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AgentPaper
2013-05-22, 02:17 AM
Current Challenge: Make a multicolored horizontal cycle (http://mtgsalvation.gamepedia.com/Cycle#Horizontal_cycles).

Graveyard synergy does not include synergy with creatures dying.

Judging should be up Sunday, October 5th.

Other contests:
You Make the Card! (http://www.giantitp.com/forums/showthread.php?p=12774068#post12774068)


The You Make the Card contest has been growing strong for a while now, and it's about time we started another parallel contest to allow more cards to be made, for those who are up to it!

If you don't know what this contest is all about, I would suggest reading the first post in the main thread, which has the basic rules for these contests, such as how judging works and how to format your entries.

The main difference between that thread and this one is that rather than designing a single card, in this contest each week you will design a total of 6 cards, 5 common and 1 uncommon. You must follow the normal rules for posting cards, along with whatever special rules the judge comes up with for that week.

One additional rule is that, for this set, you are allowed to use already existing cards as one or more of your entries. Simply post the card in the normal format, and make sure to note that the card is a reprint. (The easiest way to do this is to simply make the card's name a link to it's gatherer page)

Here's some additional tips on how to make a good entry. These aren't rules, so feel free to break them if you need to, but in general you should probably follow these unless there's a specific reason not to.


Focus on one part of your set.

It's very tempting to make a bunch of cool cards that show off different parts of your theoretical set, but you must resist! You only have a small space to work in, so you need to narrow down on a small part of your set and really drive that one point home. Often this means focusing on a single color, mechanic, and/or piece of flavor, but it's up to you to decide what you want to focus on.

Don't make your cards too complicated.

Commons and uncommon cards are much more restricted in how complex they can be compared to rare and mythic rares, so keep this in mind when designing your cards. If you haven't already, you may want to read Maro's articles on the New World Order (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/172), which explains things very well.

Don't make your cards too simple.

I know I just said that cards shouldn't be too complex, but the opposite is also true. A Gray Ogre (http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=2283) may be all good and necessary for a real set, but it doesn't do much to show what the set is about.

Don't make your cards too powerful.

We aren't trying to make tournament-grade cards here. It's fine if some or even all of your cards are, but more often you're better off making a functional, simple card that fills it's role. These cards are supposed to be the bread and butter of your set, not the bleeding edge of power.

Consider how your cards interact.

It's all well and good to make each of your cards absolutely perfect in a vacuum, but remember that you're designing a set, not 6 unrelated cards. Take a step back, and look at your cards as a whole.

Don't design your cards around something outside the 6.

If one or more of your cards are designed to work around instants and sorceries, make damn sure you include at least one instant or sorcery in your 6. Similarly, if your cards care about stuff in the graveyard, you probably want to include a way to get stuff there. If your cards are designed to work with something that you can't put in the set, such as something that only shows up at rare, that's usually a good sign that you need to change your focus.

Keep limited in mind.

Commons are the most, well, common cards in limited, so keep in mind how these cards would affect a limited environment. This isn't as critical as the others, unless the judge calls for it specifically, but it's still a good thing to consider.

tgva8889
2013-05-22, 02:25 AM
By "single color set" do you mean "all the cards in my set are White" or do you mean "the set is focused on mono-color" or do you mean that all the cards from my entry should be in the same color from the same set?

AgentPaper
2013-05-22, 02:27 AM
By "single color set" do you mean "all the cards in my set are White" or do you mean "the set is focused on mono-color" or do you mean that all the cards from my entry should be in the same color from the same set?

I meant that your set (the cards you're entering) have to be the same color. I'll edit that to clarify though.

Edit: Actually, I'll just take that restriction out. You probably do still want to focus on one color in general, but I'll leave that to your discretion.

Eurus
2013-05-22, 05:15 AM
Hmm. A mini-set of mostly common-rarity cards, focused on tokens... I had an idea for counters, but I'm not sure about tokens. There's been so many token things already; saprolings, eldrazi spawn, goblins, soldiers, merfolk, faeries, squirrels. Having trouble coming up with a good way to make them unique or interesting.

Duck999
2013-05-22, 06:11 AM
Oooooh new game! I think this may be fun, except that I can't make commons well, I think.

HypoSoc
2013-05-22, 08:41 AM
Eldrazi are back, have a cycle:

Ondu Lifeweaver 2W
Creature - Kor Cleric - Commmon
When ~ enters the battlefield, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
Whenever you sacrifice a token, you may gain one life.
1/1
Ula's blessing still resounds in these monstrosities.

Hamilar Winddrafter 3U
Creature - Merfolk Wizard - Common
When ~ enters the battlefield, you may put 2 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add 1 to your mana pool."
Whenever you sacrifice a token, you may have target creature gain flying until end of turn.
2/3
With the Eldrazi gone, merfolk children learned to play with the remnants.

Malakir Deathwatcher 3B
Creature - Vampire Shaman - Common
When ~ enters the battlefield, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
Whenever you sacrifice a token, you may have target opponent lose 1 life.
3/2
Death comes to all, even the Eldrazi.

Akoum Fireflinger 4R
Creature - Giant Warrior - Common
When ~ enters the battlefield, you may put 2 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add 1 to your mana pool."
Whenever you sacrifice a token, you may have ~ deal one damage to target creature.
5/3
Only thing better than spawn tossing is flaming spawn tossing.

Oran-Rief Manabloomer 5G
Creature - Elf Druid - Common
When ~ enters the battlefield, you may put 4 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add 1 to your mana pool."
Sacrifice two tokens: Add 3 to your mana pool.
1/3
Nature can bloom from even otherworldly sources.

Spawn Beacon 4
Tribal Artifact - Eldrazi - Uncommon
Eldrazi Spawn you control get +1/+1
3, Tap: Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
It gathers the remnants of the departed Eldrazi, making harvest much simpler.

So, in case this wasn't obvious, this set would be based back in Zendikar after the Eldrazi depart once again. The races quickly adapted and have learned to utilize the harmless spawn the Eldrazi left in their wake. The set would be towards the high end for mana costing, but not very color dependent, allowing the full use of Eldrazi Spawn, but other token types work just as well for powering engines if you have a sac outlet (of which many will exist).

onasuma
2013-05-22, 10:54 AM
Bit sad theres no use of rares here, but whatever. Goblins! The Orn are beastial goblins known for rapid breeding.

Orn Footsoldier R

Creature - Goblin Warrior C

Goblin Swarm 1 (~ comes to play with 1 swarm counter on it. Whenever it deals combat damage to a player, remove a swarm counter and put a 1/1 goblin token into play)

"You are going to go to battle, and you are going to take your brother whether you like it or not!" - Mard, Orn Tribe Mother

1/1


Orn Seeder 1R

Creature- Goblin Shaman C

Goblin Swarm 1 (~ comes to play with 1 swarm counter on it. Whenever it deals combat damage to a player, remove a swarm counter and put a 1/1 goblin token into play)

3R: Put a Swarm counter on target goblin you control.

Some seeds produce vile crops.

1/1


Orn Pathfinder 2R

Creature - Goblin C

Tap: Target goblin is unblockable until end of turn.

Finding enough food for such hordes is not always easy for the Orn. Fortunatly, they are good at finding fights.

2/2


Orn Tribe-Mother 4R

Creature - Goblin C

Trample

Goblin Swarm 4 (~ comes to play with 4 swarm counters on it. Whenever it deals combat damage to a player, remove a swarm counter and put a 1/1 goblin token into play)

It brings a mother great joy to see her children in the army. The Orn only have to wait a day.

3/3


Birth Rites 2R

Tribal Enchantment - Goblin C

At the beginning of your upkeep, put a swarm counter on target goblin you control.

The rituals of birth begin at conception


Birthing Spree 3RR

Tribal Sorcery - Goblin U

Remove up to 1 swarm counter from any number of goblins you control. For each counter removed this way put a 1/1 goblin token onto the battlefield.

Until end of turn, red creatures you control have haste.

Woe betide anyone who attacks them on November the 14th

DoctorWhooves
2013-05-22, 12:11 PM
No rares is really lame for the record.

Zergling R
Creature - Zerg C
Haste
Spawn 0 (You may sacrifice a creature and pay 0 to cast this creature.)
1/1

Hydralisk 2R
Creature - Zerg C
Spawn 1R (You may sacrifice a creature and pay 1R to cast this creature.)
T1R: ~ deals 2 damage to target creature.
2/2

Baneling 2R
Creature - Zerg C
Spawn R (You may sacrifice a creature and pay R to cast this creature.)
Sacrifice ~: ~ deals 4 damage to target creature blocking it or it's blocking.
2/1

Roach 3B
Creature - Zerg C
Spawn 1B (You may sacrifice a creature and pay 1B to cast this creature.)
1B: Regenerate ~.
1/4

Spawning Orders 3B
Sorcery - C
Put a 0/1 red and black larva token onto the battlefield for each creature that died this turn.

Larva Hatchery
Land - U
T: Add 1 to your mana pool
2T: Put a 0/1 red and black larva token onto the battlefield. Activate this ability only any time you could cast a sorcery.

The Spawn mechanic obviously makes great use of token-producers to pump out creatures faster without losing card advantage.

tgva8889
2013-05-22, 05:03 PM
I disagree. No rares forces you to create interesting designs that don't let you do more or less whatever you want. Your designs now have to exist clearly in the framework of whatever set your cards come from, which increases the challenge.

Here's my current entry, although I want to write something better.

Rorgath's Brigand 2BB
Creature - Human Pirate C
Whenever Rorgath's Brigand deals combat damage to a player, that player discards a card.
"The best information comes at the point of a sword."
- Rorgath, Captain of the Hydra
3/2

Pillage the Coast 3RR
Sorcery C
Destroy target artifact or land. Put two 1/1 red Pirate creature tokens onto the battlefield.

Rorgath's Boatswain 4B
Creature - Ogre Pirate C
T, Sacrifice a creature: Pirate creatures you control get +1/+1 and gain trample until end of turn.
"A little punishment keeps them in line. Better make sure this one dies."
- Rorgath, Captain of the Hydra
2/3

Boarding Party 1R
Sorcery C
Put two 1/1 red Pirate creature tokens onto the battlefield.
No one ever boards a ship alone. Otherwise there would be no one to throw overboard.

Pirate's Cutlass 2
Artifact - Equipment C
Equipped creature gets +1/+0 and trample. If equipped creature is a Pirate, it gets an additional +2/+0.
Cuts past the guards to the real treasure.
Equip 3

Brigand Recruiter 2R
Creature - Human Pirate U
Whenever Brigand Recruiter deals combat damage to an opponent, put that many 1/1 red Pirate creature tokens onto the battlefield.
Building a crew is as easy as putting a knife to their family's throats.
2/1

Edit: Yeah, the Pirates did not fit with the requirements of the contest, so we're going to try something else. I decided to go with blue, since I figured no one else would do anything with this color.

Mariki's Apprentice 3UU
Creature - Human Wizard C
When Mariki's Apprentice enters the battlefield, put a 2/2 blue Illusion token with flying onto the battlefield.
The newest AEthermages abandoned their studies after Mariki showed them a simpler path to mastery.
1/1

Peel from Reality (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=240141) 1U
Instant C
Return target creature you control and target creature you don't control to their owners' hands.
The AEther often reclaims what is drawn from it.

AEther Calling 2U
Sorcery C
Put a 2/2 blue Illusion creature token with flying onto the battlefield.
All begins on Mistereos are drawn into life from the AEthermist. AEthermages first learn to manipulate this basic energy to create the ethereal servants which serve the Order of AEther.

Replace with Ethereal 3UU
Instant C
Counter target creature spell. Put a 2/2 blue Illusion creature token with flying onto the battlefield.
"A proper summoning spell shouldn't be so exploitable."
- Mariki of Koribel

Illusory Warrior 1UU
Creature - Illusion Soldier C
When Illusory Warrior deals combat damage, return it to its owner's hand. (Return it only if it survived combat.)
"The best loyalties are the most temporary."
- Mariki of Koribel
3/3

AEther Remnants 2UU
Enchantment U
Whenever a creature returns to your hand, put a 2/2 blue Illusion creature token with flying onto the battlefield.
In the hands of a skilled AEthermage, a lost summon is simply a gate to something new.

Some comments:
Overall Mistereos is going to feature tokens more prominently than other sets. I hoped that Mariki's Summoner and AEther Calling would get across that this was not a typical set. Blue does not usually get effects like Mariki's Summoner, and AEther Calling is pretty much a Wind Drake. I chose these cards to specifically point out that Blue is getting in on the token action. I really wanted to fit a green sorcery to go along with AEther Calling to show that tokens are a bigger thing, but I wasn't sure whether that card would really be better than Illusory Warrior, so I stuck with the Warrior.

The flavor text on Illusory Warrior is my favorite of the bunch and I think shows a certain side of Mariki's character that we don't quite see in the other cards. He really isn't a nice guy, and his intentions are made much clearer on Illusory Warrior. Mariki would be an influential figure, although you won't see him in this contest since he's a Rare or Mythic Rare. The Warrior itself is important for connecting strategically with AEther Remnants while also being the card of card you'd probably want to take anyways since it really mucks up the ground. This set will tend toward a lot of smaller creatures, since White, Green, and Red will have lots of small tokens, so Illusory Warrior will end up being less effective offensively and defensively than it might otherwise, making it also an interesting card.

Normally the condition of "look at all the tokens!" would make Blue a naturally powerful color, but I attempted to weaken the bounce as much as I could. Peel from Reality is going to be a bit worse in a set where most of your creatures are tokens, too (although it is very powerful with Mariki's Summoner). I made an effort not to include another bounce spell and instead include something that "ices," as most sets only have 2 or 3 at Common. This set will probably have only 1, in order to keep Blue under control. I'm not sure about Replace with Ethereal. It seems fair enough, and given that there will be more instants and sorceries making creatures and less creatures themselves, it might be fine. It's also very slow, as a 5-mana counterspell is very hard to cast. I'm not sure how good it will be. I wanted to put in one more card that gave you a token just to cement that Blue was going to make some tokens.

AEther Remnants really drove this design, as I wanted to figure out something Blue could do with tokens. People like to bounce tokens because it "destroys" them, but AEther Remnants gives you something in return if bounce is the way they plan to go. I think it definitely gives a blue player something cool to build around in Limited, and the tools are obviously there to do so. I imagine Illusory Warrior will not be a big card in this set, so the player trying to go the AEther Remnants route will probably get it.

DoctorWhooves
2013-05-22, 05:37 PM
There should be more card necessary.

It should be 6 commons, 3 uncommons, and a rare.

Duck999
2013-05-22, 05:39 PM
Okay here is my very first attempt at so many commons. Can we come up with a set name if wanted? If so, Ryklow: Land of War This set is in a plane where there is a constant war between humans and mutants, with interferences from other races.


Charge the enemy WW2
Instant C
Put three 1/1 White Soldier creature tokens onto the battlefield under your control.

Joint force W3
Enchantment-Aura C
Enchant creature
Whenever enchanted creature attacks, put a 1/1 White Soldier creature token onto the battlefield tapped and attacking.

Mutilation BBB1
Sorcery C
Destroy all creatures target player controls, then put X 2/2 Black Mutant Creature tokens onto the battlefield under that players control where X is the number of creatures destroyed this way.

Militia leader WW3
Creature-Human Soldier U
Creature tokens you control get +1/+0.
Rush W2 (Pay ~ rush cost to put it onto the battlefield tapped and attacking, sacrifice it at the end of the turn. Use Rush only when you are declaring attackers.)
4/4

Mutant Commando B3
Creature-Mutant Soldier C
When ~ enters the battlefield, All Mutants you control get +1/+0 until end of turn.
Rush B1 (Pay ~ rush cost to put it onto the battlefield tapped and attacking, sacrifice it at the end of the turn. Use Rush only when you are declaring attackers.)
3/3

tgva8889
2013-05-22, 06:02 PM
There should be more card necessary.

It should be 6 commons, 3 uncommons, and a rare.

I disagree. Commons and uncommons are a more important part of your design than rares are, because they are a greater part of your set percentage wise, players will see more of them due to booster pack distribution, and they have to carry the bulk of what your set is trying to do. If people can't figure out what you're trying to do at Common, you aren't doing it very well. Thus, I think that you should have to get across your goals at the common and uncommon level. Allowing a rare allows someone to cheat this a little bit. I think it is a better show of a set design for us to see your commons, rather than your rares.

Designing 6 cards is hard enough. I think leaving the number as it is will make it easier for people to enter the contest and therefore get involved and start learning about what it means to design cards.

Eurus
2013-05-22, 07:59 PM
Hmm. Well, here's a thing.

Drone Creche
Land C
~ comes into play tapped.
T: Add 1 to your mana pool.
2, T: Discard a card. If you do, put a 0/1 Drone token into play.
Drone population at 70% of optimal capacity. Recommend redirecting resources to Creche 5.

Labor Crew 3WW
Creature - Drone Mob C
When Drone Mob enters the battlefield, put a 0/1 Drone token into play.

Sacrifice a Drone: Gain 2 life.
1/4
Look around you. All of this is only made possible through drone technology. And you would have us abandon it on paranoia?

Rogue Drone 2W
Creature - Drone C
Other Drones you control gain +1/+0.
1/2
All rumors of drone malfunctions have been investigated by the Council, and no cause for concern has been found.

Remote Garrison WW
Creature - Wall
Defender
Whenever a creature you control blocks, gain 1 life.
0/3
The longer we fight them there, the less we have to fight them here.

Reallocation 3W
Sorcery C
Sacrifice a permanent. Put three 0/1 Drone tokens into play.
Thank you for your cooperation in the war effort.

Dronesquad Captain 2WW
Creature - Human Soldier U
Sacrifice a drone: Put a +1/+1 counter on target creature.
2/2
I don't care how tight your resources are; I can't win a war without bodies.

Comments:
So, White is a color that's often been associated with tokens, but I figured this might be a slightly different take on it. Individually, drones are no more than chump blockers. Collectively, they're a useful resource. Obviously the limitation on number and rarity of cards kept me from showing off all the things you could do with them, but hopefully this illustrates the basic idea.

Strategos
2013-05-23, 08:19 AM
Brightsand Elder 1W
Creature – Human Cleric C
When Brightsand Elder dies, put a 1/1 colourless Sand creature token onto the battlefield.
The Brightsand sect throw themselves into battle, for the chance of immortality and to guide future generations with their wisdom.
1/2

Darkdune Cabal 2BB
Creature – Human Cleric C
When Darkdune Cabal dies, put two 1/1 colourless Sand creature tokens onto the battlefield.
The Darkdune sect throw themselves into battle, for the chance of immortality and to rule over others as they have been ruled.
2/2

Brightsand Redeemer 1WW
Creature – Human Cleric C
Sand creatures you control get +1/+1.
“The Old Gods bless us with power, and life beyond life. We only need to stay the path. Let all who would oppose them drown in a tide of sand! ” - Curate Nassir
2/2

Altar's Reap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226890 )
Instant C
As an additional cost to cast Altar's Reap, sacrifice a creature.
Draw two cards.
“He sacrifices his own followers vainly searching for a way to stop us. It matters not, our research has already granted us the tools of our victory.” - Nadine Hazem, Arch-alchemist

Call of the Old Gods 1B
Instant C
As an additional cast to cast Call of the Old Gods sacrifice a creature.
Put two 1/1 colourless Sand creature tokens onto the battlefield
“Though sand may be scattered to the corners of the world, or lay dormant at the bottom of a sea, it was there the day life first walked the world and will be there long after life has left it. Hear my words and grasp the chance for immortality!” - Curate Nassir

Glazeburn 1R
Sorcery U
Glazeburn deals 3 damage to each token creature.
“They're not nearly as threatening when you turn them into glass.” - Nadine Hazem, Arch-alchemist

Dr.Gunsforhands
2013-05-24, 10:05 PM
Bramble Elemental (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=271208) 3GG
Creature - Elemental C
Whenever an aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens onto the battlefield.

Fists of Ironwood (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247378) 1G
Enchantment - Aura C
Enchant creature
When Fists of Ironwood enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
Enchanted creature has trample.

Echoing Courage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46169) 1G
Instant - C
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.

Beginner's Luck G
Enchantment - Aura C
Enchant Creature
Enchanted creature gets +1/+1
Whenever a creature enters the battlefield, you may attach Beginner's Luck to that creature.

Sprout (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122079) G
Instant - C
Put a 1/1 green Saproling creature token onto the battlefield.

Stampeding Mosstodon 3GG
Creature - Plant Elephant U
Trample
At the beginning of your upkeep, put a 1/1 green saproling creature token onto the battlefield, then return a nontoken green permanent you control to its owners' hand.
You have to watch out not just for where they step, but for wherever they've stepped already.
5/3

EDIT: There we go. I... I just really missed that one little card interaction from Ravnica, okay?

Ninjaman
2013-05-26, 10:03 AM
Goblin Assemble - 2RR
Tribal Sorcery - Goblin - C
Put three 1/1 red Goblin creature tokens onto the battlefield.
“Goblins, assemle! I said assemble! Assemble, assemble, assemble! I give up."
- Thyd, goblin War Caller

Gorthang Battleleader - 2R
Creature - Goblin Soldier - C
T: Up to two target goblins get +1/+1 and gains haste until end of turn.
Goblins battle leaders don’t so much use orders as just shouting and hoping the goblins will do something useful.
1/1

Bloodbone Shaman - G
Creature - Goblin Shaman - C
T: Add R to your mana pool.
Human shamans are older and wiser than the rest of the tribe. Goblin shamans are just more insane.

Goblin Tracker - 2G
Creature - Goblin Scout - C
T: Reveal the top card of your library, if that card is a Goblin, put a 1/1 red Goblin creature token onto the battlefield.
Trackers always use the following rule: if there are goblins; there are more goblins.

Goblin Bushwhacker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=177501) - R
Creature - Goblin Warrior - C
Kicker R (You may pay an additional Red as you cast this spell.)
When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
1/1

Goblin War Caller - 2R
Creature - Goblin Warrior - U
Haste
Other goblin creatures you control get +1/+1.
“They have castled themselves within their castle. Which is really well armored. We probably can’t breach it. Attack!”
- Most inspiring goblin speech of all time.
2/2

Duck999
2013-05-26, 10:54 AM
Where is your uncommon?

Ninjaman
2013-05-26, 12:54 PM
Where is your uncommon?

The war caller was supposed to be, but i seem to have made it a common, fixed now. Thanks for pointing it out to me.

HypoSoc
2013-05-26, 11:02 PM
“They have castled themselves within their castle. Which is really well armored. We probably can’t breach it. Attack!”
- Most inspiring goblin speech of all time.


Just want to say this is sooo epic. Have an internets.

Ninjaman
2013-05-27, 01:31 AM
Just want to say this is sooo epic. Have an internets.

Thanks.
*Puts internets in pocket*

Duck999
2013-05-27, 07:37 AM
Shouldn't that be a quote by Ibid Halfheart? Real MTG example: everyone except me, ATTACK!

Ninjaman
2013-05-27, 09:47 AM
^@ Maybe it is, who knows.

onasuma
2013-05-27, 10:28 AM
Ib Halfheart. Ibid halfheart is when you're quoting him for a second time in a bibliography in a row.

Istari
2013-05-28, 05:57 PM
Payrn Alpha - 3WW
Creature - Hound - U
Pack - When Payrn Alpha attacks or blocks creatures you control that share a creature type with it gain +1/+1 until the end of the turn.
When Payrn Alpha enters the battlefield, place a 2/2 white Hound token onto the battlefield.
3/3


Runt of the Litter - 1W
Creature - Hound - C
Pack - When Runt of the Litter attacks or blocks creatures you control that share a creature type with it gain +1/+1 until the end of the turn.
"We must fight to protect the weakest of our citizens" - Queen Roxy to King Felix
1/2

Payrn Aristocat - 2W
Creature - Cat - C
When Payrn Aristocat enters the battlefield, place a 2/2 white Hound token onto the battlefield.
"Spike, please see Ambassador Errol out, I'll have no talk of a war beneath my roof." - Charlie, Aristocat
1/1

Felix's Call (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249689) - 3W
Sorcery - C
Put three 1/1 white Cat creature tokens onto the battlefield.


Alley Meeting - 1W
Sorcery - C
Choose one — Place two 1/1 white Cat creature tokens onto the battlefield; Place a 2/2 white Hound creature token onto the battlefield.

Smuggling Rats - BB
Creature - Rat - C
When Scavenging Rats enters the battlefield each player discards a card, then for each land card discarded this way place a 1/1 black Rat token onto the battlefield.
They can acquire anything if the price is right.

Duck999
2013-05-30, 06:34 PM
No judging yet? I contacted the judge so don't spam him.

AgentPaper
2013-05-30, 07:02 PM
Working on it now. Taking a bit longer than expected, though I really should have known since I've judged this kind of contest plenty of times before. Will be up some time today.

AgentPaper
2013-05-31, 12:38 AM
HypoSoc
Ondu Lifeweaver:
A very simple design, but often that's what works best in common. I like that it does exactly what it needs to do, and nothing more.

