TheBrokenUrn
0/0 Germ
Posts: 9
Formerly Known As: MTGEmperor
Favorite Card: Icy Manipulator (Ice Age version)
Color Alignment: Blue, Red, Green
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Post by TheBrokenUrn on Jun 27, 2018 14:38:36 GMT
Omen of the Rookwatch Sorcery Destroy target enchantment or artifact. Create a 1/1 white and green Bird creature named Watch's Rook with flying.
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Xenozfan2
3/3 Beast
Posts: 161
Favorite Card: Phage the Untouchable
Favorite Set: Innistrad
Color Alignment: White, Blue, Red
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Post by Xenozfan2 on Jun 28, 2018 2:15:15 GMT
Forest Basic Land - Forest : Add Just kidding. Forgotten Tower Land Forgotten Tower enters the battlefield tapped. You have no maximum hand size. : Add . , : Draw a card.
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touhoufanatic
0/0 Germ
Posts: 14
Favorite Card: Winged Coatl / Mystic snake
Favorite Set: Alara Reborn / Kamigawa
Color Alignment: Blue, Red, Green
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Post by touhoufanatic on Jul 1, 2018 1:15:27 GMT
Enchantment Cumulative Upkeep On your upkeep you may create a blue 1/2 storm crow creature token with flying.
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Post by viriss on Jul 1, 2018 15:22:40 GMT
Nature's Reclamation Enchantment - Aura Enchant artifact or nonbasic land Enchanted permanent loses all abilities. With enough time, nature always wins.
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Akai Ryu
1/1 Squirrel
Posts: 63
Favorite Card: Arcbound Ravager
Color Alignment: Colorless
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Post by Akai Ryu on Jul 10, 2018 21:43:54 GMT
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Post by augur on Jul 11, 2018 4:43:21 GMT
Determined Creepervine Creature- Plant Defender Whenever ~ blocks a creature with flying, it gets +3/+3 until end of turn. : ~ gains reach until end of turn. 0/4 It aches to catch the feet of the birds above- and every day it grows closer.
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Post by Daij_Djan on Jul 12, 2018 20:42:11 GMT
So there was a challenge I missed judging As I'm just passing by today, I'll start tomorrow - so get your final entries in!
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Post by ZephyrPhantom on Jul 12, 2018 22:53:48 GMT
Reclaim the Roost Instant Create a 1/1 green Plant creature token for each land you control. Overwatch - If another creature entered the battlefield this turn before you cast this spell, instead create a 1/1 white Bird creature token with flying for each land you control. "House Nivjae will reclaim their home, one way or another." - Prior Jade Nivjae
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Post by Daij_Djan on Jul 18, 2018 22:01:59 GMT
Me and my deadlines.. This challenge is now closed, please no further changes of entries! EDIT: And here we go! Rookery Towers Creature – Wall Defender Whenever Rookery Towers is dealt damage, create that many 1/1 white Bird creature tokens with flying. It is said that when the birds nesting in the old towers of the Outer Wall leave, war is soon to come.0/4
I really love this effect. I've always been a fan of Wall of Hope like cards and yours is no exception. I'm afraid it's just too powerful for a uncommon, though.. With base toughness of 4 it can really stall the ground for quite some time while creating an entire flying army. So to not wreck Limited, this should probably be a rare? Sublimity of Nature Enchantment When Sublimity of Nature enters the battlefield, you may destroy target artifact or enchantment. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Very interesting. This card clearly reminds me of Ardent Plea as you get a (small) spell effect but are also left with an Exalted enchantment. Hybrid mana cost works just fine here, cost an rarity are also perfectly fine. Like it! Omen of the Rookwatch Sorcery Destroy target enchantment or artifact. Create a 1/1 white and green Bird creature named Watch's Rook with flying.
Interesting choice to not make this a creature with an ETB ability. Still, while this card is perfectly balanced, it's really not a rare but rather a nice uncommon. Forgotten TowerLand Forgotten Tower enters the battlefield tapped. You have no maximum hand size. : Add . , : Draw a card.
