldfire is often seen in my group free-for-all. {Winner}@fabuloussunbro
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Post by kefke on Dec 14, 2019 22:24:12 GMT
viriss Mechanically, you may be right, but this was very much a card designed for its theming. Since the effect is meant to represent the Ardmach use of trial by combat, it demands that the creature "pass its trial" before being rewarded. Which, technically is secondary to the main effect, in that the player draws a card any time they declare an attack.
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Post by Deleted on Dec 14, 2019 22:29:28 GMT
Oh boy do I love winning two challenges back to back and needing new challenges for both Hey cool! Next piece of art: From Felix Temmler
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Post by Tesagk on Dec 15, 2019 12:30:01 GMT
Scholar of the Profane Creature - Human Advisor When ~ enters the battlefield, you may sacrifice any number of creatures. If you do, you draw a card and lose 1 life for each creature sacrificed. You cannot gain life until end of turn. Nothing is outside the realm of possibility...2/3
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Post by melono on Dec 15, 2019 17:38:28 GMT
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Post by Flo00 on Dec 16, 2019 4:41:07 GMT
Cursed Strongbox Artifact , : Draw a card. The key to its lock is forged of blood and malice.
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Post by Deleted on Dec 20, 2019 22:29:04 GMT
Judging will happen some time within the next 24 hours.
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Post by kefke on Dec 20, 2019 23:36:45 GMT
I almost forgot I wanted to make a submission for this.
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Post by viriss on Dec 21, 2019 4:48:20 GMT
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Post by ameisenmeister on Dec 23, 2019 12:11:50 GMT
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Post by Deleted on Dec 23, 2019 17:12:14 GMT
Sorry for the wait, everyone. Life's been hectic between having to get my desktop repaired and preparing the house for a family party. Tesagk I've been turning over the idea of what mono-colored arcuns would / should look like for sets like Eldraine and Theros, and I think this is about where I ended up. Probably pretty fairly statted, but it pushes decks in a specific direction and offers a high-ceiling payoff for going in that direction. I'm not exactly sure about the temporary life-gain prevention, especially since you're already putting three mana into a creature that turn and probably losing other creatures to it. I don't think this cards needs any downside, but more importantly, it just sort of dirties up the rules text with something that could be completely irrelevant. Still 4/5 for good balance and rarity. melono I'm not sure what about this card should require blue mana. It's an artifact destruction spell that creates a token, and that's not especially blue. If the blue mana were generic, I think it'd be more than limited-playable at uncommon and would probably see play as a sideboard card somewhere. For limited purposes, basically casting a creature at instant speed and also blowing up an artifact might be a bit strong, but that would of course depend on what kind of targets for it are floating around. 3/5 for being colored oddly but providing a fair rate and the potential to be a good limited card. Flo00 There's a time in every Magic player's life when they have to ask how much life a single card is worth. By essentially being in the colors to draw cards, Cursed Strongbox has room to be about the most efficient in a long line of Arcane Encyclopedias, and I think two mana per card every turn cycle might be pushing it a bit. I'm admittedly not sure how Phyrexian mana changes how people would pay the cost, but one Greed activation per turn cycle for less mana upfront seems like it might be pretty good. I don't think decks outside blue and black would pay four life per card, but that doesn't make it any safer. 3.5/5 for an overall clean and cohesive idea but pushing a card as good as Greed. kefke My one weakness: the explore mechanic. Obviously Manafest Destiny is insanely narrow, with only 16 cards that let creatures explore in the entire game, but for the sake of the contest that's not a problem. The issue with explore as a mechanic is that it tends to be stapled to creatures that want the +1/+1 counter to be fairly costed. Casting 2/1s and 2/2s for three mana hurts a bit when they're either drawing you lands or showing you nonlands you can't draw by exploring. Once you've got something on top of your library that you'd like to draw, you don't need the filtering anymore and you're free to play out your creatures as reasonable bodies for the mana you put into them. There's not much reason to remove that ability and trade it for more filtering when you've already filtered into a card you're looking for. I'm also not entirely confident about the flavor of the card in regards to the art, but I guess I could see it. 2.5/5 for tinkering with a mechanic I really like, but would otherwise be 2/5 for being a large mana investment that doesn't fix the problems with explore or make explore creatures better. viriss I keep reading your card looking for better wording, but I think it is what it is. Vault of Painful Secrets keeps reminding me of another card that I can't find on Scryfall, and I think that's because it looks like a handful of similar cards in black that ramp up over time as creatures die. I don't have a ton to say about it, but that's because it's already in the sweet spot between having precedent and being unique, doing something you'd want but requiring a pretty fair cost. My one minor complaint is that black typically likes to dump cards it's filtered through into the graveyard instead of returning them to the library, but the latter might be safer for older formats. 5/5. ameisenmeister I'm not sure whether Trapped in the Urn is really good or just neat, but it's probably pretty good. Journey to Nowhere suggests two mana should be about the going rate for banishing creatures at sorcery speed, and Trapped in the Urn does the same thing in a way that leans into white's affinity heh for Equipment and the occasional caring about artifacts that happened in Kaladesh and Eldraine. I'd like to see white maybe steal blue's friendliness to artifacts a bit, and seeing cards like like actually get into print would really excite me. I should mention that it reads like it might cause some memory issues, but paper players would just toss the exiled creature underneath the artifact, so that's not much of an argument against it. 4.5/5 for perhaps being a small bend as Magic currently stands but otherwise being balanced and having good flavor. viriss wins this round with ameisenmeister in very close second.
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Post by kilenc on Dec 23, 2019 20:06:30 GMT
My two cents, but probably has a bit of memory issues unless players grok that they should "O-ring it" (place the exiled card under what exiled it). Maybe making it an aura could help, something like... This is different in a few edge cases (opponents could make the aura fall off or destroy it), but I think it's probably closer to what WOTC would print (which is something I like to design towards personally).
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Post by ameisenmeister on Dec 23, 2019 22:23:49 GMT
My two cents, but probably has a bit of memory issues unless players grok that they should "O-ring it" (place the exiled card under what exiled it). Maybe making it an aura could help, something like... This is different in a few edge cases (opponents could make the aura fall off or destroy it), but I think it's probably closer to what WOTC would print (which is something I like to design towards personally). The memory issues aren't bigger than in the case of O-Ring or the likes so I doubt that this would be a problem. Your version of the card would be like a strictly worse version of Journey into Nowhere.
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Post by viriss on Dec 24, 2019 2:38:00 GMT
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Fermat
8/8 Octopus
Posts: 429
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
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Post by Fermat on Dec 24, 2019 4:23:57 GMT
Reincarnation Sliver Creature — Sliver Sliver creatures you control have "When this creature dies, you may exile it. If you do, create a 0/3 red Egg creature token with defender and "When this creature dies, reveal cards from the top of your library until you reveal a Sliver card with converted mana cost 3 or less. Put that card onto the battlefield and the rest on the bottom of your library in a random order."" 2/2
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Post by eshix on Dec 24, 2019 15:19:14 GMT
Wish for Rebirth Sorcery You may choose a creature card you own from outside the game, reveal that card, and put it into your graveyard. If X or more creatures died this turn, where X is that creature's converted mana cost, return it to the battlefield and you lose X life. Exile ~.
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Post by Flo00 on Dec 25, 2019 8:22:26 GMT
Egg Nurse Creature - Human Shaman Eggs you control are indestructible. , : Create a 0/1 red Egg creature token with defender. 1/2
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Post by ameisenmeister on Dec 25, 2019 10:44:00 GMT
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