Hamilar Winddrafter
This one is a bit odd. The times you want a creature to fly are often different from the times that you want mana, and decks that want to attack with evasive creatures don't have much overlap with decks that want to ramp up mana with eldrazi spawn.

Malakir Deathwatcher
Another good design, though the effect may be a bit much for common. This is the kind of powerful and game-changing effect that often shows up in uncommon, or even rare (though with more power than this), rather than common. Still, the effect is straightforwards enough that it can scrape by as an exception to the general rule of commons.

Akoum Fireflinger
This is very strong, and even worse, it adds a ton of complexity to the board. It makes every token into a potential burn spell. It's exactly the kind of card that is being moved out of common, and should probably be rare.

Oran-Rief Manabloomer
And here we return to the good, simple and straightforwards commons. A bit on the expensive side for a common, but green is the color to have this kind of card if any color is. The effect it has is fairly strong, and potentially a build-around, which means it could be uncommon, but it doesn't really change the character of a deck, just ramps it up higher, so it's OK.

Spawn Beacon
I like the idea of pushing an aggressive spawn token deck, which is great for limited, but unfortunately the power level is too low to really make you want to push for it. On it's own, it pumps out 1/2s for 3 mana once a turn, which is pretty bad. Bumping the bonus up to +2/+1 would have gone a long way to making this a strong limited card that pushes you to a certain type of deck.

Overall, I think you went a bit too broad in your designs. Each card seems to want to do a different thing with the tokens. You would likely have been better served by focusing on one or two colors and a specific archetype with clearer interactions between the cards. As is, I don't really know anything about the set other than "it has eldrazi spawn", which could have been accomplished with just one card. What are the spawn being used to summon? What other spells are there that support them? In that sense, you focused too much on one thing. At the end of the day, this is basically 5 versions of the same card, which isn't very good use of your limited design space.

As a side note, I notice that you stuck "may" in there wherever you could. While that's good to have in some cases, such as dealing damage or granting abilities, with stuff like lifegain it simply adds unecessary words. The normal templating for eldrazi spawn creatures also doesn't include a "may", so that shouldn't be there for consistency.
onasuma
Orn Footsoldier
As the simplest form that Swarm can take, this is the perfect bread and butter common. It also goes in well with aggressive decks, and looks good on the power scale as well. Sometimes good design means boiling something down to it's most raw form, which this is the perfect example of.

Orn Seeder
The power level here is definitely in the common category (and probably a bit lower than it needs to be, to be honest), but the complexity this adds to the board makes me want to say it's uncommon. It's close enough that an exception could be made, but the design isn't really strong enough to make that exception worthwhile. I feel this would have worked much better at a higher rarity (and likely a higher power level as well).

Orn Pathfinder
Very nice. This is the perfect role-player in this type of deck. It doesn't say anything about spawn tokens anywhere on it, but you can tell that it fits in with cards that do have it very well, allowing you to get past blockers and make more tokens.

Orn Tribe-Mother
A bit odd to see a goblin be so large and trampling, but creature type aside, this is a solid card.

Birth Rites
Another nice simple card, does what it needs to do without any fuss.

Birthing Spree
I don't really like this. The whole idea of the Swarm mechanic is that it makes you want to connect with your creatures, and rather than supporting that, this simply circumvents it and gives you the tokens without any kind of hassle. It works, and works well, but I can't help but feel like it detracts from the feel and flavor of swarm, rather than enhancing it.

Overall, I think you did a good job in focusing on one area and showing what the set is doing, but Swarm as a mechanic falls short. It requires large numbers of both tokens and counters, and lots of moving those around, which causes logistical problems, and the fact that it's putting counters onto creatures that aren't +1/+1 counters means that the set basically can't use +1/+1 counters for anything else, which severly limits the design space of the rest of the set. It's also a fairly shallow mechanic, in that there's not all that much you can do with it other than put it on creatures. It feels like it would do better as a minor mechanic that used +1/+1 counters instead of special counters, rather than being a major, named mechanic.
DoctorWhooves
Zergling
Good, simple design.

Hydralisk
Pyromancers are something that only show up in higher rarities, not common, mainly because they make the board state more complicated, which is something common cards are not supposed to do. This is also slightly stronger than similar cards, but not enough to be a real issue.

Baneling
Similar to the Hydralisk, this card makes the board state more complex, especially attacking and blocking. Not as much as the Hydralisk, but it's still something to keep in mind.

Roach
A nice, solid defensive creature, and fits well with black's recent trend of getting more defensive creatures.

Spawning Orders
This is a very strange card. It's obviously a johnny card, being a sorcery that makes you want to build a deck that sacrifices a lot of creatures. However, it doesn't fit very well with the other cards in the list, and isn't a very good fit for a common card. It's power level is also far too low to really incentivize building around it. At best, you pay 4 mana for 3-4 0/1 dorks that then chump block something big. Too much work for too little payoff.

Larva Hatchery
A decent card, able to produce chump blockers, but doesn't mesh well with the rest of the set. The obvious use would be to make tokens and then sac them for Spawn cards, but the whole point of Spawn is to save mana, and if you spend 3 mana to make the thing you're sacrificing, then in most cases you're spending more mana than you would have if you just cast the card normally.

Overall, I think you focused too much on top-down design and too little on normal design considerations. Spawn as a mechanic has potential, but needs work before it's really interesting or useful. Similarly, the cards that support it don't do a very good job of actually supporting it, and in the end do more harm that good. There's also a disparity on how the deck wants to play. Zergling is very aggressive, Roach is very defensive, and the other two fall somewhere in the middle.
tgva8889
Mariki's Apprentice
A good basic representation of what the set is about, but I think you costed this higher than it needed to be. Since it's part of the core premise of the set, it's okay to push it's power level a bit, so this would have worked much better at 3U or even 2U.

Peel from Reality
A well-selected reprint, being a good, fun and versatile card on it's own, but also fitting perfectly with the theme of the set.

AEther Calling
Not sure what this card is supposed to be doing. A spell that just makes a creature would hint at something like Populate or Intangible Virtue that cares about tokens, or cards that care about spells being cast, neither of which this set has. Without that support, it would be better off simply being a creature rather than a spell.

Replace with Ethereal
Basically a slightly powered up Geist Snatch. Makes for a fine card, but again it doesn't interact much with the rest of the set. Still, it does at least fit well with the same type of deck (slow, controlling, kills with small evasive creatures and value) as the rest of the cards.

Illusory Warrior
Another functional card, and fits well with the theme of the deck. I like that it has a downside that turns into an upside when you have the right cards to support it.

AEther Remnants
A perfect build-around card for limited, and may even be good enough for constructed, though not tournament-level of course.

Overall, I feel like you did well in creating a consistent theme and feel to the deck, even if a few cards didn't quite fit perfectly. That said, I feel like you were too reserved with your cards. It's good for commons to be simple, but that doesn't mean you can't do new and interesting things with them, too. The key is to find the balance between new and interesting and simple and understantable, and I don't think you hit it here,

After typing all that, I finally read your additonal comments (which I purposefully avoided; this contest is about the cards). After reading that, I understand a bit more about what you're going for, and the set sounds pretty interesting, but you didn't do a good enough job conveying any of that with the cards you had, which I think hurt you a lot.
Duck999
Charge the enemy
Captain's Call at instant speed, for no additional CMC? This is a huge bomb in limited, and should absolutely be uncommon at least. At common, this would have a very warping effect on limited, since you basically always had to assume that your opponent had it (if they had 2WW available).

Joint force
An interesting effect, and perfect for a common card. Perhaps a bit over-costed, but it's hard to tell with an effect like this, which hasn't really been done before.

Mutilation
This is a cool card and all, but between the complexity, power, and effect on the game, it's a rare, no two shakes about it. Meaning, it may as well be no card for the purposes of this contest.

Militia leader
This is a nice role-player, but it's strange for white to have such a large creature. Also feels too weak to be a "build around me" uncommon.

Mutant Commando
Works fine as a card, but doesn't fit in with any of the rest of the set. All the other cards give soldiers, and the only mutant-maker makes those mutants for your opponent, so the only thing it can boost is itself.

(Note: A better wording of rush would be, "Whenever you declare attackers, you may pay X to put ~ onto the battlefield tapped and attacking. Sacrifice it at end of turn." I'm not judging you on that though, since it mechanically still works the same)

Overall, I think you were a bit too all over the place to really make a consistent set. The two black cards had very little interaction with the four white cards, and don't even interact with each other. Pile on that the issues with the individual cards, and I just can't see this set doing anything that worthwhile.
Eurus
Drone Creche
With an effect this weak, you really didn't need to pile on two seperate drawbacks on the same land. Simply tapping for colorless would have been all the drawback you need. Discarding is similarly not really necessary, and makes the card basically useless in all but the most specialized decks.

Labor Crew
Simple and functional, if a bit over-costed. Still, it's good to start with the most simple form of a feature, and this does well in introducing the mechanic.

Rogue Drone
A nice lord to turn drones from blockers into threats, but lords are exclusively uncommon, which this isn't.

Remote Garrison
Not sure how this fits with the rest of the set. It's a super-defensive creature, and it does it's job well, but it doesn't interact that much with the other cards, unless you really do plan to make drones just to chump-block. Worse, though, is that you need to remember that you gain life every time you block, which adds to board complexity, which is something commons should avoid if at all possible.

Reallocation
This is a very nice black card, which is why I'm confused as to why it's white.

Dronesquad Captain
I can see that you were trying to make this into a build-around, and it does that well enough, though it's a bit boring. It also adds a ton to board complexity, which may be more acceptable at uncommon than common, but should still be avoided if possible.

Overall, you did a good job of presenting and reinforcing the theme of the set. The individual cards fell a bit flat, though, and without the cards themselves being good it's hard to rate this very highly overall.
Strategos
Brightsand Elder
This is almost there, but I can't help but feel that it really wants to be a 2/1, rather than a 1/2, for both flavor and gameplay reasons. Still, that aside it's a nice functional introduction to the mechanic.

Darkdune Cabal
Another nice functional introduction to the mechanic, though again a bit less powerful than it should be for something meant to be a major focus of a set.

Brightsand Redeemer
This would have been perfect...if it was your uncommon. Lords are always uncommon or higher, so it just doesn't work out. Even then, it feels a bit boring and unoriginal.

Altar's Reap
A nice and functional reprint, meshes well with the rest of the set.

Call of the Old Gods
Two 1/1s for 2 CMC is already below the curve power-level wise, and adding a drawback doesn't make it any better.

Glazeburn
A nice counter to the sand token deck, though a bit predictable. It also feels a bit odd to single out token creatures, which is something MtG has mostly avoided thus far.

Overall, I think you did OK on individual card design, but didn't use the space you had very well. A lot of your cards were redundant with each other, and Glazeburn didn't fit well with the set. It interacted in that it served to counter the "sand token" deck, but didn't actually help to show off the sand token deck itself any.
Dr.Gunsforhands
Beginner's Luck
This is a strange card. It might work as a quirky uncommon to make Johnny's happy, but at common it's too strange. It also adds to board complexity, albeit not by all that much, but these things add up, and this isn't doing anything so exciting that it's worth making an exception.

Stampeding Mosstodon
Another strange Johnny card. Which can be OK, but in this case it hurts the card. It ends up feeling disjointed and confusing and the mechanics don't really fit together very well to make a whole card.

Bramble Elemental, Fists of Ironwood, Echoing Courage, Sprout
I'm not going to judge these individually, since they're all reprints, and they all do essentially the same thing.

Overall, I think you focused far too much on a specific interaction of cards, and tried to hard to build a combo rather than a set. It hurt the individual card design, and the set overall as well. You also used too many reprints; one or two is fine, if they're well-selected, but four is more than half of your set, which means there's much less for me to judge you on.
Ninjaman
Goblin Assemble
Basically Captain's Call in goblin form, which is fine, if a bit boring.

Gorthang Battleleader
An interesting way of getting a sort-of lord effect onto a common creature. It works out well, working basically as a 2/2, but also giving haste, letting you beat in faster and harder. Also great for getting smaller goblins past larger opponents. My only complaint is that it adds to board complexity by quite a bit, being a repeatable, on-board combat trick, which is not good. Would have been better if it could only be used as a sorcery, forcing you to use it before combat rather than during. That would also have kept it from being used defensively, which is a flavor mismatch.

Bloodbone Shaman
Avacyn's Pilgrim, eh? Simple, but effective.

Goblin Tracker
Another nice role-player, with some random chance thrown in for extra red flavor. However, it has a flaw similar to Gorthang Battleleader in that it increases board complexity by allowing you to create surprise blockers, even if not reliably.

Goblin Bushwhacker
While this certainly fits in with the goblin theme of the set, it doesn't actually do anything unique that it hasn't already done. It's functional, but without any special interactions it falls flat as a reprint.

Goblin War Caller
A powered-down Goblin Chieftan, which while fine, isn't very interesting.

Overall, I think you walked too much on paths already taken. We know what Goblins are and how they work, and your set doesn't do anything really new and interesting with them. Bloodbone Shaman is probably the best and most unique card in the set, but it doesn't have much of a role to play in the super-low curve goblin deck that the rest of the cards seem to cater to.
Istari
Payrn Alpha
For the single uncommon card in the set, this falls flat. It's simple enough that it would be fine as a common (aside from the inherent issues of Pack, but more on that later). As an uncommon, it's bland and uninteresting.

Runt of the Litter
Feels like it should be a 1/1 for 1, being a runt and all, but otherwise a fine, simple showcase of the Pack mechanic.

Payrn Aristocat
Another simple and solid card. Does well in conveying the flavor that dogs are bigger than cats, but cats are the ones in charge. (at least sometimes)

Felix's Call
Another functional reprint of Captains Call. Which is fine, since Captain's Call is a pretty solid common card.

Alley Meeting
I like the flexibility this gives, though I can' t help but think you missed out on a sweet Cats//Dogs split card. :p

Smuggling Rats
As an individual card it's fine, but this doesn't fit in with the rest of the set in any way whatsoever, other than the tenuous flavor connection of rats to cats.

Overall, I think you spent too much space on the basic building block cards, and not enough on the cards that use those building blocks to do interesting things. You also didn't do much with your keyword mechanic, Pack, which had it's own issues. First, it adds to board complexity, especially as you get a lot of them onto the field, especially when it comes time to block. Other than that, the fact that it works off of shared creature types means that you either need to keep every creature with it to a single creature type, or risk making complex scenarios where it boosts some creatures by one amount, and others by a different amount, which could get difficult to keep track of. Limiting it to a single creature type also limits it's already very limited design space, meaning it's a very shallow mechanic.


Finalists:

HypoSoc
onasuma
tgva8889

These three I felt did the best job of creating a consistent theme in their decks, with individually strong cards that (for the most part) did well in reinforcing each other and the set as a whole.

Runner-Up:

HypoSoc!

This was a very difficult choice, since the cards were individually well-put together, and the set had a strong identity. What finally tipped me off on this placement was the poor use of design space. Cycles are great, but having all of your cards be so similar to one another is not very good use of space in such a small pool of cards.

Winner:

tgva8889!

While it's not perfect, this set did I think the best job of balancing all of the various considerations that come into play with this contest. The cards fit well together, are individually well-designed, and show off the mechanics of the set nicely.

Onasuma comes in a well-deserved third place. While this was a solid entry with a good set identity, what killed it was the combination of a slightly below par design on individual cards, along with the issues with the Swarm mechanic.


Whew!

Congratulations to the winner, and thank you everyone for participating. I enjoyed reading through all of the cards, and look forwards to the next contest.


As a side note, I went all-out with the judging here, but I don't want people to think that this kind of judging is required. It's great if you have the 2+ hours required to do it, but normally it's fine to simply write a paragraph commenting on the set as a whole, rather than singling out each card. And of course, the same rule applies that it's better to simply declare a winner without any (written) judging rather than delay the contest for a long time, which is even more true here since judging can easily take many days if you don't have the time all at once.

tgva8889
2013-05-31, 09:14 AM
As I am unlikely to be able to judge a contest, my runner-up may decide the next topic.

HypoSoc
2013-05-31, 05:10 PM
Thanks, I've always wanted to judge one of these.

The last contest was making a set fit a mechanic, so this one is about making a mechanic fit a set.

Contest: Design a miniset showcasing a new keyword or ability word mechanic that starts with the letters "de" (e.g. destabilize, destitution, demoralize, deify, etc.). Think the Return the Ravnica abilities for each guild.

Important notes:
1) Remember the New World Order. This mechanic should be simple enough for common cards.
2) Be creative. Try to make the card mechanically unique. That said, feel free to use one of the words I listed if you can't think of anything.
3) Remember that not every card in your miniset has to use the mechanic, but they should interact.

Judging will occur in one week on June 7th.

AgentPaper
2013-05-31, 05:33 PM
Interesting contest. It really was a very close call, so a well deserved victory.

Also, here's a nice resource for words that start with de (http://www.morewords.com/starts-with/de/), to further help anyone that needs some inspiration.

Lady Tialait
2013-05-31, 10:31 PM
Alright, I have an idea...let's see if it's any good. A world where creatures are tapping into their ancient selves, but losing some of their physical power.


Feral-heart Goblin - R
Creature - Goblin - C

Devolve (When this creature enters the battlefield, you may put a -1/-1 on it.)
Feral Goblin has haste as long as it has a -1/-1 counter on it.

2/2

Darkspined Elf - 1G
Creature - Elf - C

Devolve (When this creature enters the battlefield, you may put a -1/-1 on it.)
T: Add one G to your mana pool. If Darkspined Elf has a -1/-1 counter on it, deal 1 damage to target creature or player.

1/2

Overcharged Devoted - 2W
Creature - Human Cleric - C

Devolve (When this creature enters the battlefield, you may put a -1/-1 on it.)
If Overcharged Devoted has a -1/-1 counter, other creatures you control with -1/-1 counters gain +0/+2.

1/2

Brutal Mage - 3U
Creature - Human Wizard - C

Devolve (When this creature enters the battlefield, you may put a -1/-1 on it.)
Remove a -1/-1 counter from Brutal Mage: Return target creature to it's owner's hand.

3/2

Mindless Spawn - 1B
Creature - Zombie - C

Devolve (When this creature enters the battlefield, you may put a -1/-1 on it.)
Mindless Spawn cannot block unless it has a -1/-1 counter on it.

2/2

Endangered Lurcher - 1G
Creature - Troll - U

Remove a -1/-1 counter from a creature you control: Regenerate Endangered Lurcher.

2/2

DoctorWhooves
2013-06-01, 12:09 AM
...a 4 drop, 2/2 that can't block?

Are you serious?

onasuma
2013-06-01, 02:40 AM
So, I picked a word from that list at random, got decay. Naturally I thought golgari would be the theme to work on!


Crumbling Zombie B

Creature - Zombie C

Decay (At the beginning of your upkeep you may pay 2. If you do not, put a -1/-1 counter on ~.)

2/2


Guide to the Sewers 1 B/G B/G

Creature - Zombie Elf C

Decay (At the beginning of your upkeep you may pay 2. If you do not, put a -1/-1 counter on ~.)

Creatures you control with a -1/-1 counter on them have deathtouch

3/3


Rotting Treant 2BG

Creature - Zombie Treefolk C

Decay (At the beginning of your upkeep you may pay 2. If you do not, put a -1/-1 counter on ~.)

Tap: Add G/B to your mana pool for each -1/-1 counter on decaying treant.

0/5


Rot Beast 4 B/G B/G

Creature - Zombie Beast C

Decay, Decay (At the beginning of your upkeep you may pay 2 up to twice. For each time you do not, put a -1/-1 counter on ~.)

10/10


Rot Shaman BG

Creature - Elf Shaman C

BG: Remove a -1/-1 counter from target creature you control

2BG: Remove a -1/-1 counter from target creature you control then put a -1/-1 counter on target creature you don't control.

2/2


Trapped in the Rot Farm 2GBBB

Enchantment - Aura Curse

Enchant Player

Creatures enchanted player controls have decay (At the beginning of your upkeep you may pay 2. If you do not, put a -1/-1 counter on ~.)

Lady Tialait
2013-06-03, 08:05 AM
...a 4 drop, 2/2 that can't block?

Are you serious?

I'm a little out of date, I was thinking of boosting it up a bit. I was thinking 3/3 but, then I thought 'hey it's a common'

AgentPaper
2013-06-03, 03:01 PM
Aven Sun Herald 1W
Creature - Bird Cleric C
Flying
Decree — Whenever you cast a noncreature spell, you may pay W. If you do, gain 2 life.
As the sun rises, so too will we fight on.
1/1

Merfolk Wave Herald 2U
Creature - Merfolk Cleric C
Decree — Whenever you cast a noncreature spell, you may pay 1U. If you do, tap target creature.
As the waves dance, so too will our enemies flounder.
1/3

Barrenton Tower Herald 4W
Creature - Human Soldier C
Decree — Whenever you cast a noncreature spell, you may pay 2W. If you do, creatures you control get +1/+1 until end of turn.
As these walls stand, so too will we never falter.
3/5

Twisting Winds 1W
Enchantment - Aura C
Enchant creature you control
Enchanted creature gets +1/+2.
2U: Return enchanted creature and Twisting Winds to their owner’s hands.

Twitch (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=198396) 2U
Instant C
You may tap or untap target artifact, creature, or land.
Draw a card.

Talrand's Apprentice 3U
Creature - Merfolk Wizard U
Decree — Whenever you cast a noncreature, nonland spell, you may pay 2U. If you do, put a 2/2 blue Drake creature token with flying onto the battlefield.
2/2

Ninjaman
2013-06-03, 03:24 PM
@AgentPaper

Lands aren't usually spells, so that clause seems unnecessary. Also you only have 5 cards.

AgentPaper
2013-06-03, 04:02 PM
@AgentPaper

Lands aren't usually spells, so that clause seems unnecessary. Also you only have 5 cards.

Thanks, fixed both issues.

Dr.Gunsforhands
2013-06-03, 11:28 PM
Hmm, let's see here...

Deft Knight WW
Creature - Human Knight C
Vigilance, Deft (0: remove this creature from combat. If this creature was blocking another creature, that attacking creature becomes unblocked if this creature was the only creature blocking it.)
Some knightly orders emphasize the better part of valor.
2/2

Jittery Brushwagg 2G
Creature - Brushwagg C
Deft (0: remove this creature from combat. If this creature was blocking another creature, that attacking creature becomes unblocked if this creature was the only creature blocking it.)
Hope you never have see its bite.
3/1

Hill-troll Duelist 3R
Creature - Giant Warrior C
Deft (0: remove this creature from combat. If this creature was blocking another creature, that attacking creature becomes unblocked if this creature was the only creature blocking it.)
Hill-troll Duelist attacks each turn if able.
"AAARGH, bRUSHWAGGA ARE so op!!! IM OUT OF HERE!"
3/3

Deftness 1(w/u)
Enchantment - Aura C
Enchanted creature has Deft. (A creature with Deft has, "0: remove this creature from combat. If this creature was blocking another creature, that attacking creature becomes unblocked if this creature was the only creature blocking it.")
If you can slip out of the most boring lessons unnoticed, you've already passed the test.

Basilisk's Gaze 1(g/b)
Instant - C
At this turn's next end of combat, destroy all creatures that blocked or were blocked by target creature this turn.

Silent Service 4W
Creature - Human Knight U
Defender, First Strike, Deft
With a calm, friendly smile, Palace Security is always eager to show newcomers their proper hospitality.
5/4

tgva8889
2013-06-04, 08:49 AM
Probably worth mentioning that commons with a new keyword mechanic always have reminder text.

Heavenly Aspirant W
Creature - Human Cleric C
Deify (As an additional cost to cast this card, you may tap two untapped creatures you control. If you do, put a divinity counter on it. It enters the battlefield with that divinity counter.)
Heavenly Aspirant gets +2/+2, gains flying, and is an Angel in addition to its other types as long as it has a divinity counter on it.
1/1

Heavenly Light W
Instant C
Deify (As an additional cost to cast this card, you may tap two untapped creatures you control. If you do, put a divinity counter on it.)
Prevent all combat damage target attacking creature would deal this turn. Then, if Heavenly Light has a divinity counter on it, destroy that creature.

Glory Seeker 1W [reprint, my iPod can't link]
Creature - Human Soldier C
Even the lowest peasants search for battle on Panthea, hoping some god might choose them as their champion or that stories of their greatness may inspire others to include their name in their prayers. A single prayer is enough for the plane's energies to notice.
2/2

Alrea's Faithful 2W
Creature - Human Cleric C
When Alrea's Faithful becomes tapped for the first time each turn, untap it.
Though most of Alrea's followers devote to her alone, the most gifted pray chiefly to her but support a variety of lesser gods in order to follow her teachings.
1/3

Touch of Godliness 1W
Sorcery C
Put a divinity counter on target creature that doesn't have a divinity counter on it. Remove that counter at the beginning of the next end step.
The plane of Panthea has a way of raising those who are truly deserving to their greatest heights in times of need.

Envoy of Alrea 2WW
Creature - Angel U
Deify (As an additional cost to cast this card, you may tap two untapped creatures you control. If you do, put a divinity counter on it. It enters the battlefield with that divinity counter.)
Flying
Creatures you control with divinity counters on them get +2/+2. (This includes Envoy of Alrea.)
2/2

Duck999
2013-06-06, 01:10 PM
Interesting Challenge...