So we take a Reliquary Tower and make it ETB tapped to balance out a built-in card draw ability. This definitely in interesting. You've powered it down enough to not wreck havoc in Constructed but I can still see this being a Casual and/or Commander allstar. I like it. Crow's bastion Enchantment Cumulative Upkeep On your upkeep you may create a blue 1/2 storm crow creature token with flying.
I'm not supprised to see a Storm Crow reference – if anything I'm supprised it's the only one Memes aside though, this card (even though I'm not completely able to evaluate it without a given rarity – I guess?) looks rather weak. It's a four mana enchantment that does nothing as it enters the battlefield and requires even more payments at the beginning of your upkeep for the reward of one Storm Crow token (btw, unless you want the tokens to have the creature types Storm and Crow) per turn? Nature's Reclamation Enchantment – Aura Enchant artifact or nonbasic land Enchanted permanent loses all abilities. With enough time, nature always wins.
This one is a bit tricky to evaluate. First of all: Eternal allstar, no doubt about that. That cost is insanely pushed – and probably a bit too far. A one mana Stone Rain which is also able to hit mana rocks really seems to be too high above the curve. Power level aside, hating on artifacts and nonbasic lands is actually more red than white, so I guess color identity would be the better fit? Bant's RemainsLand Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Bant's Remains enters the battlefield tapped. , Tap a multicolored creature you control: Add , or .
This obviously has to be compared to Cathedral of War. Having a land with Exalted is quite cool in both cases (I'm a big fan of the mechanic), but I don't think your card's advantage of being able to add colored mana really balances out the requirement of tapping a multicolored creature. Determined Creepervine Creature – Plant Defender Whenever ~ blocks a creature with flying, it gets +3/+3 until end of turn. : ~ gains reach until end of turn. It aches to catch the feet of the birds above- and every day it grows closer. 0/4
This is a pretty nice concept even though I think its numbers should be worked on a bit. Sure, you need to pay an additional to even block a flyer in the first place, but once you do you've turned your two-drow wall into a 3/7 monstrosity which feels hard to top in a Limited game? Maybe I'm overestimating it, though. Btw, the flavor text is absolutely awesome, seriously! Reclaim the Roost Instant Create a 1/1 green Plant creature token for each land you control. Overwatch – If another creature entered the battlefield this turn before you cast this spell, instead create a 1/1 white Bird creature token with flying for each land you control. "House Nivjae will reclaim their home, one way or another." - Prior Jade Nivjae
Very nice and powerful rare to wreck other people in Casual games, seriously. Card seems reasonably balanced (it's a bit hard to evaluate with Spore Burst & Ordered Migration being tied to Domain and Avenger of Zendikar on the other hand offering so much more to justify its higher cost) and looks like a nice example to showcase the Overwatch mechanic (small wording nitpick: as your card isn't a creature itself, I don't think it requires „..another..“). Like it. And the winner is.. Flo00! Runner-up goes to ZephyrPhantom . We had some pretty nice cards around this time again – good work everyone and sorry it took me so long!
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Post by Flo00 on Jul 20, 2018 15:38:30 GMT
Thanks for the win and the feedback. I wasn't sure at all if this was the right rarity or mana cost. Next Picture: {art by Marc Simonetti}
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touhoufanatic
0/0 Germ
Posts: 14
Favorite Card: Winged Coatl / Mystic snake
Favorite Set: Alara Reborn / Kamigawa
Color Alignment: Blue, Red, Green
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Post by touhoufanatic on Jul 20, 2018 16:03:32 GMT
argh, i new i forgot something. the rarity, blast it! oh well. new picture time! Enchantment Whenever a non basic land enters the battlefield under you control, put a quest counter on ~ Creatures you control get +1/+1. As long as ~ has more than five quest counters on it, creatures you control instead get +3/+3, First strike and hexproof. Remove five quest counters from ~ nd sacrifice it: Creatures you control get +5/+5, Trample, double strike, and lifelink until the end of the turn.