Unholy Worshiper BB
Creature-Human C
When ~ enters the battlefield, Desecrate 1. (Target opponent discards one card and loses 1 life.)
2/1

Malicious Presence
Enchantment C
Whenever a creature enters the battlefield under your control, Desecrate 1 (Target opponent discards one card and loses 1 life)

Lifeless Desecration BBB
Sorcery C
Put a 0/1 Black Zombie creature into play with Sacrifice this creature: Desecrate 2. (Target opponent discards 2 cards and loses 2 life)

Evil Profit BB2
Instant C
Whenever an opponent loses life this turn, you gain that much life.
Whenever an opponent discards cards this turn, you draw that many cards.

Undying Raider B2
Creature-Thrull C
Persist
When ~ enters the battlefield, desecrate 1 (Target opponent discards one card and loses 1 life)
1/2

Temple Raider BBB1
Creature-Fiend U
BB; T: Desecrate 1 (Target open discards 1 cards and loses 1 life)
2/2

Zweisteine
2013-06-06, 01:31 PM
Mindless Spawn - 3B
Creature - Zombie - C

Devolve (When this creature enters the battlefield, you may put a -1/-1 on it.)
Mindless Spawn cannot block unless it has a -1/-1 counter on it.

2/2


I'm a little out of date, I was thinking of boosting it up a bit. I was thinking 3/3 but, then I thought 'hey it's a common'

In Standard, or even Modern, a 2/2 for 4 is a bad deal no matter how you look at it. It would have to start out as at least a 4/4 to be playable, and it would more likely be 5/4 or 4/5 (5/4 because it's a zombie).

Another (and perhaps better) option would be to make it cost only one mana, and keep the rest as is.
Or you could make it 3/3 and change the cost to 2.

Ninjaman
2013-06-06, 02:49 PM
Gloryseeking Paladin - 2W
Creature - Human Knight - C
Debt (This creature enters the battlefield with a debt counter on it. When this creature dies, if it had a debt counter on it, you lose 3 life.)
Firststrike
Whenever a creature dealt damage by Gloryseeking Paladin this turn dies, remove all dept counter from Gloryseeking Paladin.
3/3

Cleric of the Blood Chalice - 1B
Creature - Human Cleric - C
Debt (This creature enters the battlefield with a debt counter on it. When this creature dies, if it had a debt counter on it, you lose 3 life.)
Sacrifice a creature: Remove all debt counter from Cleric of the Blood Chalice.
2/2

Martyr of Grealdan - W
Creature - Human - C
When Martyr of Grealdan dies, remove all debt counter from creatures you control.
This is something i have to do.
1/1

The Fall of Evil - 3W
Sorcery - C
Destroy target nonwhite creature. Remove all debt counters from creatures you control.

Debt to Firdenhar - 2B
Instant
Whenever a creature would be put into your graveyard from the battlefield this turn, exile it instead.
Whenever a creature you you control is exiled this turn, if it had a debt counter on it, put a 1/1 black spirit token with flying onto the battlefield.

Firdenhar’s Taxmaster - 3BB
Creature - Demon - U
Whenever another creature enters the battlefield under your control, you may put two +1/+1 counters and a debt counter on it, if you do, if it doesn’t have debt, it gains debt.
3/3

HypoSoc
2013-06-07, 11:01 PM
Lady Tialait
Interesting concept, a sort of reverse unleash with a non set reward. I like the concept, but unfortunately your cards powers are mixed up. Your goblin is a 2/2 for 1. That is way too good for the common level. Overcharged Devoted is too complicated for common level. I don't think lords exist at anything below uncommon. I love the mage.
The troll, though, is a bit of a problem. Being able to remove -1/-1 counters with no cost has scary combos (Devoted Druid = infinite mana for one). Overal, good concept, and I am glad you changed the cmc of the spawn.

Onasuma
Decay is a well-thought concept, thematically and mechanically appropriate. I love the simpler of your cards and the implications to play that the cards present, however there are a few issues. 1st is the Guide to the Sewers. A 3/3 ability granter, even if it has a drawback, is concerning to me. The treefolk is as well, given the possibility of toughness boosting. The rot beast is a 10/10 for six. It doesn't matter if you have to pay four a turn, as there are many ways to take advantage of high power (fling, varolz). I would feel much more comfortable with these cards outside the common slots.
Your mechanic still is one of the best in the competition.

AgentPaper
Decree is simple, but pretty limited. From what I understand of your mechanic, a deck based on decree would rely on cheap cantrips that you could easily boost with decrees. That is sort of like splice, but unlike splice, it requires cards on the field. Additionally, the expense of the decree abilities limits how many you can afford for each spell. In total, decree does not seem to mesh with itself and would most likely not affect gameplay as much as an keyword should. The cards are individually good, but decree is not a great ability.
Dr. Gunsforhands
Discretion is the better part of valor, and I simply love the deft ability. It allows for combat tricks, take backs, and is not overpowered. First strike and smite would be very effective with deftness. Unfortunately, this ability is a bit complicated for common slots. Does it untap attacking creatures with deft? That, and your knight doesn't have power or toughness.
tgva8889
Awesome white ability, using your white weenies to make your other white weenies relevant in the later game. My biggest concern is deify on nonpermanents. I understand what you mean, but it is clunky. Also, touch of godliness is very limited, as it only affects creatures with deify, Moijin, and that which was taken.
Duck999
I don't have much to say to this. It is simple, effective, but not that inspired. The cards are pretty dang good without being overpowered.
Ninjaman
Debt is an interesting concept, but I am not really feeling it. Loss of three life isn't that much, especially when you can easily remove the counters. I like the taxmaster. Unfortunately, you have a 3/3 firststriker for 3 at the common level. Even with the drawback, this is REALLY powerful. It won't be in debt for long.

Third Place
Dr. Gunsforhands
I like the combat tricks, but that may just be me. I don't know how often this will come up, as it will just prevent the defender from using giant growth on blockers.

Second Place
Onasuma
Decay is thematic and a true drawback. I love the concept of fighting back the crawling rot with mana investments. The few problems it has are not really problems.
First Place
tgva8889
Your ability screams: POWER OF FRIENDSHIP! Have a win.

Dr.Gunsforhands
2013-06-08, 11:44 AM
The knight was a 2/2, yet I forgot to actually type in the numbers. :smalltongue:

Deft doesn't untap attackers. That's what made the knight and the giant interesting in my mind. The giant still won't be able to block, but at least it fulfills its requirement without dying to big blockers; the knight just attacks all the time with no risk.

Deify is cool, though, so good job Tgva!

Lady Tialait
2013-06-08, 01:53 PM
Just to point out your comment on my white card. I was inspired by this card (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370361) a common lord.

The troll should have cost G to regenerate having two costs. You are right on that. I wasn't thinking.

HypoSoc
2013-06-08, 02:08 PM
I don't consider that a lord, since it is unconditional. To me, a lord is something that boosts some cards but not others.

Lady Tialait
2013-06-08, 09:04 PM
I don't consider that a lord, since it is unconditional. To me, a lord is something that boosts some cards but not others.

Ah fair enough. You know it's more powerful then what I made right?

Edit; I'm happy about your criticism, it makes me a better designer, I'm just trying to understand what you meant with the -1/-1 Lord.

HypoSoc
2013-06-08, 09:39 PM
It is a lord of those with -1/-1 counters on them. Here is why I think it is too complicated for common: lets say I have this creature out as well as a 1/1. My opponents does something or other to put a -1/-1 counter on the 1/1. Now, does the 1/1 become a 0/0 and die as a state based action, or does having your card out allow it to survive as a 0/2?

Lady Tialait
2013-06-08, 11:32 PM
As a 0/1, but yeah. Are you sure commons have to be simple?

HypoSoc
2013-06-08, 11:42 PM
This (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/172) is what I mean by simple commons. Read it, its interesting.

AgentPaper
2013-06-09, 12:02 AM
As a 0/1, but yeah. Are you sure commons have to be simple?

For the purposes of this contest, they definitely do. If they didn't, we may as well be running a "Make 6 rares!" contest. Which might be it's own fun (if taxing) contest, but the idea here is that the challenge comes from the restrictions placed upon you. You have to make cards that are fun, but you also have to worry about how they interact, how they showcase the mechanics and flavor of your set, and do it all without resorting to the complexity and power that you might otherwise do if you were making cards at a higher rarity.

Lady Tialait
2013-06-09, 03:02 AM
This (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/172) is what I mean by simple commons. Read it, its interesting.

Fair enough, good read by the way. Thanks for pointing it out.

I havn't bought more cards sense before Time Spiral, so I guess I was unaware of how the game design had changed.

tgva8889
2013-06-09, 10:03 AM
Thanks! I agree that Deify with spells is a bit clunky, but I figured I should try all permutations.

I think I can judge a contest, so how about you all make a mini-set about the ancient past. Take that to mean what you will.

onasuma
2013-06-09, 02:36 PM
Look on my works, ye mighty, and despair!

Temple to Set

Land - C

Ageing 2 (~ enters the battlefield with 2 time counters on it. At the beginning of each upkeep remove a time counter from ~. If you cannot, transform ~)

Tap: add G or B or R to your mana pool.

The old gods rewarded their followers greatly...

//////////////////

Overgrown Ruin

Land - C

Tap: Add 1 to your mana pool

...but only while they reigned.


Temple Guardian 4

Artifact Creature - Golem C

Ageing 3 (~ enters the battlefield with 2 time counters on it. At the beginning of each upkeep remove a time counter from ~. If you cannot, transform ~)

The greatest artisans of the age create beautiful statues for more than just art.

4/4

////////////////

Ancient Statue

Artifact Creature - Golem C

Defender

Eventually all that is left are the rocks that societies were built on

0/6


Priest of Set 1GR

Creature - Human Cleric U

Ageing 3 (~ enters the battlefield with 3 time counters on it. At the beginning of each upkeep remove a time counter from ~. If you cannot, transform ~)

Whenever a creature is put into a graveyard from play either add G to your mana pool or do 1 damage to target creature.

"Let each death be an offering to my lord"

2/2

//////////////////

Lich of Ages Past (Black colour indicator)

Creature - Lich Wizard U

Whenever a creature is put into a graveyard from play, you may pay B and 1 life. If you do, draw a card.

"My god is dead, so this blood shall fuel me!"

2/2


Jhoira's Timebug (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=118879) 2 (reprint)

Artifact creature - Insect C

Tap: Choose target permanent you control or suspended card you own. If that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it.

Sadly, insects somehow remain a constant throughout all of time

1/2

Death of an Age BGR

Enchantment C

Fading 2 (~ enters the battlefield with 2 time counters on it. At the beginning of each upkeep remove a time counter from ~. If you cannot, sacrifice ~)

Sacrifice a creature: Remove a time counter from ~.

When ~ is put into a graveyard from play, destroy target permanent, it can't be regenerated.

"You may have power now, but time makes fools of us all"


Sandstone Sapling 1G

Creature - Plant

Ageing 4 (~ enters the battlefield with 4 time counters on it. At the beginning of each upkeep remove a time counter from ~. If you cannot, transform ~)

Tap: Add G to your mana pool

Even the smallest relic of a time...

0/2

/////////

Ancient Palm (Green colour indicator)

Creature - Plant

Tap: Add GGG to your mana pool

...may one day blossom to greatness.

2/4

Lady Tialait
2013-06-09, 07:42 PM
Inspired Archaeologist 1U
Creature - Human Wizard - C

1UU, Sacrifice Inspired Archaeologist: Return target Artifact from your graveyard to your hand.

"I'm on to something! The Ancients were...." - Martin, Inspired Archaeologist last words.
1/1


Uncover the Past 1U
Sorcery - C

Reveal the top cards of your library until you reveal an Artifact card, put all revealed cards into your graveyard.

Cult of Preservation WB
Creature - Human Cleric - C

T: Exile target Artifact from an opponent's graveyard.

"You must not disturb the past!" - Larso, High Priest of Preservation
2/2


Lesser Idol 3
Artifact - Idol - C

T: Gain 1 life for each Idol you control.

"We are unsure if it's glaring face protects the holder or curses their foes. Only one thing is sure, it gives me nightmares." - Martin, Inspired Archaeologist

Common Idol 2
Artifact - Idol - C

2, T: Regenerate target non-creature artifact you control.

"When you awaken things that do not belong in this age, you cannot easily send them back to slumber." - Larso, High Priest of Preservation

Worshiped Past 3UU
Instant - U

Idol cards you control have, "T: Deal one damage to target creature or player." until end of turn.

Duck999
2013-06-09, 08:48 PM
Onasuma: You forgot to write the rarity of sandstone sapling, though I can guess it is common.

Lady Tailait: Why must you keep using the word till? Do you mean that the players should till the soil, or are you just to lazy to type until?

HypoSoc
2013-06-09, 08:50 PM
Epochal Lizard 1R
Creature - Lizard - C
First Strike
At the beginning of your upkeep, put a time counter on ~.
As long as ~ has five or more time counters on it, it gains +6/+4 and trample.
1/1
Even the lowliest of creatures becomes venerable with age.

Epochal Avine W
Flying
At the beginning of your upkeep, put a time counter on ~.
As long as ~ has five or more time counters on it, it gains +5/+5 and vigilance.
0/1
It flies through the ages, giving no heed to the ever changing land beneath.

Centurial Grove
Land - C
~ enters the battlefield tapped.
At the beginning of your upkeep, put a time counter on ~.
Tap: Add G to your mana pool. If ~ has five or more time counters on it, instead add GG.
Through glorious ages of prosperity and terrible ages of famine, this forest grows unhindered.

Epochal Relic 0
Artifact - C
At the beginning of your upkeep, put a time counter on ~.
Remove 5 time counters from ~: Draw three cards.
The wisdom of past grows sweeter with age.

Ancient Power 2R
Instant - C
As an additional cost to cast ~, choose a permanent.
~ deals X damage to target creature or player where X is the number of time counters on the chosen permanent.
The art of smashing things into other things never changes.

Keeper of Ancient Knowledge 3U
Creature - Human Wizard - U
At the beginning of your upkeep, put a time counter on ~.
Creatures you control with time counters on them get +1/+1.
Whenever a creature you control with 5 or more time counters on it deals combat damage to a player, you may draw a card.
2/4
He has seen the rise and fall of empires, learning a thing or two along the way.

Lady Tialait
2013-06-09, 10:20 PM
Lady Tailait: Why must you keep using the word till? Do you mean that the players should till the soil, or are you just to lazy to type until?

Thick local accent. I fix'd it.

Dr.Gunsforhands
2013-06-10, 04:22 PM
Historical Revision B
Sorcery - C
Target player discards a card. Exile a card from that player's graveyard.
It never happened.

Thoughtpyre 2R
Instant - C
Thoughtpyre deals damage to target creature equal to the number of cards in its controller's hand.
More than books must burn to rid the world of the old ways.

Obsolescence 2G
Enchantment - Aura C
Enchant artifact or enchantment
When Obsolescence enters the battlefield, draw a card.
Enchanted artifact or enchantment's activated abilities can't be activated. (This includes mana abilities.)
Even the Lotus, once valued as a font of magical power, became unusable in due time.

Forgotten Dream 1U
Enchantment - C
2U: Forgotten Dream becomes a 3/3 illusion creature with flying until end of turn. (It's still an enchantment.)

Auramancer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=271171) 2W
Creature - Human Wizard C
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
"In memories, we can find our deepest reserves of strength."
2/2

Library Guardian 2(u/w)(u/w)
Artifact Enchantment Creature - Gargoyle Wizard U
Flying, Defender
2(u/w), T: Each player draws a card.
The most powerful traditions can uphold themselves.
2/4

Duck999
2013-06-10, 04:22 PM
@Dr. Gunsforhands: I do not think you can have an artifact creature that is an enchantment... Or even a creature that is an enchantment.

@TGVA's last entry: a little late, but I don't believe you can have counters on instants and sorcerys.

Athenian Footsoldier 1W
Creature-Human Soldier C
~ enters the battlefiel with a +1/+1 counter as long as you control an island
1/2
Weak on land, Athenians fought better on water.

Athenian Navy 1U
Creature-Human Soldier C
~ Enters the battlefield with a +1/+1 counter on it as long as you control 2 or more islands.
IslandHome (This creature cannot attack unless defending player controls an island. If you control no islands, sacrifice this creature)
Islandwalk
The Athenian Navy is unstoppable while there is water.
-Persian General's last words
2/2

Athenian Trade post 3
Artifact C
3; T; Discard a card: Search your library for a card with converted mana cost equal to the converted mana cost of the discarded card.
Athens is a major trade post, trading anything, including slaves.

Athenian Shipbuilder UU1
Creature-Human C
When ~ enters the battlefield, each creature you control gains islandwalk until end of turn.
1/3
He could build any ship you requested, at a certain price.

Athenian General WU2
Creature-Human Soldier C
When ~ enters the battlefield, creatures you control get +1/+2 until end of turn.
3/4
The leader of the army, he is one of Athens mighty generals.

Athenian Spy UU2
Creature-Human Rogue U
When ~ enters the battlefield, look at the top 3 cards of any players library and put them back in the same order.
U1; T: Look at the top 3 cards of any players library and put them back in the same order.
2/2
they can get anywhere without being seen, even behind our ranks of Persians.
Hippias, Exiled Tyrant

Really wanted to make Pheidippides, Athenian Runner, but that would probably be a rare.

Dr.Gunsforhands
2013-06-10, 04:40 PM
@Dr. Gunsforhands: I do not think you can have an artifact creature that is an enchantment... Or even a creature that is an enchantment.

Can so. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130691) Maybe I should reprint the Liminid, actually... I forgot it was a common.

AgentPaper
2013-06-11, 02:04 PM
Gravekeeper's Idol 2
Artifact - Idol C
Creatures you control have: “B, T: Exile target card from a graveyard.”

Lifegiver's Idol 2
Artifact - Idol C
Creatures you control have: “W, T: You gain 1 life.”

Crazed Idolater 4B
Creature - Zombie Cleric C
Whenever Crazed Idolater attacks, you may sacrifice an Idol. If you do, Crazed Idolater gets +3/-3 until end of turn.
3/4

Temple Guardian 2W
Creature - Human Cleric C
Temple Guardian gets +1/+1 and has vigilance as long as you control an idol.
2/2

Sacrificial Offering 2BB
Sorcery C
As an additional cost to cast Sacrificial Offering, sacrifice a creature.
Draw a card for each Idol you control.

Idol Carver 3W
Creature - Giant Cleric U
T, Tap three untapped creatures you control: Put an Idol artifact token onto the battlefield.
Idol Carver gets +1/+1 for each Idol you control.

Duck999
2013-06-16, 05:09 PM
Never edited the post on the front page to say current challenge? You may want to do that. Judging today, YAY!

tgva8889
2013-06-17, 09:30 AM
Judging actually probably tomorrow, as I am traveling and won't be able to judge fully until I'm rested.

tgva8889
2013-06-18, 10:12 PM
@TGVA's last entry: a little late, but I don't believe you can have counters on instants and sorcerys.

Actually, you can (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=121495). Even more true if you count suspend, although for this purpose it doesn't really count.

onasuma:
Temple to Set//Overgrown Ruin:
Interesting. This card says to me that you're going for a multicolor theme for your set, but then it fails to deliver at what you want this card to be. Mana fixing is a key element to any multicolor set, but this card only provides it temporarily, transforming into a land that's actually less useful than a Basic land because you won't be able to cast multicolored spells with it at all. I think that when it comes to fixing your mana, you want to always have access to it. Taking it away is just making players upset for trying to do what you told them to do which was play many colors. This card would have been better had it just been permanent mana fixing, or perhaps if it was delayed fixing and aged from colorless mana to colored mana. You perhaps lose the flavor there but you get a far more interesting card that won't anger your players as much. Also, fixing 3 colors of mana is not really a common ability, so that is pretty concerning.

Temple Guardian//Ancient Statue:
A fine design, nothing too special. I'll comment more on this design when I comment on your mechanic choice. I do think that this card seems like it might be too much for common from a Limited perspective, as 4/4 for 4 for any deck is good and it doesn't transform into something completely hopeless. I feel like this really wanted to have a color of some kind, although I know the reason why you chose to make it an artifact. Of your designs, this one is certainly solid.

Priest of Set//Lich of Ages Past:
This card is so busy. I understand why you have it doing so many things, but I don't understand what it is about all these things that makes them actually work well together. The guy aged and became a Lich. But that's not the process of Lichdom. The process of Lichdom requires the creation of a Phylactery and performing a ritual. People don't just turn into Liches over time. I don't understand. The two sides have almost no connection. It feels more forced than it does natural, and to me that is really jarring, especially for a challenge that was all about selling me the flavor of what you were doing.

Jhoira's Timebug:
An interesting reprint choice. However, it was a very awkward one considering that this card has a setting-specific name and references a mechanic which you do not use in your set. In terms of mechanics, it works fine. However, I think it might have been better if you had chosen a different card to include that more specifically did something you wanted, perhaps interacting with your double-faced cards or just directly adding/removing time counters from permanents.

Death of an Age:
First off, Fading is not the mechanic you meant here, you meant Vanishing. Fading doesn't use time counters but fade counters, and operates slightly differently than the reminder text you listed. Secondly, this card's effect isn't a common effect and isn't in the right colors. WB is the color that has "destroy target permanent" effects. Not to say that BRG couldn't have this effect if you combined things correctly, but WB is actually defined as the color combination that has this effect, so giving it to some other combination is incorrect. Destroying target permanent is also not an effect that appears on commons; it is restricted to rares. Effects can go down one rarity, but that still means a common can't have such an effect.

Sandstone Sapling//Ancient Palm
This card is a good design. I could tell immediately where you were going. Top-down design is not the easiest thing to do, but a growing plant is something that hasn't yet been done and you did it in a simple way. I think if rather than focusing on multicolor design you had focused on designing cards like this, I would have been much happier. Of your double-faced cards, this is the one that best hits on an interesting design with a flavorful transformation. This card really sells to me what your set was all about. So good job with this card, it is the best of the 6 you showed me.

Overall Comments:
Aging is a problematic mechanic because, for the most part, it appears to be a downside mechanic. On several of your cards you used it as such, but on one of your cards you didn't and I found that to be the best of your designs. There are really interesting things you can do with threshold-style mechanical design, but you didn't really go to those places.

Double-faced cards are really interesting and so far unexplored design space, so I'm glad that you gave them a try. However, you did not use them fully enough for them to be worth the space you made for them. Remember that double-faced cards are actually a cost to your design because they require special printing to be included in a set and thus require a lot more work. As a result, you have to be using double-faced cards in a way that no other card could do what you were trying to do. For most of your Aging cards, this simply wasn't the case. To illustrate this point, let me change some of your cards:

Temple to Set
Land
Aging 2
T: If Temple to Set has a time counter on it, add B, R, or G to your mana pool. Otherwise, add 1.

Sandstone Sapling 1G
Creature - Plant
Aging 4
T: If Sandstone Sapling has a time counter on it, add G to your mana pool. Otherwise, add GGG.
Sandstone Sapling gets +2/+2 as long as it has no time counters on it.
0/2

Temple Guardian 4
Artifact Creature - Golem
Aging 3
Temple Guardian is a 0/6 and gains defender as long as it has no time counters on it.
4/4

These cards are easier to grok and hit on exactly the same thing your versions did. They also don't require double-faced cards. This method, I feel, would have accomplished your goals more effectively and given you more interesting places to go. As an example of difference, imagine if you had a card that allowed you to put a time counter on target permanent. On your designs, it would only be useful for holding off the Aging transformation. On the cards I posted above, it would allow you to switch an already aged card back on. That allows for a lot of really interesting tricks, like being able to attack with your Temple Guardian once more.

Double-faced cards are all about transformation and telling a story. Your cards are all focused on the same kind of transformation, namely the passage of time, but your individual cards to not sell an individual story. What was great about double-faced cards in Innistrad block is that each one individually told its own story. Instead all of yours were uniform, tied to the mechanic of Aging without considering what else new you were bringing to the table that made double-faced cards really worth the space. The only one that was unique was Priest of Set, but this card fell flat to me because I didn't understand why these two sides were tied together. The connection between faces is a key element, which is why I think the Sapling was the only card that really worked completely. Both sides were interesting, I understood the connection, and you were telling a story. The other cards lacked that aspect for me.

Overall, I felt your set latched onto a mechanic that was poorly designed rather than really exploring the flavor of what it meant to be in the ancient past. While your mechanic delivers the feel of aging, double-faced cards were more complex than your mechanic needed and that really hurt your design. The uncommon, which is generally something that really sells where you could go, didn't make sense and was not a very interesting design. I think if instead you had tried to design cards that really told me that your world was aging quickly, perhaps focusing on Vanishing or on the variant of Aging that I suggested above, that would have been more interesting.


Lady Tialait:
Inspired Archeologist:
A good simple design that does something different. Clearly your set is focused on Artifacts. My only issue is that blue isn't the color that recovers artifacts, that's usually White. White actually has several recent cards with this kind of effect. So you went to the wrong color if you wanted to do this specific ability. The card text is slightly off and should be as follows:


1UU, Sacrifice Inspired Archaeologist: Return target artifact card from your graveyard to your hand.

Uncover the Past:
I'm confused by this card. So I just mill myself until I hit an artifact? Why would I want to do this? This card is just confusing. I assume you meant for the artifact you revealed to go to your hand, in which case this makes more sense. Also note that this card is really really scary in Legacy, as you can just put your entire deck into your graveyard with minimal effort, allowing for some broken interactions.

Cult of Preservation:
So clearly artifacts being in graveyards is important for some reason. Except it isn't; none of the other cards in your set make any reference to caring about artifacts in the graveyard. What is the purpose of this ability? You only get a limited amount of space to show me and I feel this was a poor choice. No problem with the card itself, although I'm not really sure why it is White. It could have easily been mono-Black and there wouldn't have been very many problems. The ability is niche enough that I don't mind it being on a 2/2 for 2, although I think if it were a single color it should be a 3-mana creature. I feel that you should have chosen a card that carried more design weight, however. The card text is slightly off and should be as follows:


T: Exile target artifact card from an opponent's graveyard.

Lesser Idol:
Now you are showing me something interesting. So your set cares about having a lot of idols. An interesting effect to have at such low rarity clearly shows that you are pushing players to play a lot of idols. Good design choice. I worry about whether this card will be too silly in multiples for a Limited environment.

Common Idol:
In case your idols need protecting, here's a way to keep them around. Excellent choice of a card. Simple yet effective, and it works well with your other idols, of which you will want to be playing many.

Worshiped Past:
This card is the wrong color; blue doesn't get direct damage-style effects like this anymore, Red does. I think this card should be a sorcery rather than an uncommon. The text is also slightly wrong: it should be as below:


Idol permanents you control gain "T: This permanent deals 1 damage to target creature or player" until end of turn.

Overall comments:
My problems with your set come from the fact that it was unclear how some of your cards really worked towards your goals. You have two cards which seemed to care about artifacts in your graveyard, but your only card that does something with that just returns them to your hand, which isn't really a huge effect. As a result half your cards care about two different things and neither side interacts with the other, resulting in a split focus that really hurt the design I was looking at. Had you better focused your cards towards one of your two design goals (Idols or artifacts in the graveyard), I think you would have had a better design.

I think your Idol focus was stronger than your graveyard focus and I think that would have been a more interesting space to go with. I liked that your idols were useful by themselves but clearly were intended to work together. That is very helpful for a Limited environment, and I'm glad you took it into account.

HypoSoc:
Epochal Lizard:
Interesting and pretty splashy for a small common. I think one of the two abilities might be too much, however, and Trample really isn't an ability that Red commons get. I like the card, however. It shows what you are going for, I just think it might be doing a bit too much, especially for a common. I also think that this should gain flat power and toughness, perhaps +4/+4, simply because that is easier to remember when you're doing the math.

Epochal Avine:
And again. Except this card is a bit problematic for me because it's White, but it definitely feels like it should be blue. If you take Vigilance off, which I think you should because I think that's just too much for what you are trying to do and it feels like too much for a common, you are left with a card that is almost certainly blue. I also am unsure as to why two parts of this cycle were necessary, as I got the point from the previous card.

Centurial Grove:
Common lands seem to be a thing, but this land is scary. Lands that add more than one mana to your mana pool are the causes of many of the most broken things in Magic, so this card screams risky to me. The cost is waiting, which is certainly a cost. I think this card is interesting but it doesn't feel like a common to me. I think this card should probably be at a higher rarity, perhaps even rare.

Epochal Relic:
This card is extremely good. It is completely free and it is drawing extra cards. Artifacts don't get destroyed often, so in longer games (say, against control decks), this card is a ridiculous beating. The cost is of course that this card doesn't do anything. But I think the benefit of drawing extra cards being provided to any color is a considerable one. The fact that you have other cards that want you to have sources of time counters is also significant. I think this card really should be blue rather than a free artifact any color can play, and I really don't think this card can or should be a common.

Ancient Power:
The wording on this card is really weird. There are two ways that you could have worded this card, depending on what your intended goal was, but the way that this card is currently worded, you should have worded it as below:


Choose a permanent. ~ deals X damage to target creature or player, where X is the number of time counters on the chosen permanent.

In terms of actual effect, though, this card is good and I like where you are going with it. Good design that definitely fits with what you are trying to do. Not a design note (and it really is irrelevant), but I don't get the flavor text.

Keeper of Ancient Knowledge:
This card is definitely a rare. The repeat drawing in addition to being a lord makes this card scream "rare" to me. It's certainly a good design, though, and I like what you are doing. But this card is doing too many powerful things for it to be uncommon in my opinion.

Overall comments:
Your mechanic of choice was very effective. Unfortunately, counters on creatures means that you really can't use +1/+1 counters without generating confusion. While it is a problem that you are putting lots of counters all over the place and you are putting lots of counters on creatures, I feel the mechanic itself was worth that cost. Your time-passing mechanic showed a nice evolution over time and gave your cards some interesting flavor. Additionally, time counters provided growth to creatures which made their space in place of +1/+1 counters perfectly acceptable. I think that cost is certainly worth the benefit of your awesome cards. The mechanic was such a good choice that I would have liked to see more cards like Ancient Power which cared about the counters rather than so many cards that gain counters.

My biggest issue is that I think some of your cards were doing too much. The complexity of your cards is already going to be high since your mechanic is dependent on having a lot of counters on the table, so making your creatures gain abilities is a bit much for me and isn't really necessary for them to look splashy. A lot of your cards had concerning power level to me but not too concerning. I think my only major problem is that I think the rarities on some of your cards, as printed, are off. You definitely did a good job representing time in your set. You should be proud!

Dr.Gunsforhands:
Historical Revision:
This card is fine. Nothing special, although I would probably have worded this card differently and used the word "target" more. Overall, a fine design. What irks me about this card is that it doesn't seem to interact with what the rest of your set is trying to do. I see enchantment interaction and cards that care about the amount of cards in your opponent's hand. Why do I want to make them discard cards? Why am I exiling cards in graveyards? Overall I'm not sure what this card is doing here. You have limited space; there are better ways to use it.

Thoughtpyre:
An interesting and effective card. Sudden Impact on someone's creature is certainly something that the game should have. Solid choice and good execution. Also interesting because this effect makes us care about our opponent's hand size at common.

Obsolescence:
I also like this card. A simple, solid effect. I like how it is something that hasn't been done before but could easily be done at common. Well done.

Forgotten Dream:
This card is very effective at clearly indicating that enchantments are important to your set. I definitely appreciate this design and what it is doing for you, even if it is certainly too expensive to ever see play in a real Magic set.

Auramancer:
A good reprint. In a set based around enchantments as yours appears to be, it is pulling some really good weight. Certainly does the job.

Library Guardian:
This card has many problems. For one, it doesn't need to be an Artifact. Sure, being a Gargoyle makes sense, but it doesn't have to be and historically, Gargoyles have been White in the past. There's no reason for it to be one besides adding more text to your type line that you really can't afford because it makes it look incredibly ugly. Secondly, you chose to make this card the only hybrid card in your set. However, this card isn't Hybrid colored; white doesn't really get the Howling Mine ability. This card should be mono-blue with no white involved. Those two issues add up to making this card an unfortunately poor design.

Overall Comments:
I appreciate that each of your cards was something I would like to see and I appreciate that rather than focusing on a specific mechanic, you connected your cards with a few important mechanical interactions. However, one of your cards was improperly designed and one of your cards did not really fit with the whole of what either of your other cards were doing. As a result, while you designed individual cards of interest, you failed to design a completely coherent set. In the future, I would consider examining how all your cards fit together so that you can better design towards that goal.

You appeared to have two relevant themes running through your 6 cards, namely enchantments and cards that care about your opponent's hand size. Had you been able to tie these together more seamlessly, I might not have noticed the jarring disparity, but as it is these two themes feel completely separate and it is barely clear that they have any mechanical ties. I know that you tried with your uncommon, but the two themes are so separate, the cards that support them don't even share any colors. I wish you had focused your 6 cards on one of the two and really showed me a driven set of 6 cards.

Duck999:
First off, all of your mana costs are listed wrong. Colorless mana is listed first, then colored mana.

Athenian Footsoldier:
Simple, effective, clearly indicates we are going for two colors. I like this. What I don't like, however, is that the card unnecessarily requires me to control the Island before I cast it. Why not just give it +1/+1 if I control an Island?

Athenian Navy:
This card has a set of abilities that are simply silly. If I control two or more islands with this blue card, I get a bonus? Why? I need to control an Island to play this anyways because it has Islandhome. Also, Islandhome is a poor choice of ability these days; while it has some flavor, overall it requires paying attention to things that really aren't worth paying attention to. This card falls very flat for me.

Athenian Trading Post:
This card isn't a common. It has a repeatable effect and it allows you to search. These together make it clear that this card should be an uncommon.

Athenian Shipbuilder:
A simple effective card. I've also noticed that since a lot of your cards care about having islands, giving all creatures Islandwalk is much more interesting. A nice choice.

Athenian General:
Wow, this is a powerful card. A 3/4 for 2WU? Wow. And it also comes with a teamwide buff a la Break of Day attached? I think with the numbers you've chosen for this card, it should definitely be an uncommon. This is quite a lot for a common card.

Athenian Spy:
Okay. Why do I want to do this? Is there a benefit to looking at the top 3 cards of my opponent's library? Is there any mechanical reason in this set I would want to do this? I feel you included this card because you needed one more card more than that you were looking for mechanical connections. Additionally, this card could have easily been common because this ability doesn't really affect the game that much.

Overall Comments:
I am glad you decided to stick to two colors and focused clearly on interactions with Islands; it gave you a good base to build off of when making your cards. I especially liked some of your more simple additions; Athenian Shipbuilder was an especially clever design for this particular set. However, many of your cards were at the wrong rarities and besides the first two and the Shipbuilder, the rest really did not fit mechanically together at all.

You have three cards that care about controlling Islands and then your other 3 cards make no reference to the others. Athenian Trading Post only barely interacts with the rest of your set at all which really hurts its, and the other cards merely have generic abilities that could interact with anything. Yet all your cards are Athenian. What is it that ties them together mechanically? If it isn't in the mechanics, it is hard to tell why cards are brought together. Names are not enough.

You only have so many cards to show me and to show anyone else who would play your set. All of them have to count. In this set, only 3 of them really counted, and that hurt you. In the future, I suggest tying all your cards together to better create a coherent set of 6 cards.

AgentPaper:
Gravekeeper's Idol:
Interestingly enough, you were not the only designer who decided to design idols. I think it is interesting that you chose to have your idols form two parts of a cycle. This first one has an interesting ability for formats that care about the graveyard, which from an individual card standpoint makes this card worth considering. In the scheme of your set, however, this card basically does nothing but be an idol. For me that falls a bit flat. Not a bad design, though.

Lifegiver's Idol:
See comments on the above idol. However, this ability is at least relevant in the majority of Limited games, so this card will do enough that players will want to play it in Limited. A better card than Gravekeeper's Idol, in my opinion. I like what you've decided to do with idols, I just wish they were cards I could ever expect to see in play in a game of Limited. Now that it is clear to me that you are intending to make a cycle of idols, I really wish they did something if I wasn't playing the right color so that in Limited I wouldn't feel awful about drafting these two mana do nothings in my deck that doesn't have access to white mana.

Crazed Idolater:
Ah, I see. This card is an interesting design that really pushes the idols to be relevant beyond their actual abilities. An interesting choice. What makes me dislike this card, however, is that while it interacts with idols, it doesn't interact with them in a synergistic way. This card has to attack, which means you can't use the ability of your idol with it, and once it attacks you no longer have an idol to power up your other cards that care about idols. The flavor of cracking an idol to power up feels more Red to me than Black, as Red would be the color that has someone literally picking up a religious icon and smashing someone over the head with it.

Temple Guardian:
Once again, a design that clearly points me towards playing idols. A fine and simple card that performs exactly what you want. Additionally, it gains Vigilance, which means you can use the effects of your Idols. Among your commons, this is the best of them.

Sacrificial Offering:
Once again, a design that wants me to play idols. A simple one, except that it doesn't play very well with the other black common that cares about having idols. Otherwise, though, I like this. I think it can work as a common, and I think this kind of effect is far better than Crazed Idolater. Counting idols is certainly different than your other "cares about idols" cards. I'm unsure whether this effect should be black, though. Something tells me it really should be blue, since every color is probably going to have an idol and something in each color should probably care about them.

Idol Carver:
Here we go. This card is doing something interesting. Artifact tokens have the potential to be really confusing, but with token cards now available I feel this problem is much less. What is a bigger problem is that this card has no power or toughness, which makes it impossible for me to judge this card. My instincts tell me that the first ability should be on a rare, but I don't really know. It seems like it would help Limited a lot for it to be on an uncommon, so I don't mind it that much.

Overall Comments:
I like what you did with your cards that cared about idols. Cards like Temple Guardian, Sacrificial Offering, and Idol Carver really worked to make idols matter. Crazed Idolater stood out as a card that cared about having idols but worked completely against you actually having any idols in play, which was really problematic, but had it been a different color I could have appreciated it.

I think the biggest problem with this was that your idols themselves fell completely flat. The reason I wanted to play with those cards had nothing to do with the cards themselves but their card types. Players will do what you tell them to do with your cards, but that doesn't mean it will be fun. I can't imagine having fun playing an idol deck given these cards because I know that when I cast my idols, they won't really do very much and in some cases, they won't do anything at all. I wish you had made idols that did something by themselves or made themselves relevant so that I could play them just for being somewhat decent cards and discover that having a lot of idols was relevant and fun. For example, take a look at Lady Tialat's Lesser Idol. This is a card that does something by itself but inspires me to look for more idols to play. That is what I wanted to see. For example, imagine an Idol that simply filtered mana like Prophetic Prism. I would consider playing that card in a deck and it would be likely to do something like let me splash more easily. But when I discovered that it worked well with my cards that care about idols, I'd be more willing to slot it in and I'd really enjoy it.

I enjoyed what you did and found it interesting. But I wish your idols themselves had been more exciting.

Winner:
Hyposoc, who presented the set with the most cards that I would really like to play and who presented a set that both captured the theme of the ancient past while providing an interesting play pattern and something new. Good job!

AgentPaper
2013-06-18, 10:44 PM
I actually design (most of) my cards in MSE and then translate them to here once I've made them to my liking. It's helpful to see the card as it would actually look, especially for stuff like line length, but unfortunately it also means that sometimes I mess stuff up in the translation, like the giant's power and toughness. Whoops! For the record, it was a 1/4.

Good points on the Crazed Idolater and the Idols. I was thinking that the more useful idols would be at higher rarities, while the commons were more filler cards for draft and niche cards for constructed. You're right in that this meant I didn't do well in translating the effect, though. In retrospect I would have been better served by using the uncommon slot to show off one of the cooler idols, and made the common idols more generally useful.

For the color concerns, I was basically thinking that the idols would be a relatively minor element of the set and limited mostly to white and black, but after designing a few I think it does have the depth to be in all 5 colors, especially since the idols themselves can be played by any color already.

Anyways, thanks for spending the time to post a full judging, it's much appreciated. Congratulations to the winner, looking forwards to the next contest!

Lady Tialait
2013-06-18, 11:30 PM
Gah! I forgot the shift in the color pie. It happens.

As for the milling yourself for an artifact, I was thinking of skipping the Idol stuff in favor of a 'graveyard matters' mechanic, then decided the Idols were cooler, but didn't want to lose what I had sense I liked it. It's classic me, being indecisive.

HypoSoc
2013-06-19, 01:04 AM
Thanks for the win.

For the next competition I have an unusual request:
Design a set where drawing cards is a BAD thing.
You can work it however you want, but it has to create situations where players wish they didn't have to draw.

Judging in one week's time (June 26th).

Dr.Gunsforhands
2013-06-19, 01:15 AM
@tgva8889: You're probably right about narrowing my focus. The Gargoyle's weirdness came from my decision to make white the main past/enchantment color combined with wanting to give the red head-exploding thing something to punish, so in the end it wound up, "having," to do something it really shouldn't have been doing.

Still, it's fun to see the neat temporal mechanics being implemented here, so no big loss. :smallsmile:

EDIT: ooh, new challenge! Congrats, HypoSoc!

Just working on my entry, nothing to see here...

Thoughtpyre 2R
Instant - C
Thoughtpyre deals damage to target creature equal to the number of cards in its controller's hand.
More than books must burn to rid the world of the old ways.

onasuma
2013-06-19, 10:14 AM
Hate on blue players you say?

Goblin Book Thief 2R
Creature - Goblin Rogue C
Whenever an opponent draws a card, if it is not the first card they have drawn this turn, put a +1/+1 counter on ~
Can goblins even read books?
1/1

Goblin Scroll Burner 1UR
Creature - Goblin C
Whenever an opponent draws a card, if it is not the first card they have drawn this turn ~ deals 1 damage to target creature or player.
It is hard to get the full enjoyment from a scroll while it is on fire.
2/1

Paper Pyre 2BR
Enchantment C
Whenever an opponent draws a card, if it is not the first card they drew this turn put a fuel counter on Paper Pyre.
Remove 3 fuel counters from Paper Pyre: Do 2 damage to target player. If you do, that player discards a card.
"I think some of the books I burnt exploded, but I can't quite remember." Grot, Firestoker

Terrible Read U/R
Instant C
~ deals 4 damage to target creature. That creatures controller draws a card.
So many things only harm the mind of an individual

Mindleech 3UR
Creature - Leech Elemental C
Whenever an opponent draws a card, if it is not the first card they drew this turn, if ~ is not a token, put a copy of ~ into play under your control.
3/3
Originally, goblins farmed them, but as innovation continued, they swapped roles.

Scroll Armour 2U
Enchantment - Aura U
Enchant Creature
At the beginning of your upkeep, if an opponent has more cards in their hand than you, put a +1/+1 counter on enchanted creature.
1U: Remove a +1/+1 counter from enchanted creature. Each player draws a card.
The greatest defence is knowledge of your opponent

Duck999
2013-06-19, 05:21 PM
Terrible book... unwanted knowledge does...

Never seeing card that says another card does something before.

onasuma
2013-06-20, 02:12 AM
I changed the theme!

Ninjaman
2013-06-25, 05:51 AM
Kreveran Mind Drinker - 3B
Creature - Vampire Wizard - C
Whenever an opponent draws a card, that player loses 1 life and you gain 1 life.
2/2

Mindleech Horror - 2BB
Creature -Horror - C
Mindleech Horror’s power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.
*/*


Sign in Blood (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=260982) - BB
Sorcery - C
Target player draws two cards and loses 2 life.

Apostle of the Flaming Scroll - 2R
Creature - Human Cleric - C
Whenever an opponent draws a card, you may have Apostle of the Flaming Scroll deal 1 damage to that player.
1/1

Blazing Knowledge - RR
Sorcery - C
Blazing knowledge deals four damage to target player, that player draws a card.


Obstinate Familiar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29968) - R
Creature - Lizard - U
If you would draw a card, you may skip that draw instead.
1/1

HypoSoc
2013-06-26, 10:51 PM
Tough contest, so many runners in the fray!

onasuma
This is the sort of stuff I had in mind for the contest. The creatures are individually underpowered, but given the presence of cards to force a draw allow them to shine. That said, they are still very slow, especially considering they are red. My favorite card is definitely Terrible Read.
Another problem is that the cards are pretty words and a bit complicated for the common level. I completely understand what you mean by the ruling, but I would not know how a first time player would react. Also, a creature creating copies of itself that don't interact the same is very troublesome. It would have been better to instead just make regular tokens without abilities (1/1 Worm or even 3/3 Leech Elementals)

Ninjaman
This set manages to be simpler than onamusa's by activating on every draw, but doesn't seem that unified. Mindleech Horror is a major problem for me. If it comes out early it is too powerful, but if it comes out late, it is too weak since hand sizes tend to decrease in limited format when the game goes on. The wording is inelegant as well, which is bad for common. However, given this set has cards like sign in blood to help it grow, that might not be too much of a problem. Blazing Knowledge seems like it would definitely see play outside of the format, and may be too powerful. Finally, props for the lizard.

The winner is:
onasuma. In the end, it mostly came down to flavor, which onasuma supplied in droves. Both sets I beleive would be fun to add to the mix of the meta game (I'm looking at you Sphynx's Revalation) but onasuma pulled it off better. Plus, his flavor text made me LOL.

onasuma
2013-06-27, 12:06 AM
I didnt realise quite how few people had entered this one til just now. Regardless I shall take my win graciously.

As your new overlord, I therefore decree the following:

Take a common creature tribal type and give me them in another colour.
(Use their normal colour if you wish, or not if you dont want to)

For example: Hearthfire hobgoblin (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205381), Blightsoil Druid (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152705) or Hollowsage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=158234)

AgentPaper
2013-06-27, 12:13 AM
I didnt realise quite how few people had entered this one til just now. Regardless I shall take my win graciously.

As your new overlord, I therefore decree the following:

Take a common creature tribal type and give me them in another colour.
(Use their normal colour if you wish, or not if you dont want to)

For example: Hearthfire hobgoblin (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205381), Blightsoil Druid (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152705) or Hollowsage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=158234)

Mind if I re-phrase that to:

Create a mini-set using a common creature type shifted into a color it's not normally in.

If one or more of your cards is multicolored, only one of the colors needs to be abnormal.

onasuma
2013-06-27, 12:40 AM
All the same to me.

AgentPaper
2013-06-27, 12:45 AM
All the same to me.

Ok, updated the first post (and realized how long it's been since I remembered to update it...). I wanted to change the wording mostly to make it easier to understand, which hopefully this wording is.

Dr.Gunsforhands
2013-06-29, 02:32 AM
Eladrin Vision (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=278193) 1U
Sorcery - C
Draw a card. Put a 1/1 blue Elf Wizard creature token onto the battlefield.
"We are fruit grown from seeds of the mind."

Eladrin Cloudwalker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=271230) 1U
Creature - Elf Rogue C
Flying, Hexproof
As the ancestral forests sank into the sea, the Eladrin homes rose skyward to keep up.
1/1

Attention Binder (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184602) 1U
Creature - Elf Wizard C
1U, T: Target creature does not untap during its controller's next untap step.
Pulling on techniques developed through centuries of boredom and isolation, Eladrin entertainment is sought out even by those who would call themselves their mortal enemies.
1/1

Eladrin Eye 1U
Enchantment - Aura C
Flash
Enchant Creature
Whenever enchanted creature would deal combat damage to a player, prevent that damage and enchanted creature's controller draws a card.

Hidden Strings (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369021) 1U
Sorcery - C
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher
The Eladrin do share a love of music with their forest kin, though they tend to prefer plucking at the strands of physical law to the lyre.

Masked Observers (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370416) 2UU
Creature - Elf Scout U
Flying
When Masked Observers enters the battlefield, draw a card.
Whenever you cast an instant or sorcery spell, you may pay UU. If you do, return Masked Observers from your graveyard to your hand.
When an Eladrin dies, they are said to have moved on to a more objective frame of reference.
2/2

Duck999
2013-06-29, 11:59 AM
I love that it is impossible to do slivers, atogs, etc.
I was going to do Hydras, but then I realized that almost all hydras are rare or mythic, and 2 are uncommon. (maybe one uncommon and one common)
White and Red Faeries!

Faerie maiden WW
Creature-Faerie C
Flash, Flying
When Faerie Maiden enters the battlefield, target faerie you control gets +1/+1 until end of turn.
When her master is at war, she literally sweeps away the enemies.
1/1

Faerie Guard RR
Creature-Faerie Soldier C
Flash, Flying
When ~ enters the battlefield, target faerie you control gets +2/+0 until end of turn.
When his master is at war, he fights everything off with the wrath of 5 soldiers.
1/1

Faerie Warbringer RR2
Creature-Faerie Soldier C
Haste, Flying
Battle Cry
Ha! The little pest is trying to kill me!
-Dying words of the goblin scout
2/2

Faerie PeaceBringer WW2
Creature-Faerie Soldier C
Flash, Flying
When ~ enters the battlefield, prevent the next 3 damage that would be dealt to target faerie you control this turn.
Trying,at all costs, to stop the warbringers.
2/2

Nurse the Fey WW
Tribal Sorcery-Faerie C
All Faeries get +0/+3 until end of turn.
The Fey were great nurses, and put their skills to good use.

Faerie Harbinger WWRR1
Creature-Faerie Soldier U
Flash, Haste, Flying
Battle Cry
When ~ enters the battlefield, target creature you control gets +0/+2 until end of turn.
Relied upon to tell of what will happen, there to supply help when danger is near.
3/3

HypoSoc
2013-06-29, 01:18 PM
Feuerfolk of the Ruby Trident R
Creature - Merfolk - C
1/1
Perhaps the creation of a mad vedalken's ingenuity or elemental's whim, the feuerfolk thrive in the molten rock like their cousins do in the great oceans. Less numerous, societal, and emotionally stable than Merfolk, they nonetheless retain a spirit of childishness, often dragging unwary travelers to play with them at the bottom of magma pools.