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Post by viriss on Jul 21, 2018 3:46:13 GMT
Journey to the Underworld (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I - Sacrifice a creature. II - Search your library for a card and put that card into your hand. Then shuffle your library. III - Return target creature card from your graveyard onto the battlefield. Enchantment - Saga
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jul 21, 2018 4:24:12 GMT
Submitted for your perusal.
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Post by augur on Jul 21, 2018 5:40:28 GMT
Thanks for the compliments- thought the high toughness could be balanced by being vulnerable when not blocking, but that affects red who typically wouldn't be hosed anyway. I had increased the activation cost near the end but should have decreased the buff instead (silly of me not to bother to look at precedent). edit 7 25: upped cost by 1 Ascendant's Gate Artifact , : Exile target creature you control. , sacrifice ~: For each creature card exiled with ~, create a token that's a copy of that creature except it has no converted mana cost and has base power and toughness 5/5. "Let your weakness become strength." —Archway inscriptionAttachment Deleted
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Post by Tesagk on Jul 21, 2018 10:23:14 GMT
Temple of KhaLegendary Land When ~ enters the battlefield, choose a creature you control. : Add one mana of any color of chosen creature's colors. , , Sacrifice a land: Return target copy of chosen creature from the graveyard or exile to the battlefield. "We do not know where the path will take us, only where it will lead." - Sage of the clerics of Kha
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Post by ZephyrPhantom on Jul 22, 2018 4:08:22 GMT
Tesagk - I think "chosen" syntax will accomplish what you're trying to do here without messing with how targeting works - see Dauntless Bodyguard and perhaps Conspiracies like Adriana's Valor. Something like:
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Post by Tesagk on Jul 22, 2018 10:36:02 GMT
Fair enough. Changes made.
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Post by Flo00 on Jul 25, 2018 19:10:55 GMT
I probably won't be able to judge this before sunday. If you don't want to wait that long, someone else can step in as judge. If no one does, I'll gladly judge this on sunday. Looks like I got some spare time. I'll judge this later today or tomorrow.Soorry guys. I'd really like to do a full judging and I'll try to do it soon. For now, viriss wins. EDIT: {touhoufanatic}This is a nice build up anthem that you can sac for a final big swing. Two things that look a bit odd: Usually wizards words counter thresholds like "that many or more" and I think this is also what you meant? Since you can sac it with five counters, it would make sense if the bigger bonus also applied at five counters (or more). The other thing is that the sac effect doesn't grant hexproof while the bigger boost does. That might be a bit confusing.
{viriss}This tells a nice stroy, kind of like Rescue from the Underworld but with a learning expirience in between. (I guess someone stole some dark truths from the underworld?) It has this bitter taste of the first ability being a cost, like The Flame of Keld. But I guess it's ok for the effects you get afterwards. {jynx316}Halls of the Dead is a neat card. It's kind of a crossover between City of Shadows and Safe Haven/ Endless Sands. I think it doesn't even have ot enter the battlefield tapped since it can't produce mana before you exile a creature. (I might be wrong, but I think City of Shadows is a terrible card.) And then, there is your wording. I'm sorry to write, but you are not good at wording Magic cards the propper way. (Also your wording sounds like it comes from before M10, but that's another story (e.g. into play instead of enters the battlefield and you still refer to the mana pool (that never had capitals I think?))) Whenever a card refers to cards it exiles, it says "cards exiled by CARDNAME". Also, I think the exile ability sould target your creature. Else an opponent might react by removing the creature you wanted to exile and then you have to exile something you didn't want to. As for the last ability, it's fun that they come back as Zombies, but I'm not sure there is a good way to word this into really doing so. Because once the spell leaves the stack it usually will forget it was a Zombie there. Maybe something like this: You may cast creature cards exiled by ~. If you do, they are Zombie spells and enter the battlefield as Zombies. {monger}An interesting version of Synod Sanctum/ Cold Storage. It's a fun card. I don't think you need to remove their mana cost. On embalm/eternalize it was a tecnical reason so that the tokens would look like tokens and not cards. But if you look at Hour of Eternity or The Locust God, even they don't do that. {Tesagk}Returning things from exile can be a dangerous thing. Everything else looks pretty nice on this card. It might even yield some mean combos just by returning a creature over and over from the graveyard. I can't think of any infinite combo right now, but Quarry Beetle/ Titania look like a good start.
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Post by viriss on Jul 29, 2018 1:35:32 GMT
Next picture: {Art by Moytank (DeviantArt)}
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Post by Tesagk on Jul 29, 2018 1:45:01 GMT
Unstable Artifact Artifact
Whenever an opponent casts an instant or sorcery spell, put an instability counter on ~. Whenever you cast an instant or sorcery spell, remove an instability counter. : You get where X is equal to the number of instability counters on ~. If there are three or more counters, sacrifice ~.
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Post by sade612 on Jul 29, 2018 15:22:19 GMT
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Post by gamma3 on Jul 29, 2018 20:56:01 GMT
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jul 30, 2018 0:04:43 GMT
I was going to do more, but the text was already getting pretty small.
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Post by augur on Jul 31, 2018 4:58:54 GMT
Attachment DeletedQuest for the Titan's Vault Enchantment Whenever a creature enters the battlefield under your control, you may put a quest counter on ~. At the beginning of your upkeep, if ~ has three or more quest counters on it, you may choose a color. If you do, creatures you control gain protection from the chosen color until your next turn.
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touhoufanatic
0/0 Germ
Posts: 14
Favorite Card: Winged Coatl / Mystic snake
Favorite Set: Alara Reborn / Kamigawa
Color Alignment: Blue, Red, Green
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Post by touhoufanatic on Jul 31, 2018 14:24:51 GMT
Sealing braces artifact ~ enters the battlefield with X charge counters on it.
When ~ enters the battlefield choose a creature type. Creatures of the chosen type cannot attack or lock and their activated abilities cannot be played. Whenever a creature of the chosen type enters the battlefield remove a charge counter from ~.
When the last charge counter is removed from ~, sacrifice it.
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Post by Flo00 on Jul 31, 2018 19:09:51 GMT
Loaded Temple Artifact At the beginning of your end step, put a charge counter on Loaded Temple. It deals X damage to each creature and you may pay , where X is the number of charge counters on it. If you don’t, sacrifice Loaded Temple and it deals X damage to each player and planeswalker.
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Post by Daij_Djan on Aug 2, 2018 15:47:31 GMT
@gamma3/jynx316: All renders require proper artist credit in the appropriate space. ~Daij_Djan
And here's my own entry:
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Aug 2, 2018 15:51:41 GMT
Crap! Did I miss that? I will fix that when I get home and repost it. Thanks for the eagle eye.
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Xenozfan2
3/3 Beast
Posts: 161
Favorite Card: Phage the Untouchable
Favorite Set: Innistrad
Color Alignment: White, Blue, Red
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Post by Xenozfan2 on Aug 3, 2018 16:43:36 GMT
Containment Vault Artifact , Exile a card from your hand: Add two mana in any combination of colors. , : Cast a nonland card exiled with Containment Vault without paying its mana cost or put a land card exiled with Containment Vault onto the battlefield under your control. Activate this ability only if Containment Vault has four or more cards exiled with it. It's getting full in the vault. Time to make some room.
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Post by viriss on Aug 4, 2018 16:12:16 GMT
Tesagk It's definetly unstable. sade612 That's a difficult mythic rare since it doesn't do anything on its own. gamma3 I think the "remove counters" should be part of the activation. The prize at the end seems strange. jynx316 I... if i have a 10/11 creature, i probably want to attack and not draw 10 cards. Maybe? augur I like it. "Until your next turn" might be a little much since it's non-sacrifice. touhoufanatic That's a lot of text, but it works! Interesting tribal hate idea. Flo00 It's missing what X is, but I get it. I kind of miss cumulative upkeep so it's nice to see a variant. But that's probably way to strong. @daij_Djan A mana rock that goes boom. I'm suprised we haven't seen a real cycle of these. Xenozfan2 Great card. I thought the last ability was too strong, but needing four cards exiled... i'm on board.
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