Feuerfolk Diver 1R
Creature - Merfolk Scout- C
Mountainwalk
2/2
The feuerfolk have developed tunnels within molten rock, allowing them to continuously swim between mountain ranges.

Playful Feuerfolk R
Creature - Merfolk - C
Haste
T: ~ deals 1 damage to target creature.
0/1
Childish feuerfolk love to play catch with unsuspecting travelers using molten debris.

Feuerfolk Rager 2R
Creature - Merfolk Warrior- C
R: ~ gains +1/+0 until end of turn.
1/2
Travelers should note that the most innocuous statements may drive a feuerfolk into a blood rage.

Feuerfolk Aggressor 1RR
Creature - Merfolk Warrior- C
Haste
3/2
Adult feuerfolk thrive on bloody combat and seek it wherever they can.

Feuerfolk Elder 2RR
Creature - Merfolk Shaman - U
Other merfolk you control get +1/+1.
Sacrifice a mountain: Merfolk you control get +1/+0 and flying until end of turn.
2/2
The few feuerfolk that manage to reach old age gain respect, wisdom, and the knowledge to induce eruptions.

onasuma
2013-07-04, 03:52 PM
Dr. Gunsforhands
I looked at these briefly and saw cards I felt were slightly too strong considering the cost and rarities. I then followed your links and felt I should retract that opinion. These cards fit fantastically within the the theme I gave you and I could see most of them being printed. Vision is something of the perfect example. Feels really blue, but is maintains all the feel of the original. Less keen on your take on the masked, but I think they're a bit off colour even as the original.

Duck999
Key words. So many keywords. I think faeries get away with being a bit busy on their cards because they are originally blue - which tends to be allowed the wordier stuff - but given the contest Ill let that slide. I can clearly see the idea you had going here, and were some of these a bit more refined I could see them being used as a set theme. I do take a tiny bit of an issue with your costing though - Everything requiring double colour mana seems a bit unfair on cards that are pretty average just for their CMC.

Hyposoc
I really like the idea behind these guys, just on flavour alone. I'm a little sad that the cards seem to fall a little short. Flavour text is nice, but all bar your shaman are just very generic cards. That said, I think the whole all seem flavourful enough ignoring this is acceptable - that coupled with erupting volcanos throwing merfolk at people is enough for me to be overall postive on this one. Bit sad that the contest is so limiting as Id love to see what other themeatic stuff you could come up with on the theme

Winner?

It was a close one, I genuinely thought each entry excelled in their own regards - Gunsforhands made the most interssting cards, Duck's seemed to most reflect their original tribal but Hyposoc just had such glorious flavour behind his entries, I have to give it to him

HypoSoc
2013-07-04, 04:19 PM
Thanks for the win.

The contest is as follows:

Make a miniset that interacts with itself and uses the word "splat" at least once. It can be in the flavor text of a card name, but "splat" or some related onomatopoeia must show up.

Contest ends on the 11th or earlier.

Jormengand
2013-07-05, 04:55 PM
You asked for at least on use of splat? I give you a comical mini-set which revolves around splat.

Jelly World 0
Land: Jelly
=> Place one splat counter on one Jelly you control.
Remove one splat counter from Jelly World: Place one splat counter on one Jelly you control.
The tastiest of lands, its warriors fight with ice-cream and chocolate sauce.

Jelly warrior 2
Creature: Jelly fighter (C)
Jelly Fighter gets +1/+1 for each splat token on it.
=>, Remove one splat counter from Jelly warrior: Search your hand and library for one Jelly Fighter and put it on the battlefield
2/2
A brave jelly warrior, who uses the power of tastiness to attract others for the cause.

Jelly mage 4
Creature: Jelly mage (C)
Jelly mage gets +1/+1 for each splat counter on it.
=>, Sacrifice one Jelly monster: Place splat counters equal to that monster's power on Jelly Mage
Remove one splat token from Jelly Mage: Place one splat counter on one Jelly you control.
4/4
This mage calls down a devastating rain of ice-cream to attack.

Jelly catapult 4
Creature: Jelly construct (C)
Defender, Reach
Gingerbread catapult gets 0/+1 for each splat counter on it.
Remove one splat counter from Jelly catapult: Deal 1 point of damage to target creature or player.
0/5
This contraption lobs scoopfuls of ice-cream on its gelatinous cup.

Chocolate rain XXXX
Instant (C)
Place X splat counters on every jelly you control.
Praise Sucraphage, for he grants us chocolate this day!

(Uncommon)
Sucraphage, the Jelly God 8
Creature: Jelly God (C)
Trample, Lifelink, Hexproof
When Sucraphage, the Jelly God, enters the battlefield, remove 6 splat counters from cards you control. If you do not, return it to your hand.
Sucraphage, the Jelly God, gains +1/+1 for each splat counter under your control and another +1/+1 for each one on it.
6/4
The Jelly God takes many forms. This is one of them. Enjoy your final moments - they will be tasty.

I can actually see some pretty interesting combos for these.
If you have Jelly Soldier, Jelly Mage and Jelly world, then you can use World to put a counter on Soldier and use its own ability to make another soldier. You can then use Mage to give the second one two splat counters by combining Mage's two abilities, and eventually ramp up a lot of Soldiers. You can then cast Chocolate Rain with X=2 or even 3, and end up with a lot of soldiers with a lot of splats. You then have a choice: keep using mage to grab all their splats and stick them on a Catapult which can then do obscene amounts of damage, or summon Sucraphage which can smash through even the most massed of defences with Trample, due to the fact that his power will be obscene (especially if Mage shifts some splats onto him.) Another Chocolate Rain will have your opponent crying in a corner.

Though, that all assumes your enemy sits back and lets you do that. :p

Duck999
2013-07-06, 08:09 AM
Those are not all worded correctly. It would not be "when you summon ~", but instead "when ~ enters the battlefield" And it would be search your hand and library for one jelly creature and put it onto the battlefield. Lastly, you do not sacrifice counters, it should be remove one splat counter from...

Oh yeah, why does your defender have vigilance?

Jormengand
2013-07-06, 01:05 PM
Those are not all worded correctly. It would not be "when you summon ~", but instead "when ~ enters the battlefield" And it would be search your hand and library for one jelly creature and put it onto the battlefield. Lastly, you do not sacrifice counters, it should be remove one splat counter from...

Oh yeah, why does your defender have vigilance?

All fixed, thanks.

Because I was going to give it a => ability but never did.

Dr.Gunsforhands
2013-07-08, 08:47 PM
Swat (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=41136) 1BB
Instant - C
Destroy target creature with power 2 or less.
Cycling 2

Plummet (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253675) 1G
Instant - C
Destroy target creature with flying.

Liquefy 3B
Instant - C
Destroy target creature. Its controller draws a card.
Draw a card.

Arrowhawk 2W
Creature - Bird C
Flying
Sacrifice Arrowhawk: Arrowhawk deals damage equal to its power to target attacking or blocking creature.
2/1

Terrorantula 2BG
Creature - Spider C
Reach
When Terrorantula enters the battlefield, destroy target nonblack creature. It can't be regenerated.
1/3

The Window is Open 4W
Enchantment - U
At the beginning of your upkeep, put a 1/1 white bird creature token with flying onto the battlefield.
Bird creatures you control attack each turn if able.
We should be able to fly right in, unless the humans have invented some sort of invisible force field...

Duck999
2013-07-16, 03:07 PM
Hmmm-judging time?
I will PM Hyposoc.

HypoSoc
2013-07-16, 04:18 PM
Well, of the two who entered this, I would have to say that Dr. Gunsforhands is the winner. Jormengand, your idea is interesting, sort of like a new Spike tribe, but your cards are too nichey. I don't like how the cards that use the counters have no method of getting them on their own. Your uncommn is overcosted, especially given the fact that you need 6 specialty counters to remove in addition to the mana. Also, I would recommend looking at some cards on gatherer (newer ones) so you can see how wording is generally done.
Dr. Gunsforhands, your set isn't really united, but I do like Liquefy and Arrowhawk. Your uncommon is overcosted too.
Take it away, Doc.

Dr.Gunsforhands
2013-07-18, 08:25 PM
The reasoning for that was some dim memory of token generators getting out of hand in limited; I'd probably have made it a lot cheaper if it were rare. The rest was just to support the idea of birds getting splatted all over the place.

Anyways, let's just have everyone Make a Set with a New Mechanic of your Own Invention that Somehow Involves the Cards in a Player's Hand.

Jormengand
2013-07-19, 04:07 PM
All right, let's do this.


Eye of Truth 8
Artifact - C - Uncommon
While Eye of Truth remains on the battlefield, both players play with their hands face-up on the table. All "Eye of Destruction," "Eye of power," "Eye of Protection," "Eye of Sacrifice" and "Eye of Blinding Light" in your hand are placed on the battlefield when you play Eye of Truth. At the beginning of your upkeep, you may pay [X], where X is the number of "Eye of Truth," "Eye of Destruction," "Eye of power," "Eye of Protection," "Eye of Sacrifice" and "Eye of Blinding Light" you control. If you do not, destroy "Eye of Truth."
See with your mind's eye what your eyes cannot see.

Eye of Destruction XR
Artifact - R
You may never cast Eye of Destruction. When you control Eye of Truth, Eye of Destruction gains "=>, [XXX]: Deal X damage to target player or creature." When you do not control Eye of Truth, return Eye of Destruction to your hand. You may destroy Eye of Destruction that you control at the beginning of your upkeep, before paying upkeep costs.
Watch as your enemies fall before you.

Eye of Power XG
Artifact - G
You may never cast Eye of Power. When you control Eye of Truth, Eye of Power gains "=>, [XX]: Target creature gets +X/+X." When you do not control Eye of Truth, return Eye of Power to your hand. You may destroy Eye of Power that you control at the beginning of your upkeep, before paying upkeep costs.
Knowledge is power - hide it well.

Eye of Protection XU
Artifact - U
You may never cast Eye of Return. When you control Eye of Truth, Eye of Return gets "=>, [X]: Place one 0/X colourless typeless creature token with defender on the battlefield under your control." When you do not control Eye of Truth, return Eye of Protection to your hand. You may destroy Eye of Protection that you control at the beginning of your upkeep, before paying upkeep costs.
Watch this moment, for it is the moment of my return.

Eye of Sacrifice XB
Artifact - B
You may never cast Eye of Sacrifice. When you control Eye of Truth, Eye of Sacrifice gets "=>, Exile any number of creatures you control, [3]: Target creature gets power equal to the power of exiled creatures and defence equal to the defence of destroyed creatures, and it becomes a daemon in addition to its other types." When you do not control Eye of Truth, return Eye of Sacrifice to your hand. You may destroy Eye of Sacrifice that you control at the beginning of your upkeep, before paying upkeep costs.
Bear witness to... MY ASCENSION!

Eye of Blinding Light XW
Artifact - W
You may never cast Eye of Blinding Light. When you control Eye of Truth, Eye of Blinding Light gets "=>, [XXX]: Target X nonland permanents, and tap them." When you do not control Eye of Truth, return Eye of Blinding Light to your hand. You may destroy Eye of Blinding Light that you control at the beginning of your upkeep, before paying upkeep costs.
To see with eyes alone is not to see at all.

Basically, a really hard-to-activate set of cards which is amazing when you get it to work.
If you have tons of land and all of these cards in your hand, then you can, for a start, probably one-shot your opponent with Eye of Destruction. Multiple uses of Eye of Protection and then an Eye of Sacrifice can land you a virtually immortal creature, and you can use Eye of Blinding Light to tap all your opponent's creatures before you attack. The fact that you can see all your opponent's cards is also just a little useful. Eye of Power and something with trample also works.

DoctorWhooves
2013-07-19, 07:52 PM
That is...so much more complicated than an uncommon is allowed to be.

Dr.Gunsforhands
2013-07-19, 08:53 PM
At first, I thought that that first card was a common. Jormengand, I think you're putting each card's color where its rarity is supposed to go:


[Name] [mana cost]
[Types] - [Subtypes] RARITY GOES HERE
[Stuff]

Misothene
2013-07-19, 09:56 PM
Jormengand: a few notes you might want to consider about your submission. While an interesting and novel idea, it has some issues:

1. As DoctorWhooves noted, that is way too complex for an uncommon, and I genuinely don't think the rules work with it. How can a card simultaneously be on the battlefield, in your opponent's hand, and also NOT on the battlefield, as your card stipulates?... Also it creates very very strange interactions... If a creature in your hand-battlefield has flash, for example, and your opponent tries to kill it, you could cast it in response, and since it would leave the hand-battlefield and go on the stack for a bit, your opponent's removal would fizzle...

2. Your set would have a cycle of common cards that don't do ANYTHING unless you have a specific 10-mana artifact on the battlefield under your control, even if you cheat them into play somehow.

3. The shorthand for the colors is different than you're using. W- White, U- Blue, B- Black, R- Red, G- Green. I'm assuming by "B" you meant Blue, and by "K" you meant Black.

4. Eye of Destruction is monumentally more powerful than the other four...

5. You may want to look through Gatherer (http://gatherer.wizards.com/Pages/Default.aspx) to get a sense of how things are worded.

Jormengand
2013-07-20, 06:29 AM
Jormengand: a few notes you might want to consider about your submission. While an interesting and novel idea, it has some issues:

1. As DoctorWhooves noted, that is way too complex for an uncommon, and I genuinely don't think the rules work with it. How can a card simultaneously be on the battlefield, in your opponent's hand, and also NOT on the battlefield, as your card stipulates?... Also it creates very very strange interactions... If a creature in your hand-battlefield has flash, for example, and your opponent tries to kill it, you could cast it in response, and since it would leave the hand-battlefield and go on the stack for a bit, your opponent's removal would fizzle...

2. Your set would have a cycle of common cards that don't do ANYTHING unless you have a specific 10-mana artifact on the battlefield under your control, even if you cheat them into play somehow.

3. The shorthand for the colors is different than you're using. W- White, U- Blue, B- Black, R- Red, G- Green. I'm assuming by "B" you meant Blue, and by "K" you meant Black.

4. Eye of Destruction is monumentally more powerful than the other four...

5. You may want to look through Gatherer (http://gatherer.wizards.com/Pages/Default.aspx) to get a sense of how things are worded.

1. I've made it a little less complicated. You now just show both players' hands, but each other Eye auto-enters the battlefield when you have Truth and leaves it when you don't.

2. That's part of the point. They're really hard to get going, but they're amazing if you do.

3. Fixed that, thanks.

4. Yeah, I just realised that. Mana cost has been tripled accordingly.

5. I think with the death of Truth's complexity, that's a bit less of an issue, but I'll go ahead and check all that at some point.

AgentPaper
2013-07-20, 07:08 AM
1. I've made it a little less complicated. You now just show both players' hands, but each other Eye auto-enters the battlefield when you have Truth and leaves it when you don't.

2. That's part of the point. They're really hard to get going, but they're amazing if you do.

3. Fixed that, thanks.

4. Yeah, I just realised that. Mana cost has been tripled accordingly.

5. I think with the death of Truth's complexity, that's a bit less of an issue, but I'll go ahead and check all that at some point.

Even if all it did was cause both players to play with their hands revealed, that would still not be a uncommon effect, because it's a unique and powerful effect that fundamentally changes the game. That is absolutely the domain of rare cards.

Your commons are arguably even worse, being both complex and extremely niche. Cards that can't be used unless you control a specific other card (at CMC 8 no less) is not good for common for two reasons. For one, common cards are the first cards players see, and if they see a bunch of cards that don't do anything on their own, then they'll just get confused and/or angry that they got handed a card that they can't do anything with. For second, commons are the bread and butter of drafts, and having cards be so niche is bad for the draft environment.

I think you need to re-think your strategy here. Your cards have a lot of complexity, but not very much depth. You play the Eye of Truth, put down the rest of your eyes, and then just start blasting away with them until you win. This isn't a very fun or interactive strategy, and even worse, there's a heaping ton of requirements on how you do them, and none of the cards work well with other cards in your deck. You basically just want ramp and eyes, if you want to run a deck with them, and hope you draw the eye of truth or you're sitting on your thumbs for the whole match.

Good design is all about achieving depth with as little complexity as possible. The goal is cards with very little text, but which interact with each other and the game's rules to create many interesting scenarios and meaningful decisions for the player to make.

Duck999
2013-07-20, 08:57 AM
Hmmm, let's see.

Explosive Goblin 1RR
Creature-Goblin C
Evoke 1R
FlashBang 1 (When this creature is put into a graveyard from the battlefield, target player discards one card.)
2/2

Fly By Bomber 3R
Creature-Goblin C
Flashbang 2 (When this creature is put into a graveyard from the battlefield, target player discards 2 cards.)
Flying
2/2

Fling (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=208001) 1R
Instant C
As an additional cost to cast fling, sacrifice a creature.
Fling deas damage equal to the sacrificed creatures power to target creature or player.

Goblin Blastomancer 4R
Creature-Goblin C
When Goblin Blastomancer come into play, destroy another creature at random.
When Goblin Blastomancer leaves play, a randomly chosen player discards 2 cards.
Sacrifice ~:~ deals 2 damage to a randomly chosen creature.
3/3

Flung RR
Tribal Sorcery-Goblin C
Target player loses 2 life and discards 1 card.

Goblin Aristocrat RRR2
Creature-Goblin U
Sacrifice a Goblin: Regenerate ~
FlashBang X (When this creature is put into a graveyard from play, target opponent discards X cards, where X is the number of goblins that were put into graveyards this turn.)
3/3

Rare ideas for this set (do not judge these along with the others, just to share ideas)
Some Planeswalker that puts out 1/1 goblins with FlashBang 1
A lord that makes it so whenever a goblin deals combat damage to a player, that player discards a card.

onasuma
2013-07-20, 04:35 PM
I had an old card, back when I first started the game where some Cephalids cut open some guys brain and let you draw cards. Thats totally where this set needs to go.


Mindsplice 2UU

Sorcery C

Seer (When you play this card, target opponent reveals a card from their hand at random. X is equal to that cards converted mana cost. If a land card is revealed this way, return ~ to your hand if it would be put into your graveyard this turn.)

Draw X cards.

Not all shared knowledge is shared willingly


Targeted Predation 1GGU

Instant C

Seer (When you play this card, target opponent reveals a card from their hand at random. X is equal to that cards converted mana cost. If a land card is revealed this way, return ~ to your hand if it would be put into your graveyard this turn.)

Put X +1/+1 counters on target creature. Then that creature fights another target creature.

Grown specifically to kill you.


Thoughtleeches 2UR

Sorcery U

Seer (When you play this card, target opponent reveals a card from their hand at random. X is equal to that cards converted mana cost. If a land card is revealed this way, return ~ to your hand if it would be put into your graveyard this turn.)

Put a 1/1 red and blue elemental leech token into play. Then put X 1/1 red and blue elemental leech tokens into play.


Mind "Cleansing" B/U

Sorcery C

Seer (When you play this card, target opponent reveals a card from their hand at random. X is equal to that cards converted mana cost. If a land card is revealed this way, return ~ to your hand if it would be put into your graveyard this turn.)

Exile X cards from target graveyard from the game.

"Some people pay a pretty penny for this sort of treatment! You should be thankful" - Cephalid Sage


Gitaxian Probe (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233056) (Phyrexian Blue)

Sorcery C

(Phyrexian Blue can be paid with either Blue or 2 life.)

Look at target player's hand.

Draw a card.

Its easier to abuse someones thoughts when you already know them.


Mind Purification 3BU

Sorcery C

Look at target players hand. That player chooses and discards the two cards with the lowest converted mana cost.

"We do not wish to learn of such petty ideas." - Kril'Ir, Cephalid Illusionist

Jormengand
2013-07-21, 04:50 AM
Remove X cards from target graveyard from the game.

Should that not say "Exile X cards from target graveyard," or am I missing something? Are they at random, are they the top cards, or are they chosen by you? The owner of said graveyard?

Misothene
2013-07-22, 12:37 AM
Paranormal Researcher 2U
Creature- Human Wizard C
Commune - 1U, T, Sacrifice Paranormal Researcher: Reveal a Spirit creature card from your hand. If you do, draw cards equal to the revealed card's power.
"Extraordinary! I've found evidence that could make them finally believe me about the visitors!"
-Paranormal Research log, final entry
0/1

Pyromaniac Channeler 2R
Creature- Human Shaman C
Commune - 1R, T, Sacrifice Pyromaniac Channeler: Reveal a Spirit creature card from your hand. If you do, Pyromaniac Channeler deals damage to target creature or player equal to the revealed card's power.
To him, there's no glory without a blaze.
3/1

Channeling Recluse 2G
Creature- Creature Type C
Commune - 1G: Reveal a Spirit creature card from your hand. If you do, ~ gets +X/+X until end of turn, where X is the revealed card's power. Use this ability only once each turn.
Unable to understand the visitors' constant murmurings, she simply let them take the reins.
2/2

Campfire Ghost 1R
Creature- Spirit C
Haste
At the beginning of the end step, return Campfire Ghost to its owner's hand.
It likes to appear at a horror story's conclusion, then take its leave before outside observers can verify its existence.
2/2

Bloodied Ghost (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151098) 1(W/B)(W/B)
Creature- Spirit C
Flying
Bloodied Ghost enters the battlefield with a -1/-1 counter on it.
Its memories bring more pain than its haunting.
3/3

Corporeal Ectoplasm 3(U/G)
Creature- Spirit Wall U
Defender
Creature cards in your hand get +1/+1.
"I kept telling the landlord it wasn't mold. Evicted regardless. Search for new lab continues."
-Paranormal Research log, page 30
1/4

Dr.Gunsforhands
2013-07-23, 01:25 AM
Jormungand's Stuff:I can kind of see what you're trying to do. You could have used the 'spells without mana costs' rule to make them unplayable by normal means, then given them a mechanism by which they can do things as long as they are revealed from your hand. Then, you could have just run a simple Telepathy or something similar in the Common section to help make them relevant. As it stands... you still have some pretty dead cards, even in the deck that wants them.

Duck999's Stuff:Mono-red discard! This one is quite coherent, although I'm not sure if it's really kosher for the color, or if these cards' obvious Black counterparts would be comfortable with an ability called Flashbang.

Also, the Blastomancer is kind of nuts for a common. Not nuts as in overpowered, but nuts as in, "just how many of these are you comfortable having around in a limited format, anyway?"

onasuma's Stuff:Seer is interesting. It reminds me a lot of Clash for being a big hit-or-miss mechanic. I'm concerned about what happens when your opponent has no cards in hand, though. Do these just... not work? Mind Purification might hurt more than it helps in that regard, even though it fits the theme perfectly.

I like the way that some cards are actually happy if the opponent reveals a land; it essentially gives the leeches and the predation a kind of buyback.

Some of the cards have issues color-wise, though; predation doesn't need to be blue, Mind Purification doesn't even want to be blue, and the graveyard removal thing doesn't actually feel very blue either. The leeches don't really need to be red either, come to think of it. Why would red want leeches? That's black/green's thing. Elementals would do it, maybe.

Misothene's Stuff:This is a neat keyword. The theme seems like it'd fit well in an Innistrad-ish set, possibly adjacent to a kamigawa-ish one. It really needs to be in a larger set to give it context, (and more high-power spirits) but it's a good demonstration.

The researcher is pretty high-powered, perhaps too much so. On the recluse, I assume that by, "Creature," you mean, "Human," and by, "Type," you mean, "Shaman."

Anyway, Misothene wins and I'm too sleepy for further theatrics. Congrats!

Jormengand
2013-07-27, 12:38 PM
Dr Gunsforhands, I think you're gonna have to name our runner-up for this to keep going.

Misothene
2013-07-27, 02:17 PM
Sorry for taking so long, and thanks to Dr. Gunsforhands for choosing my submission.

Design a set with a tribal theme for a tribe that has not received such support.

The idea should be to give them their own distinctive feel, so try not to choose something that would play too similarly to Elves, Goblins, etc.

Jormengand
2013-07-27, 02:23 PM
Design a set with a tribal theme for a tribe that has not received such support.

Two questions:
- Which ones actually have received it? Is there a list of them somewhere?
- Are we allowed to make our own tribes to accomplish this goal?

I'm very tempted, though, to use Elephant for funnies.

Misothene
2013-07-28, 12:50 AM
You can use a creature type that has not been used at all before if you wish. The caveat about feeling distinctive from other tribes still applies, and I would also caution against getting too crazy since I might not know what the thing is.

Here is a list of sets with tribal themes or subthemes that would definitely disqualify a creature type, in reverse chronological order, without repetition (if you notice something missing, say so, this is just from memory):

M14:
Dragons
Innistrad Block:
Humans, Werewolves, Vampires, Zombies, Angels, Demons, Spirits
M12:
Illusions
Scars of Mirrodin Block:
Myr, Golems
Zendikar Block:
Kor, Eldrazi, Allies
Lorwyn Block:
Kithkin, Merfolk, Faeries, Goblins, Elementals, Elves, Giants, Treefolk, Soldiers, Wizards, Rogues, Warriors, Shamans
Time Spiral Block:
Slivers, Rebels, Fungi
Kamigawa Block:
Samurai, Rats, Ninjas, Moonfolk, Snakes, Foxes, Ogres
Mirrodin Block:
Cats, Constructs
Onslaught:
Soldiers, Birds, Clerics, Beasts
Mercadian Masques Block:
Mercenaries
Urza's Block:
Squirrels

If anyone knows of any notable tribes from before then, please say so!

Duck999
2013-07-28, 06:08 AM
You missed vampires (from other sets). Wolves got a little.

Jormengand
2013-07-28, 09:19 AM
Deathless Legionnaire WW
White Creature: Deathless Soldier
A deck may contain any number of cards named “Deathless Legionaire.”
Deathless you control get +0/+1
We thought they were simple skeletons... we were wrong.
- Dying Innistrad civilian
1/1

Deathless Auxiliary 2WW
White Creature: Deathless Archer
Deathless you control gain some of following effects depending on how many cards you have under your control named “Deathless Auxiliary” - they gain all effects for the corresponding number and lower numbers.
1: Reach
2: Flying
3: First Strike
4: Double Strike
5: Deathtouch
6: Indestructable
7: Annihilator. The number of Annihilator is equal to the number of cards you own named "Deathless auxiliary" minus 6.
Even if they have no place in the Legion, all those who have resisted death have a duty to cause it.
2/3

Deathless Centurion 3WWWW
White Creature: Deathless Soldier
Deathless you control get +1/+1 for each Deathless you control.
A few thousand years of experience is good for any leader.
4/4

Deathless Ballista team 2WWW
White Creature: Deathless Soldier
Sacrifice a Deathless: Deal 2 damage to target player or creature.
It is sometimes said that the ballistae have to be replaced twice as often as the crew. The truth is that it's more than ten times as often.
6/1

Deathless Recruiter 3WWWW
White Creature: Deathless Advisor
During your upkeep, put X White 1/1 Deathless Soldier tokens on the battlefield under your control, where X is half the number of Deathless you control, rounding down.
Without death, I serve The Legion forever.
- Part of the Legionnaire's vow.
0/1

Undying legion 4WWWWWW
Legendary White Creature: Deathless Soldier
When a Deathless you control dies, Undying Legion gains its original (printed) effect as an additional effect, and gets +X/+Y where X is the creature’s original power and Y is its original toughness. If a card named "Deathless Auxiliary" dies, Undying Legion's name counts as being "Deathless Auxiliary," but only for the effect of Deathless Auxiliary.
Run for your lives, because theirs will never end!
6/6

Deathless:
If you saw a Deathless, you would probably imagine it to be some sort of Undead - you could not, in fact, be further wrong. Deathless use the power of white mana to keep themselves functional, rather than a necromancer using black mana to return the death to life. The Undead are, despite their name, in truth dead, while the deathless are living.

How and why the Deathless resist dying is unknown, the latter likely variable. It has something to do with white mana, and the Deathless are often those who felt that they have something that they still need to do in life before they died. It is therefore noble duty and not selfless power-mongering that drives the Deathless to war - not that it makes them any less deadly.

Few have seen the Undying Legion, fewer have survived it, and fewer still know its true purpose. Whether it seeks to destroy evil, or is amassing an army by pushing others to become Deathless remains to be seen. However, when the forces of evil march upon the world, at the very least we know which side the Deathless will be on.

Misothene
2013-07-28, 01:59 PM
You missed vampires (from other sets). Wolves got a little.

True, but the idea was to go through and list each race only once, so it would be easier to use as a reference of "what am I not allowed to use?" Otherwise it would be clogged with 50 instances of Goblins and Elves.

Wolves did get a card or two in Innistrad, but the real focus of the set was the Werewolves, which got much more development. There have also been "lords" which affected Skeletons, Minotaurs, and a few other types throughout Magic history, but I couldn't think of a set where they were a serious focus.

onasuma
2013-07-30, 06:07 PM
Monks should be a supported tribe, right?

Monestary of Gorn
Land - C
Tap: Add 1 to your mana pool
Monks you control gain "W: ~ gains +0/+1 until end of turn"
Knowledge of your weakness is the first step to overcoming it.

Aged Master 2W
Creature - Human Monk C
0: Switch ~ power and toughness until end of turn. Activate this ability only once per turn
1/3
Master defence and offence will come to you.

Spiritual Guide 1W
Creature - Spirit Monk C
At the beginning of your upkeep, target player gains life equal to ~'s toughness.
1/1

Reliquary Monk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15123) 2W
Creature — Human Monk Cleric C
When Reliquary Monk dies, destroy target artifact or enchantment.
2/2

Reincarnate 1W
Sorcery - C
As an additional cost to cast ~ pay 2 or sacrifice a monk.
Return target creature card from your graveyard to your hand.
Morbid: Return that creature to play instead.

Abbot Chieftan 1WW
Creature - Human Monk U
Monks you control gain +1/+1 and have "When this card is put into a graveyard from play, you may draw a card."
2/2

Can't quite be bothered to write flavour text yet. Im sure I will eventually.

Misothene
2013-07-30, 07:21 PM
Onasuma: There is already a card called Reincarnation (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201258), so you may want to reconsider the card name "Reincarnate."

onasuma
2013-07-31, 12:54 PM
My card IS called reincarnate...

Jormengand
2013-07-31, 02:30 PM
My card IS called reincarnate...
"REconsider the card name reincarnate"

Though, lots of card names are a bit similar, so...

Lea Plath
2013-07-31, 03:06 PM
Cards here

OK. These are meant to be common/uncommons. You have a legendary and lots of complicated unintuative mechanic, walls of text, new creature types and bad formatting. Seriously rethink this. New world order and all that.

Dr.Gunsforhands
2013-08-01, 11:56 PM
Hold on, still working on it.

EDIT: Okay, done:

Sky Sail 2
Artifact - Equipment C
Equipped creature has flying. As long as it's a pirate, it gets +1/+1.
Equip 1

Vampirate 2B
Creature - Vampire Pirate C
Whenever Vampirate deals damage, you gain twice that much life.
1/2

Insatiable Looter 2U
Creature - Human Pirate C
Whenever Insatiable Looter deals damage, draw two cards, then discard two cards.
"Wait! I might be able to use your socks for something."
1/2

Drowned Captain 1B
Creature - Zombie Pirate C
Drowned Captain can't block creatures without flying.
He went down with his ship, and yearns to rise up with it again.
3/2

Errant Flotilla 4U
Creature - Human Pirate C
Flying
Other pirate creatures you control have flying.
3/2

Raider's Cannon 2
Artifact - Equipment U
Equipped creature has, "T: this creature deals 1 damage to target player." If equipped creature is a pirate, it instead gains, "T: this creature deals 2 damage to target player."
Equip 3



Here was my alternate set, for fun:Set 2: Riggers

Hymn Maestro W
Creature - Human Cleric Rigger C
When *this enters the battlefield, put a Contraption artifact token onto the battlefield. (Contraptions are not creatures and have no abilities.)
T: Gain X life, where X is the number of contraptions you control.
0/2

Noise Maestro U
Creature - Human Artificer Rigger C
When *this enters the battlefield, put a Contraption artifact token onto the battlefield. (Contraptions are not creatures and have no abilities.)
T: target opponent puts the top X cards from the top of his or her library into his or her graveyard, where X is the number of contraptions you control.
1/1

Conversation Piece 0
Artifact - Contraption C
(Full art, no text or abilities)

Distractician 2W
Creature - Human Soldier Rigger C
When *this enters the battlefield, put a Contraption artifact token onto the battlefield.
W, Tap a contraption you control: tap target creature.
2/2

Gadget Snatchers 2U
Creature - Faerie Pirate Rigger C
Flying
Whenever *this deals combat damage to a player, put a Contraption artifact token onto the battlefield.(Contraptions are not creatures and have no abilities.)
2/1

Hand of The Great Maker 2UU
Creature - Human Artificer Rigger U
Hand of the Great Maker gets +1/+1 for each Contraption you control.
T: put a contraption artifact token onto the battlefield.
3/3

tgva8889
2013-08-02, 02:45 AM
All right, you have dared me and I will take you up on it. I will design a set with TWO such themes, although mostly focusing on one tribe because I only have 6 cards.

Assembly-Worker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226984) 3
Artifact Creature - Assembly-Worker C
T: Target Assembly-Worker creature gets +1/+1 until end of turn.
"The basis of any successful workforce, the presence assembly-worker unit often acts as a bolster to others, enabling further production while also providing for useful bodyguards in case of explosion."
- Notes of Rizz Bargol
2/2

Silverguild Constructor 1U
Creature - Human Rigger C
T: Silverguild Constructor assembles a Contraption artifact token. (Whenever a creature assembles something, put that thing into the assembly line.)
The Silverguild Devotees dedicate their entire lives to ensuring the production of high-quality artifacts with an incredibly limited number of uses.
1/2

Salvaged Worker 4
Artifact Creature - Assembly-Worker Rigger C
T: Target Assembly-Worker creature gets +1/+1 until end of turn.
When Salvaged Worker dies, it assembles a Contraption artifact token. (Whenever a creature assembles something, put that thing into the assembly line.)
"One thing's for sure: the Silverguild makes good use out of everything."
- Gruzzak, Steamflogger Boss
2/2

Double-Time 2U
Instant C
Untap all Assembly-Worker and Rigger creatures you control.
Draw a card.
"After a long day of working, your workers simply haven't worked harder. They can get in another few hours."
- Notes of Rizz Bargol

Guardian of the Line 4
Artifact Creature - Assembly-Worker
Vigilance
T: Target Assembly-Worker creature gets +1/+1 until end of turn.
2/2

Roboboss 5
Artifact Creature - Assembly-Worker U
T: Target Assembly-Worker creature gets +1/+1 until end of turn.
Disassemble or sacrifice an artifact: Target Assembly-Worker creature gets +1/+1 until end of turn. (To disassemble something, put it from the assembly line into the graveyard.)
Every Assembly-Worker needs a boss to help it learn from its mistakes.
2/2

The Assembly Line: The assembly line is a special zone of the game, similar to the command zone or exile. Cards and permanents in the assembly line can only be placed there if they are assembled. Unlike other zones, tokens may exist in the assembly line. The assembly line otherwise acts exactly like the exile zone, except that it is a different zone.

Oromis1
2013-08-02, 09:54 AM
You know, for some reason I completely forgot there was a second card contest. give me a moment... there!

Terrapin Elder UU
Creature - Turtle Shaman U
Other turtle creatures you control get +1/+1 .
T: untap target permanent.
"I have lived for over three hundred years. I've learned a few tricks along the way."
1/3

Turtle Charm U
Instant C
Choose one – counter target spell that targets you, or target creature loses all abilities and becomes a 1/4 blue Turtle until end of turn, or target creature gains shroud until end of turn.

Terrapin Armorer 2U
Creature - Turtle Soldier C
Other turtle creatures you control get +0/+1
"Our culture is one of survival. When survival calls for skill, we practice. And when survival calls for defense, we forge ourselves armor. And when survival calls for war, we fight."
1/4

Terrapin Mentor 2UU
Creature - Turtle Warrior C
1U: Switch the power and toughness of Terrapin Mentor until end of turn.
U: Target turtle you control gets -1/+1 until end of turn.
"The key to balance is knowing when to strike - and when to defend."
2/4

Terrapin Hydromancer 1UU
Creature - Turtle Wizard C
U: Chelonlei Hydromancer gets +1/-1 until end of turn.
T: Target creature gets -X/-0 until end of turn, where X is Terrapin Hydromancer's power.
"There are many ways to conceal your movements. Not all of them involve stealth."
1/4

Terrapin Monstrosity 4(G/U)
Creature - Turtle Mutant C
Hexproof
U: Terrapin Monstrosity gains flying until end of turn.
"He's got a face only a mother could love."
4/2

Let's see: we've got a lord, a soldier, a warrior, a blastoise, and a mutant ninja turtle. I think that should cover everything.

Ninjaman
2013-08-03, 05:14 PM
Orcish Archer - 2R
Creature - Orc Archer - C
First strike
"Orcs are terrible marksmen, they can still shoot you before you get within axe range though."
- Gandar, Dwarven Captain
2/2

Irontooth Berserker - 1RR
Creature - Orc Berserker - C
Haste
Rage (this creature attack each combat if able)
I live only for the battle, and i will not be kept away from it any longer.
3/2

Irontooth Conscript - R
Creature - Orc Warrior - C
Irontooth Conscript can't attack or block unless you control another Orc.
"That is the enemy. You attack them. With your sword. Let me show you how it's done."
- Rangk, Veteran of Grandum
2/2

Rush of anger - 1R
Enchantment - Aura - C
Enchanted creature get's +3/+2 and has Rage (it attacks each combat if able)
"We are orcs. We will let them taste our blades. Tonight we feast on dwarven flesh."
- Groonk, the Merciless

Orc Madrunner - 2R
Creature - Orc Berserker - C
Orc Madrunner can't be blocked except by two or more creatures.
"Madrunner! Madrunner!"
- Dwarven order meaning "get out of the way."
3/1

Irontooth Veteran - 1RR
Creature - Orc Warrior - U
Frenzy 1 (Whenever this creature attacks and isn't blocked, it get's +1/+0 until end of turn)
Other Orc creatures you control get +1/+1 and have Frenzy 1 (Whenever another Orc you control attacks and isn't blocked, it gets +1/+0 until end of turn.)

Misothene
2013-08-04, 03:26 AM
Judging! Thanks everyone for their entries, this seems to have gotten a relatively large number!

Jormengand- Deathlesseseseseseses
This is an improvement from the entry from the last contest, but still doesn't really come to grips with the most fundamental issue-the level of complexity at lower rarities. Deathless Legionnaire is easily the best design here, communicating the flavor of a Deathless very well. Every other card, however, suffers from impenetrable walls of text, a massive number of white symbols compared to what one would see in a normal set (hex-white? really?), and the ballista team is very not-white despite having three white symbols on it. Having the commons be simple is extremely important for players being able to understand what your set is about, and to have a comprehensible limited environment. Look for Mark Rosewater's article(s) about New World Order for some understanding about how Wizards themselves approach that issue. I can go through each individual card if you want later, but they are all too complicated except the Legionnaire.

For future reference, everyone will know what color your spell is from its mana cost. The type line should look like "Type- Subtypes, Rarity," so "Creature- Goblin Spider, U" for an uncommon Goblin Spider.

onasuma- Monks (http://upload.wikimedia.org/wikipedia/en/thumb/f/f9/Adrain_Monk.jpg/250px-Adrain_Monk.jpg)
I think the Monks are trying to do too much, particularly since they're mono-white. P/T-switching is blue and red, and Disenchant turned into Naturalize a while ago. Also, holy super-efficient reanimation, Batman! At common, no less. It strikes me as OP, and makes me think Black would wonder why that "Raise Dead or Zombify if something died" can't be cast with swamps. The land seems like it would be too strong in limited, since there won't really be a way for the opponent to interact with it, and your creatures would never die in combat or to burn. Maybe as an enchantment, where it's more likely they could at least board in an answer (and it would actually take up a spell slot in your deck).

I like the Abbott Chieftan (though it should be Abbey Chieftan, or Abbott something, since the Abbott is the leader of the Abbey... right?) as a card, and flavorfully Monks dying and leaving behind enlightenment makes sense. This, too, however, could get out of hand in limited with enough good monks.

This set would benefit from 1. a more unified theme (ask "what do monks do?" and have a response other than "everything white does, plus what blue, green and black do!") and 2. flavor text.

Dr.gunsforhands- Pirate Party International (http://en.wikipedia.org/wiki/Pirate_Parties_International)
"What do Pirates do?"
"Well, one of them loots, and then there's some stuff about flying! Also a cannon. Did I mention there's a pun?"

Holding together the Pirates seems to be more flavor than mechanics- which can be fine, but does lead to an awkward answer to "what do they do?"
Flavor question: Are they air pirates, or water pirates? The flying theme would suggest you want to make an Arcadia set- which could be quite fun- but then you also have regular-type water pirate stuff ("Drowned Captain").

Vampirate has double lifelink! Except it doesn't, because (much like a space helicopter) that's impossible. So, instead, it does something functionally different, which could be confusing.
Drowned Captain would probably make a lot of people confused upon first seeing it.
Errant Flotilla desperately wants to be named Ghost Ship... but it was taken... It probably should cost 3UU (mass flying seems to want more blue). This is also a name for a boat, not an airship.
At first, I thought Raider's Cannon was a Viridian Longbow, and thought "IMBA IMBA OP," then I reread it and thought "... oh. Not sure if worth it."

Overall, solid stuff, with the Looter and flying interactions pointing in a good direction. I think if you went full Air-Pirate it may have turned out better.


tgva8889- Assembly-Workers' Union
Ah, contraptions, the eternal challenge of the amateur designer. This execution successfully allows "assemble" to not be nonsense, but then doesn't really do anything with it... the only card that interacts with Contraptions allows you to "disassemble or sacrifice" which begs the question of why you need the new zone in the first place. If Contraptions don't do anything, do they really open up much space not filled by, say, charge counters? Roboboss could easily remove such counters for its ability, and the contraption-makers could add them. It also seems odd that they can't be Shattered or hit by a Shatterstorm. Also, how does a creature "assemble" something when it dies?

I do like the Assembly-Workers and Double-Time, but I do have some questions about the Contraption element. It may have been a better idea to have picked one or the other.

Oromis1- Turtle Man (http://static.ddmcdn.com/gif/turtleman-pictures2.jpg)
The UU Turtle Lord gives blue mana acceleration. Turtle Charm seems extremely strong in limited, as the 1/4 part could be a trick to either save a creature or kill an opponent's, and the shroud part counters any combat trick or aura since it's not restricted to your stuff (this probably shouldn't coexist in a set with common hexproof). The Mentor and Hydromancer could make combat so unbelievably hard to think about for the opponent, and give you so many defensive options, that the game slows to a crawl, which is appropriate for the "Turtle deck" but might not be a very fun limited environment. These feel uncommon, complexity-wise, and would probably do bad things to limited at common. Staring down a Terrapin Monstrosity in limited seems very scary, particularly given the numerous toughness-buffs that will prevent your average wind drake from trading with it.

This is an odd complaint from me- but these cards seem too powerful, and slightly too complex. The mechanics and flavor, however, are all quite appropriate, and the checklist of turtle-goals hilarious.


Ninjaman- Orc Orc Orc (http://upload.wikimedia.org/wikipedia/en/3/33/Theswedishchef.png)
"Why aren't these Goblins?"
"Because... they're Orcs instead."

If I replaced each instance of "Orc" with "Goblin," I'm not sure anyone would really notice. What would be off is the 3-power, maybe, but there have been bigger goblins (http://gatherer.wizards.com/Pages/Search/Default.aspx?sort=p-&action=advanced&subtype=%20[%22Goblin%22]).

Mindless rage is a theme of the Orcs, but the plane's goblins could easily exhibit that. Also, you forgot the P/T on the uncommon lord!

Solid cards, but not a lot of innovation, which leaves it feeling like Goblins. On the plus side, the Madrunner is a card that seems like a very realistic design that could be a staple high-pick red card in any given set.

Ultimately, this is very close.
I think Dr.Gunsforhands, Oromis1, and tgva8889 stand out. It's very difficult to choose between them, as they each have advantages and disadvantages but in different areas.

I'll choose Oromis1's Turtle set, as it feels like it would be an extremely skill-intensive limited environment, and I can't get over how appropriate the title "the turtle deck" would be in that format.

tgva8889
2013-08-04, 03:47 AM
The reason I decided to go with contraption things was because I started with Riggers. It was hard to make anything that really interacts with them because all the things I wanted to do weren't commons or uncommons, and weren't good or interesting with only one card that made contraptions. In retrospect, going with only Assembly-Workers probably would have been better, as there's only so much space to do the things you really need to do. I think my favorite design of this group was Double-Time, as the effect has the right feeling and has the potential to be good without feeling too powerful.

You need the new zone because the word "assemble" has to mean something that can't be replaced by other, already existing words. I have actually used the Assembly Zone before, in a card that did much more interesting things with Riggers and Contraptions than I did in this set of 6. You really need to do it the way that I've done it, because otherwise you aren't doing something that actually makes Steamflogger Boss matter or you aren't doing something that matches the way Magic is designed and worded. Obviously I didn't actually make Contraptions do enough here, but you have to use another zone, because otherwise it should just put Contraption tokens onto the battlefield that don't do anything, not "assemble" them, which makes Steamflogger Boss useless.

It's odd but, to me, particularly interesting that Contraptions wouldn't be destroyed by Shatterstorm. It creates a different kind of tension where you are creating a resource that isn't removed by other cards. I couldn't use charge counters because I wanted the resource to exist entirely separately from everything else. If I had a creature put Charge counters on something, if that something was destroyed, you lose everything you built up. I didn't want that, so I didn't do that.

A creature assembles something when it dies in the same way that creature death puts tokens onto the battlefield and a creature deals damage to something when it dies. The wording on assembling is necessarily weird because Steamflogger Boss.

Congratulations to Oromis1 and thank you to Misothene for a fun contest idea! I look forward to the challenge you will give us in our next contest. :smallsmile:

Oromis1
2013-08-04, 11:00 AM
Thank you! I didn't think I would win, and I'm glad that my crazy team of turtles managed to pull it off. As for the next contest, it's a little bit wordy, but I think you can handle it:

Next contest: Make a set around one of the following themes:
-Plain vanilla creatures
-Attaching auras, equipment, or fortifications
-Pairing creatures (like soulbond)
-Colorless spells (such as Ghostfire (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243486) or Eldrazi)

I think that each of the above archetypes has yet to be fully explored in terms of creative design, and I'd love to see what sort of ideas you all can come up with. You can make a new keyword if you want, but your set must somehow focus on one of the themes.

Duck999
2013-08-04, 06:03 PM
The Good,
The Bad,
And The BLAND!!!!!!!!

GhostMonger 5
Creature-Spirit C
Flying
Whenever you cast a colorless spell, ~ deals 1 damage to target creature or player.
He wanders, spreading pain, while he is always unseen.
4/3

Slight of Hand and Eye 0
Sorcery C
Look at the top two cards of your library. Your opponent chooses one (without looking) and you put that card into your graveyard and the other card in your hand.
They can and will trick you, no matter what you do.


Sequester 1
Instant C
Return target creature you control to its owners hand.
Always there, always not.

Ghostly Trickery 2
Sorcery C
Up to two spirits you control are unblockable this turn.
Now you see it, now you-AHHRRRGGGG THE PAIN!

Ghost Illusionist 4
Creature-Spirit Wizard
Instant and sorcery spells you control (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=290526) or that are in your hand are colorless.
3/3
You never see it coming

Invisible Masquerade 5
Enchantment U
Colorless spells you cast cost one less to cast (minimum 1). Creatures you control have protection from colored spells.
They wear the best costumes in the land, but go completely unseen.

(I balance this by saying that it is like a worse version of hexproof)

Dr.Gunsforhands
2013-08-04, 10:25 PM
GG, Oromis, you've earned it!

For what it's worth, "Pirates do cool stuff when they deal damage and particularly benefit from gaining flying," a phrase which should probably have been shortened to, "Pirates do cool stuff when they deal damage to players," were the stupid vampire not so obsessed with mimicking lifelink. The idea was that the looter was really good at looting stuff, whereas the vampire was really good at looting blood.

The captain on the other hand was really just a reference to an ooold blue zombie, combined with the fact that some existing pirates can only block creatures with flying. I imagined that his airship just went down over the ocean. :smalltongue:

Anyway, which theme to use... Hmm...

Small-town Hero W
Creature - Human Samurai C
"Don't be so melodramatic. I mean, if the lord's stupid dog can do this, why shouldn't I?"
2/2

Elite Duo WW
Creature - Human Samurai C
In the remote Kalonian training grounds, even the teachers use the buddy system.
3/3

Devoted Authorities WWW
Creature - Human Samurai C
"Aye, there's a sad story behind them. I heard they once faced down a horde of spiny metal monstrosities, one by one, only to turn around and find that the village had already been ground to dust in the meantime. Now they each can't seem to face anyone outside the three of 'em."
4/4

Beautiful Efficiency 2W
Instant - C
Untap up to two creatures you control. Each of those creatures gains double-strike until end of turn.
"Slash! Slash! Slash! Slash!"
- Miko Miyazaki, too absorbed in the process to tear herself away.

Elegant Simplicity W
Enchantment - Aura U
Flash, Enchant Creature
Enchanted creature loses all abilities. (It retains its types, power and toughness.)
"I was once asked whether I truly wanted to see a better world, or merely one less interesting. I maintain that the difference is just a matter of opinion."
- Su Konda's The Civilized Kamigawa, third edition.

Dr.Gunsforhands
2013-08-06, 12:08 AM
Durble-post to get my set out here:

Small-town Hero W
Creature - Human Samurai C
Defender
W: Small-town Hero loses defender permanently.
"Don't be so melodramatic. I mean, if the lord's stupid dog can do this, why shouldn't I?"
2/2

Elite Duo WW
Creature - Human Samurai C
In the remote Kalonian training grounds, even the teachers use the buddy system.
3/3

Devoted Authorities 3W
Creature - Human Samurai C
Defender
2W: Devoted Authorities loses defender until end of turn.
"Aye, there's a sad story behind them. I heard they once faced down a horde of spiny metal monstrosities, one by one, only to turn around and find that the village had already been ground to dust in the meantime. Now they each can't seem to face anyone outside the four of 'em without serious coaxing."
4/5

Beautiful Efficiency 2W
Instant - C
Untap up to two creatures you control. Each of those creatures gains double-strike until end of turn.
"Slash! Slash! Slash! Slash!"

Elegant Simplicity W
Enchantment - Aura C
Flash, Enchant Creature
Enchanted creature loses all abilities. (It retains its types, power and toughness.)
"I was once asked whether I truly wanted to see a better world, or merely one less interesting. I maintain that the difference is just a matter of opinion."
- Su Konda's The Civilized Kamigawa, third edition.

Master's Entourage WWW
Creature - Human Samurai Monk U
To the untrained eye, her associates are bodyguards. The reality is even simpler: they need the armor, and she does not.
4/4

I might edit the Duo to make it fit in better thematically, but right now the first three creatures just reference some precedent for their high cost-efficiency.

Beautiful Efficiency exists to take advantage of its simple, cheap targets, allowing their high power and toughness to be put to good use both attacking and blocking. The results should make Miko proud.

Elegant Simplicity is there because the artifact that does this to all creatures would definitely have to be rare. As it is, it's probably going to be a last-pick regardless of context, but it can rob a creature of first-strike or flying if it needs to and fits into an open design niche in the more general universe. Konda-Su's story is patterned after a comic page from an Exalted sourcebook of all things.

"EDIT": Changed the Authorities to be the uncommon, on account of they cost triple-white.

EDIT AGAIN: Added a 'losing defender' theme to account for an extra card.

tgva8889
2013-08-06, 01:24 AM
Dr.Gunsforhands, you should make a 5th common in order to meet the requirements of the contest.

Shellbound Forcemage 1G
Creature - Human Shaman C
When Shellbound Forcemage is turned face up, target creature you control gets +2/+2 until end of turn.
Morph 1GG (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2

Shellshaper Elder 2G
Creature - Human Shaman C
Whenever you cast a colorless spell, put a +1/+1 counter on Shellshaper Elder.
Muraganda shamans learn how to sheathe themselves in a primal cocoon which allows them access to ancient and unknown magic.
0/1

Bolstering Shell G
Instant C
Target creature you control gets +1/+1 until end of turn. If it has no abilities, it gets an additional +1/+1 and can't be the target of spells or abilities you don't control until end of turn.
"Within the primal shell, our brother is most vulnerable. With our magic, we ensure is birth."
- Golar, Muraganda Elder

Muraganda Baloth 3GG
Creature - Beast C
When Muraganda Baloth is turned face up, it loses all abilities. (This effect does not end at end of turn.)
Morph 2GG (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Shamans study the life cycle of the beasts which guard the petroglyphs, hoping to discern something unique about their nature.
4/4

Innocence Totem 2
Artifact C
Sacrifice Innocence Totem: Draw a card.
Morph 1 (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Though the shamans do not understand its true use, from it they learn the valuable lesson of humility.

Muraganda Petroglyphs (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=muraganda%20petroglyphs) 3G
Enchantment U
Creatures with no abilities get +2/+2.
The ancient markings served as an inspiration to those who chose to hide their true nature under the primal shell.

I've just started making these contests needlessly more challenging for myself, but it's kind of fun for me so whatever.

Lea Plath
2013-08-06, 03:18 PM
So, I've chosen Soulbound.

I've chosen to reimagine it as a R/G ability. Shaman will bond their souls with animal spirits for power. They fight together and as two beings.

Inner Flame Shaman R/G R/G
Creature - Human Shaman
Haste
2/1
(A nice hastey body for receiving a soulbond. Common because of cards like Rakdos Shredfreak)

Spirit of the Maned Hunter 2RG
Creature - Spirit Cat C
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spirit of the Maned Hunter is paired with another creature, both creatures get +1/+1 and have haste.
2/1
(A basic soulbonder, at worse a 2/1 who can make someone else get haste, decent enough common)


Timberpack Spirit 3G
Creature - Spirit Wolf C
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Timberpack Spirit is paired with another creature, both creatures get +1/+1 for each other creature called Timberpack Spirit on the battlefield.
2/2
(The idea is that this is cross between Timberpack Wolf and a soulbond card. Because it is bonded, both them and their ally get the bonus.)

Wildheart Shaman RG
Creature - Human Shaman C
As long as Wildheart Shaman is paired with another creature, Wildheart Shaman has +1/+0 and haste.
2/1
(So it gets bonuses for being paired with, but only to itself)

Spirit of Growth 1G
Creature - Spirit C
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spirit of Growth is paired with another creature, both creatures have "T: Add G to your mana pool".
1/2
(A take on a mana dork)

Spirit of the Slith 1R
Creature - Spirit U
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spirit of the Slith is paired with another creature, both creatures have "Whenever this creature deals combat damage to a player, put a +1/+1 counter on it"
1/1
(I like Slith and this seemed fun)

HypoSoc
2013-08-06, 08:56 PM
You can't have something soulbound with more than one creature.

You may pair this creature with another unpaired creature

You forgot p/t on a creature.
Is it pack spirit or timberpack spirit?

Misothene
2013-08-06, 10:01 PM
Bolstering Shell G
Instant C
Target creature you control gets +1/+1 and gains Hexproof until end of turn. If it has no abilities, it gets an additional +1/+1 until end of turn.
"Within the primal shell, our brother is most vulnerable. With our magic, we ensure is birth."
- Golar, Muraganda Elder


Does the second part of this card actually work? The first part just gave it hexproof, so wouldn't it then have an ability no matter what?

tgva8889
2013-08-06, 11:31 PM
Does the second part of this card actually work? The first part just gave it hexproof, so wouldn't it then have an ability no matter what?

Good catch, yeah I better fix that.

HypoSoc
2013-08-07, 10:28 AM
Does the second part of this card actually work? The first part just gave it hexproof, so wouldn't it then have an ability no matter what?

Yes it would work. Hexproof for one, does not effect spells or abilities you control, only those opponents control. Also, even if it gave shroud instead, it would only matter if the second part targeted.

tgva8889
2013-08-07, 12:19 PM
Yes it would work. Hexproof for one, does not effect spells or abilities you control, only those opponents control. Also, even if it gave shroud instead, it would only matter if the second part targeted.

The part he was asking about, which is relevant, is that after the creature gains Hexproof, it couldn't possibly "have no abilities" because it has Hexproof. Thus, under the original ruling, no creature would ever get the additional +1/+1. I fixed it so now it should work properly.

Dr.Gunsforhands
2013-08-08, 10:29 PM
Dr.Gunsforhands, you should make a 5th common in order to meet the requirements of the contest.

When I first saw this, I said, "What? But I already made five- OHHHHHHHH."

So, I added a theme to make room, and also to make the limited format slightly less unbelievably terrifying.

Misothene
2013-08-11, 06:36 PM
Boros Regional Command 1
Artifact- Fortification C
Fortify 2
Fortified land has "T: Add RW to your mana pool."
The Legion's home away from Sunhome.

Archery Enthusiast 1W
Creature- Human Archer C
As long as a land you control is fortified, Archery Enthusiast has "T: Archery Enthusiast deals 1 damage to target attacking or blocking creature."
He's always liked archery, but could never afford the equipment. The Wojek had an offer for him.
2/1

Ordruun Siege Breaker 2RW
Creature- Minotaur Soldier C
Ordruun Siege Breaker gets +0/+1 for each fortified land you control.
They're better when they take the time to don their armor.
5/1

Spire Turret 1R
Artifact- Fortification C
Fortify 2R
Fortified land has "T: This deals 1 damage to each opponent."

Independent Contractor 1W
Creature- Human Adviser C
Whenever a land you control becomes fortified, untap it. (This doesn't work if the Fortification is already attached to it.)
"Bunkers, courthouses, arboretums, whatever- just build them right."
1/3

Boros Forward Rampart 1RW
Artifact- Fortification U
Fortify 3
As long as fortified land is untapped, creatures you control get +0/+2.
Fortified land has "T: Untap target creature you control. It gains first strike until end of turn."

Ninjaman
2013-08-12, 08:36 AM
Faceless one - 3
Creature - Yldran - C
Faceless one gets +1/+1 as long as you control no colored permanents.
"I have no idea what it is, but it is not friendly"
- Rendhar, Sentry
2/2

Blade Herald - 4
Creature - Yldran - C
Blade Herald has firststrike as long as you control a mountain.
It's arms are blades made from the mountains of this world.
3/1

Glinstrand's Sentence - 3B
(colorless) Sorcery - C
Destroy target colored creature.
"He is drained of all energy. What killed him is not of this world"
- Undrian, Priest of Terra

Slaughterer - 5
Creature - Yldran - C
When Hungering One enters the battlefield, if you control a swamp, you may destroy target creature.
It's single eye sees nothing but victims
2/2

Servant - 1
Creature - Yldran - C
T: Add 1 to your mana pool
"These creatures seem to have some sort of hierarchy"
Ernhalm, Tranduin Researcher
1/1

Speaker of Unity - 3
Creature - Yldran - C
Colorless spells you cast cost 1 less to play.
Whenever you play a colored spell you may put a +1/+1 counter on Speaker of Unity.
"My kinsmen are savages. They see only mistakes in your design. I think we could learn from each other."
1/1

Oromis1
2013-08-13, 12:49 PM
Judging time! Sorry for the wait; I was (and still am) a bit busy.

Duck999All the cards are colorless, but that seems to be all they have in common. Ghostmonger is colorless burn that triggers for artifacts, Ghost Illusionist bypasses protection, and Invisible Masquerade gives shroud that doesn't affect abilities or artifacts. Some of the abilities are unique enough to feel colorless, but many of the cards still feel White or Blue.
Dr.Gunsforhands"Elegant Simplicity" is the best way to sum this set up. All of the creatures are fairly costed vanilla creatures, with an inherent theme running through them. I feel like small town hero is a bit too powerful for a common, as is Elite Duo (Watchwolf is an uncommon), but I have very little experience with the limited environment, and I cannot properly judge upon that. But in the end, the set is simple - simple to understand, and simply powerful.
Tgva8889If Dr. Gunsforhand's set was a simple interpretation of vanilla, this is definitely a more complex one. Morph allows for a nice blend between a colorless theme and a vanilla theme, as the Spellshaper Elder suggests (note that it also triggers for artifacts). The Muraganda flavor works well, but many of the cards seem to be a bit weak (Shellbound forcemage is effectively 1GG for +2/+2 until EOT, which usually costs G).
Lea PlathI like your new interpretation of soulbond. It fits the name and the mechanic well, although it seems as if the spirits, not the shamans, are doing all the work. But that's just nitpicking, as the cards themselves have very unique abilities.
If I were to complain, it would be that this seems too much like regular soulbond to feel new. But the spirits themselves are fun, and are definitely interesting enough to feel special.
MisotheneThis set looks like a lot of fun. It's got a lot of flavor, and the fortifications have their own unique identity as land add-ons, a fact I really like. Although I question why the fortifications must be colored. Colored fortify costs are the most you'll ever need, why make the artifacts colored to add confusion?
Also, for future reference, two Independent Contractors and a Boros Regional Command = infinite mana. Fortify for 2, trigger & untap, tap for WR, second trigger & untap, tap for WR, fortify another land for 2 (surplus of WR)... rinse and repeat.
NinjamanThe problem with non-artifact colorless is that it has no color, and therefore no identity. With that in mind, I think your set gives a nice, non-Eldrazi flavor to it - taking on the characteristics of other colors, but never actually becoming them. However, with the exception of Servant (which gives turn 1 mana ramp to every color), many of the cards in this set seem overcosted, especially considering the land requirements.

Boy, judging a set is really different from judging a single card. At least there are fewer entries.
WinnerWinner Runner-Up
Tgva8889! Your set was pretty interesting, and while it didn't win, I thought it was interesting enough to warrant an honorable mention. Congratulations!

WinnerMisothene! Congratulations in making a fortification archetype that fits the flavor, makes fortifications matter, and sets it apart from equipments!

tgva8889
2013-08-13, 05:01 PM
Morphs generally have higher costs on spell effects, because they also come with creatures. See Patron of the Wild (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=42057). The rest of the cards are all comparable to cards printed in recent sets.

Misothene
2013-08-14, 10:55 PM
Thanks Oromis, it's difficult to edge out tgva8889, so I'm pretty happy about that.

Next contest... sometimes, I think they introduce some interesting things, then they disappear after only getting a few cards. For instance, Trap and Curse are subtypes that don't have that many cards, given that they were from two-set blocks.

Make a set with a theme based on Traps and/or Curses!

Lea Plath
2013-08-16, 08:25 AM
So. I've decided to combine them.

Lets have a tomb! Egyptian tomb! I've decided to do 1 card for each colour, 1 curse, 1 trap, and the rest support cards.

Curse-Spreader Asp 1G
Creature - Snake C
Deathtouch
Defender
Curse-Spreader Asp gets +1/+1 for each curse you control.
0/3
The greater the king, the greater the risk

Tomb Priest 2W
Creature - Human Cleric
When Tomb Priest dies, you may search your library for a Curse card, reveal it and put it to your hand. Then shuffle your library.
2/2
"We serve the king in life. We revere him in death"

Curse of the King's Wrath 3R
Enchantment - Curse C
At the beginning of the enchanted players upkeep, Curse of the King's Wrath deals 1 damage to them and 1 damage to target creature they control.
"The King cursed his enemies, so that they might suffer as their people suffer"

Master Trap Builder 3U
Creature - Human Artificer C
When Master Trap Builder enters the battlefield, Look at the top five cards of your library. You may reveal a trap card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/4

Executioner's Trap 1BB
Instant - Trap C
If a creature dealt damage to you this turn, you may pay B rather than Executioner's Trap's mana cost.
Target creature gets -5/-5 until the end of turn.
"DUCK!"

Pharaohs Treasure Room 3
Artifact - U
Whenever you cast a trap or curse, put a charge counter on Pharaohs Treasure Room.
Remove 2 Charge Counters from Pharaohs Treasure Room: Draw a card, then gain 2 life.

Ninjaman
2013-08-16, 09:03 AM
Executioner's Trap needs an until end of turn clause.

Dr.Gunsforhands
2013-08-17, 12:50 AM
Eldritch Bolt 2R
Instant - C
Eldritch Bolt deals 3 damage to target creature or player. If Eldritch Bolt's target is enchanted, it deals 5 damage to that creature or player instead.

Eldritch Drain 2U
Instant - C
Counter target spell unless its controller pays 3. If that spell's controller is enchanted, instead counter it unless its controller pays 5.

Curse of the Pierced Heart (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227071) 1R
Enchantment - Aura Curse C
Enchant Player
At the beginning of enchanted player's upkeep, Curse of the Pierced Heart deals 1 damage to that player.

Curse of the Pierced Mind 2U
Enchantment - Aura Curse C
Enchant Player
Enchanted player's maximum hand size is reduced by two.

Curse of the Pierced Soul 3W
Enchantment - Aura Curse C
Enchant Player
Spells enchanted player casts cost 1 more to cast.

From Whence It Came WW
Instant - U
Exile target enchantment. If that enchantment was a curse, you may return it to the battlefield under your control and attach it to an opponent.

Oromis1
2013-08-19, 10:07 AM
Trip-rune Gem 2
Artifact C
Flash
1, T: Add 1 mana of any color to your mana pool.
3, T, Sacrifice Trip-rune Gem: Search your library for a Trap card, reveal it, and put it into your hand. Then shuffle your library.

Snaremaker's Salvage 1G
Sorcery - trap C
Exile target trap in your graveyard face-down and shuffle all traps from your graveyard into your library. You may look at and play the exiled card for as long as it remains exiled.

Spider Snare 3G
Instant - trap C
If a creature with flying is attacking, you may pay G rather than pay Spider Snare's mana cost.
Put two 1/2 green spider creature tokens with reach onto the battlefield.

Torrent Trap 3UU
Instant - trap C
If three or more creatures are attacking, you may pay 1U rather than pay Torrent Trap's mana cost.
Attacking creatures get -5/-0 until end of turn.
"Wheeeee!" -Zurdi, goblin explorer

Bear Trap 2G
Instant - trap C
If your opponent cast a creature spell this turn, you may pay 0 rather than pay Bear Trap's mana cost.
Put a 2/2 green bear creature tokens onto the battlefield. That creature fights another target creature.

Avalanche Trap 3RR
Instant - trap U
If a land you controlled was put into a graveyard this turn, you may pay R rather than pay Avalanche Trap's mana cost.
Avalanche Trap deals 10 damage to target creature.
"Remove one stone, and the whole mountain can come come crashing down."

Ninjaman
2013-08-22, 01:11 AM
Curse of Dizziness - 3U
Enchantment - Curse - C
Enchant player
Creatures enchanted player controls get -1/-0


Trapfinder - 2U
Creature - Human Scout - C
When Trapfinder enters the battlefield, look at the top five cards of your library, you may reveal a trap card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/2

Curse of Devotion - 2W
Enchantment - Curse - C
Enchant player
Creatures enchanted player controls enter the battlefield tapped.

Snap Trap - 3U
Instant - Trap - C
If a creature an opponent controls is attacking you may pay 1U instead of paying Snap Trap's mana cost.
Put target creature on top of its owner's library.

Cleansing Trap - 3W
Instant - Trap
If you are enchanted with a curse, you may pay W instead of paying Cleansing Trap's mana cost.
Destroy target enchantment, you gain 5 life.

Illusionists Trap - 2UU
Instant - Trap - U
If a spell your opponent controls targets you, you may pay U rather than pay Illusionists Curse's mana cost.
Change the target of target spell with a single target.

Ragamander
2013-08-22, 03:28 AM
I definitely feel restricted without rares. My cards are probably too complicated, but I had fun coming up with them!

THE SIX:
Lost Temple
Land - Ruin C
Lost Temple enters the battlefield tapped.
When Lost Temple enters the battlefield, search your library for a Trap card and reveal that card. Shuffle your library, then put the card on top of it.
{T}: Add {1} to your mana pool. Lost Temple deals 1 damage to you.
"What's that strange rumbling noise? Almost sounds like a rolling boulder..."
--Erik Randall, Ruin Explorer, last words


Ruin Guide 3W
Creature - Human Scout C
Ruinwalk
Trap spells your opponents cast cost {1} more to cast.
1/3
"Stop! One more step, and the last thing you ever see will be a dart flying at your face."


Giant Spider Trap 4G
Instant - Trap C
If a creature with flying is attacking you or a Planeswalker you control, you may pay {2G} instead of paying Giant Spider Trap's mana cost.
Put a 2/4 green Spider creature token with reach onto the battlefield.
It's not far into the trap, as the crow flies.


Accursed Ground Trap 4BB
Instant - Trap U
If a creature without flying is attacking you or a Planeswalker you control, you may pay {3B} instead of paying Accursed Ground Trap's mana cost.
Search your library for a Curse card with converted mana cost 4 or less and put it onto the battlefield attached to target creature without flying.
"Tread lightly through this sacred space, lest you leave with more than you brought."
--Signpost inscription


Curse of Weakness B
Enchantment - Aura Curse C
Enchant creature
Enchanted creature gets -2/-1.
Even the immortal will cave to weariness.


Cursefilter 3
Artifact C
{T}: Add {1} to your mana pool.
{T}: Add one mana of any color to your mana pool. Activate this ability only if a Curse is attached to you or a permanent you control.
With the proper tools, even a curse can be a blessing.


Bonus cards (ideas I couldn't finagle into the six):
Erik Randall, Ruin Explorer 1RGW
Legendary Creature - Human Scout M
Ruinwalk
If Erik Randall would deal combat damage to a player, you may instead put that many treasure counters on it. If you do, search your library for an artifact card with converted mana cost less than or equal to the number of treasure counters on Erik Randall and put it onto the battlefield tapped. Then shuffle your library.
2/2
"I'm not a thief; I'm an archaeologist!"

Cursed Treasure Trap XXBB
Instant - Trap R
If an opponent had an artifact enter the battlefield under his or her control this turn, you may pay {XBB} instead of paying Cursed Treasure Trap's mana cost.
Search your library for a Curse card with converted mana cost X or less and put it onto the battlefield attached to target player.


Curse of Wailing 1U
Enchantment - Aura Curse C
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life unless he or she puts the top three cards of his or her library into his or her graveyard.
If you want it to stop, just claw your ears off.


Curse of Spasms R
Enchantment - Aura Curse C
Enchant creature
At the beginning of your upkeep, put a charge counter on Curse of Spasms.
Whenever enchanted creature attacks or blocks, Curse of Spasms deals X damage to it, where X is the number of charge counters on Curse of Spasms.


Cursed Relic 4
Artifact U
When Cursed Relic enters the battlefield, sacrifice it unless you search your library for a Curse card that could enchant a player and put it onto the battlefield attached to you.
{T}: Add {3} to your mana pool.

Bonus cards (for amusement purposes):
Curse of Whaling 4UUU
Enchantment - Aura Curse R
Enchant player
At the beginning of enchanted player's upkeep, that player sacrifices a Whale. If he or she can't, he or she loses 5 life.
(Note: This only makes sense if you saw Curse of Wailing above. You might not have seen it, because I moved it out of THE SIX at the last minute.)


Giant Rolling Boulder 7
Artifact - Trap R
Flash
If a creature attacked you this turn, and if an opponent had an artifact enter the battlefield under his or her control this turn, and if you control a Ruin, you may pay {0} instead of paying Giant Rolling Boulder's mana cost.
When Giant Rolling Boulder enters the battlefield, destroy target nonlegendary creature.
{7}, {T}, Discard a card: Return Giant Rolling Boulder to its owner's hand.
Because we need more Indiana Jones in our Magic.


EDIT: Wow, I totally didn't realize that it's already the 22nd and the trap/curse challenge is already over. Whoops...

Misothene
2013-08-22, 03:20 PM
Luckily for you Ragamander, I was far busier yesterday than expected! Judging will commence later today.

Misothene
2013-08-23, 01:45 AM
Sorry for the delay!

Lea Plath- Egyptology

Set:


Curse-Spreader Asp 1G
Creature - Snake C
Deathtouch
Defender
Curse-Spreader Asp gets +1/+1 for each curse you control.
0/3
The greater the king, the greater the risk

Tomb Priest 2W
Creature - Human Cleric
When Tomb Priest dies, you may search your library for a Curse card, reveal it and put it to your hand. Then shuffle your library.
2/2
"We serve the king in life. We revere him in death"

Curse of the King's Wrath 3R
Enchantment - Curse C
At the beginning of the enchanted players upkeep, Curse of the King's Wrath deals 1 damage to them and 1 damage to target creature they control.
"The King cursed his enemies, so that they might suffer as their people suffer"

Master Trap Builder 3U
Creature - Human Artificer C
When Master Trap Builder enters the battlefield, Look at the top five cards of your library. You may reveal a trap card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/4

Executioner's Trap 1BB
Instant - Trap C
If a creature dealt damage to you this turn, you may pay B rather than Executioner's Trap's mana cost.
Target creature gets -5/-5 until the end of turn.
"DUCK!"

Pharaohs Treasure Room 3
Artifact - U
Whenever you cast a trap or curse, put a charge counter on Pharaohs Treasure Room.
Remove 2 Charge Counters from Pharaohs Treasure Room: Draw a card, then gain 2 life.

Flavorfully, I like the idea- it communicates Egyptian-ish stuff as a theme well. Unfortunately, I think trying to make one of each color, and trying to do both curses and traps, hurts this set. I don't really get a sense of what each color can do, and what the set does with traps and curses. The Curse here is a variation on Curse of the Pierced Heart. The Trap, meanwhile, is a creative take on Executioner's Swing, but has a couple flaws: 1. This doesn't limit you to the creature that dealt damage, 2. It's extremely strong on its own, so there are few situations where you wouldn't kill the creature before damage.



Dr.Gunsforhands: PIERCE PIERCE PIERCE

Cards:

Eldritch Bolt 2R
Instant - C
Eldritch Bolt deals 3 damage to target creature or player. If Eldritch Bolt's target is enchanted, it deals 5 damage to that creature or player instead.

Eldritch Drain 2U
Instant - C
Counter target spell unless its controller pays 3. If that spell's controller is enchanted, instead counter it unless its controller pays 5.

Curse of the Pierced Heart (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227071) 1R
Enchantment - Aura Curse C
Enchant Player
At the beginning of enchanted player's upkeep, Curse of the Pierced Heart deals 1 damage to that player.

Curse of the Pierced Mind 2U
Enchantment - Aura Curse C
Enchant Player
Enchanted player's maximum hand size is reduced by two.

Curse of the Pierced Soul 3W
Enchantment - Aura Curse C
Enchant Player
Spells enchanted player casts cost 1 more to cast.

From Whence It Came WW
Instant - U
Exile target enchantment. If that enchantment was a curse, you may return it to the battlefield under your control and attach it to an opponent.
The "Curse of the Pierced" cycle is a good way to show off what each color can do with a common-feeling curse. Having each one named the same thing could get confusing to people, though limited players would probably get used to saying "the white common curse," etc. If you allowed them to have different names, you would probably want to reprint Curse of the Bloody Tome (mills two) instead of Pierced Mind, as there isn't discard to interact with that at common. "Max hand size" isn't something that shows up very often, and could be confusing to newer players (do I discard immediately if I have 7 cards? Is the max size 7 or something more than that?). Also, From Whence it Came is an extremely powerful Curse-hate card, which may not be the best thing to showcase a "Curses matter" set.

That said, I like the idea of the Eldritch cards, especially the blue one. The red one might be a little strong for limited, where multiple Pierced Hearts and some aggression will make 5 damage to the face pretty scary, but is still cool design. I think dedicating the uncommon to "here's how I can bring some insane hurt to my common theme" hurts.


Oromis1: Suddenly, Spiders

Cards:

Trip-rune Gem 2
Artifact C
Flash
1, T: Add 1 mana of any color to your mana pool.
3, T, Sacrifice Trip-rune Gem: Search your library for a Trap card, reveal it, and put it into your hand. Then shuffle your library.

Snaremaker's Salvage 1G
Sorcery - trap C
Exile target trap in your graveyard face-down and shuffle all traps from your graveyard into your library. You may look at and play the exiled card for as long as it remains exiled.

Spider Snare 3G
Instant - trap C
If a creature with flying is attacking, you may pay G rather than pay Spider Snare's mana cost.
Put two 1/2 green spider creature tokens with reach onto the battlefield.

Torrent Trap 3UU
Instant - trap C
If three or more creatures are attacking, you may pay 1U rather than pay Torrent Trap's mana cost.
Attacking creatures get -5/-0 until end of turn.
"Wheeeee!" -Zurdi, goblin explorer

Bear Trap 2G
Instant - trap C
If your opponent cast a creature spell this turn, you may pay 0 rather than pay Bear Trap's mana cost.
Put a 2/2 green bear creature tokens onto the battlefield. That creature fights another target creature.

Avalanche Trap 3RR
Instant - trap U
If a land you controlled was put into a graveyard this turn, you may pay R rather than pay Avalanche Trap's mana cost.
Avalanche Trap deals 10 damage to target creature.
"Remove one stone, and the whole mountain can come come crashing down."
I like the feel of the green traps here, unleashing things if certain conditions are met. Honestly, focusing more on that and taking out some of the combat trick-y traps (Torrent Trap is just a tweaked Lethargy Trap, after all) might have made for a more focused set. Something like Primal Forcemage or Bronzebeak Moa would have been pretty interesting in this set's green limited pool. I love Bear Trap's name, but the mandatory fighting makes it feel much more like a green Shock than an awesome free bear. Snaremaker's Salvage seems unnecessarily confusing for a common, and I don't really understand why it couldn't have been "Return target Trap card from your graveyard to your hand." If this was intended to conceal which card you were "returning," it doesn't work, since you need to announce the target.


Ninjaman: Snaptrap

Cards:

Curse of Dizziness - 3U
Enchantment - Curse - C
Enchant player
Creatures enchanted player controls get -1/-0


Trapfinder - 2U
Creature - Human Scout - C
When Trapfinder enters the battlefield, look at the top five cards of your library, you may reveal a trap card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/2

Curse of Devotion - 2W
Enchantment - Curse - C
Enchant player
Creatures enchanted player controls enter the battlefield tapped.

Snap Trap - 3U
Instant - Trap - C
If a creature an opponent controls is attacking you may pay 1U instead of paying Snap Trap's mana cost.
Put target creature on top of its owner's library.

Cleansing Trap - 3W
Instant - Trap
If you are enchanted with a curse, you may pay W instead of paying Cleansing Trap's mana cost.
Destroy target enchantment, you gain 5 life.

Illusionists Trap - 2UU
Instant - Trap - U
If a spell your opponent controls targets you, you may pay U rather than pay Illusionists Curse's mana cost.
Change the target of target spell with a single target.

This is another case of Curses AND Traps and not really doing enough with either, I feel. The cards individually are fine, but don't really show off a cohesive theme and don't really interact in a very exciting way.
They usually keep redirection effects at rare; at uncommon, blue could be pretty scary in limited, as removal spells could become massive liabilities when your opponent has 2UU.



Ragamander: AT THE BUZZER


Lost Temple
Land - Ruin C
Lost Temple enters the battlefield tapped.
When Lost Temple enters the battlefield, search your library for a Trap card and reveal that card. Shuffle your library, then put the card on top of it.
{T}: Add {1} to your mana pool. Lost Temple deals 1 damage to you.
"What's that strange rumbling noise? Almost sounds like a rolling boulder..."
--Erik Randall, Ruin Explorer, last words


Ruin Guide 3W
Creature - Human Scout C
Ruinwalk
Trap spells your opponents cast cost {1} more to cast.
1/3
"Stop! One more step, and the last thing you ever see will be a dart flying at your face."


Giant Spider Trap 4G
Instant - Trap C
If a creature with flying is attacking you or a Planeswalker you control, you may pay {2G} instead of paying Giant Spider Trap's mana cost.
Put a 2/4 green Spider creature token with reach onto the battlefield.
It's not far into the trap, as the crow flies.


Accursed Ground Trap 4BB
Instant - Trap U
If a creature without flying is attacking you or a Planeswalker you control, you may pay {3B} instead of paying Accursed Ground Trap's mana cost.
Search your library for a Curse card with converted mana cost 4 or less and put it onto the battlefield attached to target creature without flying.
"Tread lightly through this sacred space, lest you leave with more than you brought."
--Signpost inscription


Curse of Weakness B
Enchantment - Aura Curse C
Enchant creature
Enchanted creature gets -2/-1.
Even the immortal will cave to weariness.


Cursefilter 3
Artifact C
{T}: Add {1} to your mana pool.
{T}: Add one mana of any color to your mana pool. Activate this ability only if a Curse is attached to you or a permanent you control.
With the proper tools, even a curse can be a blessing.


Some interesting flavor, but your curse isn't a Curse! Curses only attach to players, that's what distinguishes them from normal Auras. Lost Temple is really weird for Common, and I'm not seeing enough "Ruins matter" effects to justify it. Ruin Guide is interesting, but hosing a theme is probably not a good way to show it off at common.

Winner:
Dr.Gunsforhands and Oromis1 had the most focused entries, and it's close. While Bear Trap has an awesome name, I'll give it to Dr.Gunsforhands, with the most focused, simple set that best showcases its theme, and makes it relevant on well-made cards.

Ragamander
2013-08-23, 04:27 AM
Congrats to Dr.Gunsforhands!


Some interesting flavor, but your curse isn't a Curse! Curses only attach to players, that's what distinguishes them from normal Auras. Lost Temple is really weird for Common, and I'm not seeing enough "Ruins matter" effects to justify it. Ruin Guide is interesting, but hosing a theme is probably not a good way to show it off at common.
Not that anyone cares, but my reasoning was that we already know that Curses generally enchant players, so with only six cards to represent an entire (theoretical) set, it would be more important to show that the set will include some that enchant other things. While the signature ability of Curses IS enchanting players, I feel like that allotted design space is too artificially restricted. Plus, with respect to flavor, it's also completely arbitrary: does it make sense that a creature can't be cursed? Mostly, though, I wanted Accursed Ground Trap to make sense, and having Curses that can enchant the trespasser itself (i.e. the attacking creature without flying) did not seem like too huge a stretch for the sake of delicious, delicious flavor.

I thought about whether or not Lost Temple was too weird for a Common, but I ultimately decided that it would be a good tool to encourage the use of Traps, especially at that rarity. Littering limited with Lost Temples means that any player could choose to toss in just a few cool Curses and still have them be relevant, without having to go full-on Curse-tribal. What's the point of putting a cool Trap card in your deck if you never see it?
The damage drawback was meant to balance the card (tutors are baroque), but it also has flavor (it's riddled with traps and therefore dangerous, even to you). The "Ruin" subtype was partly just flavorful gravy. I originally had a few Traps that needed you to control a Ruin for their alternate cost, but I ended up editing those clauses out due to both flavor problems and prohibitiveness. "Ruinwalk" was intended to suggest that the set at large could make use of the subtype.

Similarly, Ruin Guide's ability to hose traps, especially on a common, was partly meant to suggest that Traps matter a lot in the greater set, so much so that their power level will still be reasonable with the occasional cost increase every few games (in limited, that is, as the card itself is unlikely to be viable in constructed). Mostly, though, it was flavor.

Ultimately, I guess I designed/selected my cards with the intent of suggesting as much as possible about how the full set might work, at the cost of the six cards themselves not actually constituting a perfect package in and of themselves. Question mark?

Also, regarding redirection effects at uncommon:
Rebound (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5209) (targeting one player)
Meddle (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39451) (targeting one creature)
Sideswipe (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=80523) (only arcanes, all targets)
Reroute (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89087) (only abilities, single target)
Goblin Flectomancer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97211) (instants/sorceries, all targets)
Swerve (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175010) (all spells, single target)
Ricochet Trap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191549) (all spells, single target)So, in Ninjaman's defense, Ricochet Trap is totally a thing. :D

Dr.Gunsforhands
2013-08-23, 06:46 PM
Victory!

For this week's mini-set...

Make a six-card combo! (That is to say, six cards that, together, can be used in such a way as to quickly win you the game.)

The caveat, of course, is that no subset of The Combo should quite have that quality; the cards can still play nicely together, and they can all be good cards in their own right, but The Combo wants to include all of them.

Go go go!

Ragamander
2013-08-26, 02:29 AM
Goblin Fireheart R
Creature - Goblin Warrior C
When Goblin Fireheart dies, add {R} to your mana pool.
1/1
Some goblins' blood burns with passion. Others just plain burn.


Skirk Prospector (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243465) R
Creature - Goblin C
Sacrifice a Goblin: Add {R} to your mana pool.
1/1
"I like goblins. They make funny little popping sounds when they die."
—Braids, dementia summoner


Goblin Funeral Crasher 3R
Creature - Goblin Rogue C
{X}, {T}: Return target Goblin creature card with converted mana cost X from your graveyard to your hand if it was put there from the battlefield since the beginning of your last upkeep.
2/1
"Hey, we weren't done with that yet!"


Goblin Support Group 3RR
Creature - Goblin Advisor C
Whenever a Goblin dies, you may untap target nonlegendary Goblin.
2/2
"Yes, we all miss Glok. But he'd want us to move on and go outside and laugh at storms twice as hard as he ever did!"


Goblin Broodmother 4RR
Creature - Goblin U
Whenever another nontoken Goblin enters the battlefield under your control, put a 0/1 red Goblin Spawn creature token onto the battlefield.
2/2
"Oh no, here comes another one!"


Goblin Bushwhacker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=177501) R
Creature - Goblin Warrior C
Kicker {R} (You may pay an additional {R} as you cast this spell.)
When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
1/1

tgva8889
2013-08-27, 11:02 AM
Stormhold Lightseeker 1W
Creature - Human Scout C
T: Untap another target creature you control.
Even after a millennium beneath the surface, there are still those who attempt to glimpse the light.
2/1

Firecore Channeler 2R
Creature - Elemental C
Whenever Firecore Channeler becomes untapped, you may add R to your mana pool. If you do, Firecore Channeler deals 1 damage to you.
The spawn of Surradar's inner core held within them the primal potential for explosive magic.
3/1

Firecore Gift 1R
Enchantment - Aura C
Enchanted creature has "T: Add RR to your mana pool. This creature deals 1 damage to you."
Surradar gives dangerous boons.

Deepwater Manipulator 3U
Creature - Merfolk Wizard C
2U: Untap target creature you control.
The merfolk learned long ago that the waterways beneath the surface were just as easy to traverse and just as easy to manipulate as those above ground had been.
2/3

Coldfire Stone 3
Artifact C
T: Add 1 to your mana pool.
U/R, pay 1 life: Add U or R to your mana pool.
Where heat and cold form creation.

Duty Through Darkness 2WW
Enchantment U
Whenever a creature you control becomes untapped, gain 2 life. (Only tapped permanents can untap.)
The Stormhold remains ever vigilant, watching for creatures which may attempt to breach their walls or for citizens foolish enough to believe they can brave Surradar's surface.

I decided that "gain infinite life" was going to be good enough to win you the game most of the time, especially since we're talking about a combo that can be assembled in Limited, albeit with a large amount of effort.

Ragamander
2013-08-28, 04:36 PM
@tgva8889:
Doesn't your combo require two copies of Duty Through Darkness? Also, isn't Stormhold Lightseeker unnecessary?
If those are actual problems (and I might just be missing something), replacing Stormhold Lightseeker with Lifelink (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220182) or something similar would fix both issues.

tgva8889
2013-08-28, 05:37 PM
No, not if you have Stormhold Lightseeker.

1) Tap Firecore Channeler enchanted with Firecore Gift for RR and take 1 damage. (Total mana: RR, Net life: -1)
2) Tap Stormhold Lightseeker to untap Firecore Channeler. Channeler triggers, adding R and dealing 1 damage to you. Gain 2 life from Duty Through Darkness. (Total mana: RRR, Net life: 0)
3) Use Coldfire Stone to convert R to U. (Total mana: URR, Net life: -1)
4) Untap Stormhold Lightseeker with Deepwater Manipulator. Gain 2 life from Duty Through Darkness. (Total mana: none, Net life: +1)

Repeat the above loop ad infinitum.

You could replace Stormhold Lightseeker with Lifelink or another copy of Duty, of course (Coldfire Stone gives you the 1 additional mana you need to start the chain absent Stormhold Lightseeker) but you do actually need all the cards to generate infinite life, instead of slowly kill yourself. The contest was not to design a combo that required these exact 6 cards, the contest was to design 6 different cards such that all of them together form a combo, otherwise we just all fail because I'm sure there's existing cards you can substitute for most of the cards we're using.

Ragamander
2013-08-29, 01:01 AM
The contest was not to design a combo that required these exact 6 cards, the contest was to design 6 different cards such that all of them together form a combo, otherwise we just all fail because I'm sure there's existing cards you can substitute for most of the cards we're using.I know; in an amazing show of incompetence, I simply failed to grasp how your combo worked. My apologies. Damaramu Ragamander will forever regret this!

Ninjaman
2013-08-29, 03:42 AM
Avenger of the Meek - 2W
Creature - Elemental - C
Whenever a creature with zero power dies, you may return Avenger of the Meek from your graveyard to your hand.
3/1

Blessing of Hemon - 1W
Insant - C
Whenever a creature enters the battlefield this turn, add W to your mana pool.

Pact With Necrosaph - 1B
Instant - C
Whenever a creature dies this turn, add B to your mana pool.

Restless Tombcrawler - 1B
Creature - Zombie - U
Whenever a nontoken creature not named “Restless Tombcrawler” dies, you may pay B, if you do, return Restless Tombcrawler from your graveyard to the battlefield.
1/1

Spawning Rites - 3B
Enchantment - C
Whenever a nontoken creature dies, you may pay B, if you do put a 0/1 black Thrull creature token onto the battlefield.

Goblin Skullflinger - R
Creature - Goblin Shaman - C
Sacrifice another creature: Goblin Skullflinger deals 1 damage to target player.


The combo

Permanents on table, play Blessing and Pact.
Sacrifice Tombcrawler, add B to your mana pool, use it to make a thrull add W to your mana pool.
Sacrifice Avenger, add B to your mana pool, sacrifice thrull add B to your mana pool and return Avenger to your hand, pay B to return Tombcrawler to the battlefield, add W to your mana pool, pay B to make a trull add W to your mana pool.
Spend WWW to cast Avenger, add W to your mana pool.
Repeat for infinite damage (and infinite W).

mystic1110
2013-08-29, 03:08 PM
Elvish Flamewarden {G}
Creature - Elf Shaman C
Sacrifice a Forest: Add R to your mana pool.
While an important and honorable post, the flamewarden is often shunned in elvish society.
1/1

Daisy Circle {2}{G}{G}
Enchantment U
{1}{G}: Return target green creature with a converted mana cost of 1 or less from your graveyard to your hand.
"Fairy Circles keep you Sane
Bone Circles Give you Fame
Daisy Circles Heal the Lame" - Children Rhyme

{really changed this card . . . it is much much weaker.}

Bark Elemental {G}
Creature - Elemental C
Sacrifice Bark Elemental: Place a Forest in your graveyard onto the battlefield under your control.
Nature is a circle, endless and majestic.
1/1

Thoughts of Wool {3}{G}
Enchantment C
Activated abilities of enchantments cost 1 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana
"Often I wish to remain trapped in my daydreams - for the real world seems so much less real." - Eliaun, Elvish Philosopher.

{Edited from uncommon to common - hopefully the +2 colorless mana justifies the card as an uncommon. It would make more sense in a really enchantment heavy set}

Smoke Bear {1}{G}
Creature - Bear C
{R}: add {G}{G} to you mana pool
{G}{G}: Smoke Bear fights target red creature.
"Smoke Bears seek out forest fires, put them out and then sniff the remains for any possible perpetrators and then hunt and kill them. It is unknown why they do this - possibly some elaborate mating ritual." - Zoologist notes #30
2/2

Hornet Bee {G}
Creature - Insect C
Flying
{2}{G}, Sacrifice Hornet Bee: Hornet Bee deals 1 damage to target creature or player.
"Without a swarm, a single bee is a simple annoyance." - Last words of an Adventurer.
0/1

{Changed it to 1 mana to make the combo infinite again. Increased cost and lowered power to balance it out.}

tgva8889
2013-08-29, 09:29 PM
I know; in an amazing show of incompetence, I simply failed to grasp how your combo worked. My apologies. Damaramu Ragamander will forever regret this!

Sorry if I came across as upset or angry; the internet is bad at portraying tone.

Ragamander
2013-08-30, 02:06 PM
@mystic1110: I think we're not supposed to use rares in our mini-sets, so you might want to take another look at Daisy Circle.


Sorry if I came across as upset or angry; the internet is bad at portraying tone.Oh no, I didn't think you were upset. I was upset at myself. I simply should have known better.
Since the problem with how I was reconstructing your combo was that you needed to gain more life, and since you gain life by untapping creatures, and since there was a creature that taps to untap another creature, I should have been able to figure out that you gain the necessary life by untapping the Firecore Channeler via the Stormhold Lightseeker instead of just untapping the Channeler directly.
I like to think of myself as a better combo-player than that.

mystic1110
2013-08-30, 05:27 PM
Victory!

For this week's mini-set...

Make a six-card combo! (That is to say, six cards that, together, can be used in such a way as to quickly win you the game.)

The caveat, of course, is that no subset of The Combo should quite have that quality; the cards can still play nicely together, and they can all be good cards in their own right, but The Combo wants to include all of them.

Go go go!

Huh. . . . why can't I make a Rare?

Nvm- I found the first page. . .

tgva8889
2013-08-30, 08:11 PM
mystic1110, everything I've looked at tells me that your combo isn't infinite. Here's what I'm doing:

1) Sacrifice a Forest to add R to your mana pool with Elvish Flamewarden. (Mana: R)
2) Pay R to add GG to your mana pool with Smoke Bear. (Mana: GG)
3) Sacrifice Bark Elemental to return Forest to play. Tap it for G (because you're about to sacrifice it anyways). (Mana: GGG)
4) Pay G to return Bark Elemental to your hand with Daisy Circle, with the cost reduced by Thoughts of Wool. (Mana: GG)
5) Cast Bark Elemental from your hand. (Mana: G)
6) Repeat 1-5 loop for infinite green mana.
7) Sacrifice Hornet Bee to deal 1 damage to target creature or player.
8) I guess have Smoke Bear fight lots of stuff?

You've generated infinite mana but not done anything with it.

The formatting on Elvish Flamewarden and Bark Elemental is off, as well. Activated abilities are always cost-colon-effect. I would check the wording on Bark Elemental against existing cards.

mystic1110
2013-08-30, 08:43 PM
mystic1110, everything I've looked at tells me that your combo isn't infinite. Here's what I'm doing:

1) Sacrifice a Forest to add R to your mana pool with Elvish Flamewarden. (Mana: R)
2) Pay R to add GG to your mana pool with Smoke Bear. (Mana: GG)
3) Sacrifice Bark Elemental to return Forest to play. Tap it for G (because you're about to sacrifice it anyways). (Mana: GGG)
4) Pay G to return Bark Elemental to your hand with Daisy Circle, with the cost reduced by Thoughts of Wool. (Mana: GG)
5) Cast Bark Elemental from your hand. (Mana: G)
6) Repeat 1-5 loop for infinite green mana.
7) Sacrifice Hornet Bee to deal 1 damage to target creature or player.
8) I guess have Smoke Bear fight lots of stuff?

You've generated infinite mana but not done anything with it.

The formatting on Elvish Flamewarden and Bark Elemental is off, as well. Activated abilities are always cost-colon-effect. I would check the wording on Bark Elemental against existing cards.

Yeah Lost it's infinite with the changes I made - and haven't made it infinite yet - still thinking about it. I just found out about the Rare rule. . . But qill edit it shortly!

Edited the Bee - you can now do infinite damage with it, infinite mana and daisy circle.

Dr.Gunsforhands
2013-08-30, 11:01 PM
Ragamander's goblins:
Goblin Fireheart R
Creature - Goblin Warrior C
When Goblin Fireheart dies, add {R} to your mana pool.
1/1
Some goblins' blood burns with passion. Others just plain burn.


Skirk Prospector R
Creature - Goblin C
Sacrifice a Goblin: Add {R} to your mana pool.
1/1
"I like goblins. They make funny little popping sounds when they die."
—Braids, dementia summoner


Goblin Funeral Crasher 3R
Creature - Goblin Rogue C
{X}, {T}: Return target Goblin creature card with converted mana cost X from your graveyard to your hand if it was put there from the battlefield since the beginning of your last upkeep.
2/1
"Hey, we weren't done with that yet!"


Goblin Support Group 3RR
Creature - Goblin Advisor C
Whenever a Goblin dies, you may untap target nonlegendary Goblin.
2/2
"Yes, we all miss Glok. But he'd want us to move on and go outside and laugh at storms twice as hard as he ever did!"


Goblin Broodmother 4RR
Creature - Goblin U
Whenever another nontoken Goblin enters the battlefield under your control, put a 0/1 red Goblin Spawn creature token onto the battlefield.
2/2
"Oh no, here comes another one!"


Goblin Bushwhacker R
Creature - Goblin Warrior C
Kicker {R} (You may pay an additional {R} as you cast this spell.)
When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
1/1
Fireheart: cool and interesting, seemingly useless unless you know exactly what you're doing with it. It's ability would have been a drawback back when mana burn was a thing.
Prospector: fun on the bun
Funeral Crasher: That's... what? This isn't really red save for the fact that it relates to goblins, and black goblins exist, so this would probably fall into that category. Other than that, it's worded kind of oddly, like it would rather be a triggered ability.
Support Group: This one's probably the worst of the lot, since it's so expensive and its ability is so strange in red. It might make sense in a set with a pinger in it like spikeshot goblin.
Broodmother: seems to want to be a rare, but since the tokens are 0/1s, it's not really unbalanced; it might even have gotten away with being a common.
Bushwhacker: If your opponent doesn't clear the board of the bazillion goblins, you follow up with this guy and win. Neat! RR for a mass +1/+0 would probably be good on its own, so it might be undercosted where broodmom is overcosted, but other than that it's pretty nice.

I can see where you were shooting for flavor here, but it feels like broodmom has changed her mind about goblins and decided she was spitting out zerglings today, and the flavor text doesn't exactly contradict that feeling. Maybe it's just me?

Tgva's self-pinging life gain:
Stormhold Lightseeker 1W
Creature - Human Scout C
T: Untap another target creature you control.
Even after a millennium beneath the surface, there are still those who attempt to glimpse the light.
2/1

Firecore Channeler 2R
Creature - Elemental C
Whenever Firecore Channeler becomes untapped, you may add R to your mana pool. If you do, Firecore Channeler deals 1 damage to you.
The spawn of Surradar's inner core held within them the primal potential for explosive magic.
3/1

Firecore Gift 1R
Enchantment - Aura C
Enchanted creature has "T: Add RR to your mana pool. This creature deals 1 damage to you."
Surradar gives dangerous boons.

Deepwater Manipulator 3U
Creature - Merfolk Wizard C
2U: Untap target creature you control.
The merfolk learned long ago that the waterways beneath the surface were just as easy to traverse and just as easy to manipulate as those above ground had been.
2/3

Coldfire Stone 3
Artifact C
T: Add 1 to your mana pool.
U/R, pay 1 life: Add U or R to your mana pool.
Where heat and cold form creation.

Duty Through Darkness 2WW
Enchantment U
Whenever a creature you control becomes untapped, gain 2 life. (Only tapped permanents can untap.)
The Stormhold remains ever vigilant, watching for creatures which may attempt to breach their walls or for citizens foolish enough to believe they can brave Surradar's surface.
This kind of feels like the Fuerfolk from a while ago, especially considering the theme of the R/U combination. Giving the mad mana ramps to red feels a little risky as a design choice, but pinging yourself for it makes it feel like it's kind of, "between," green and black, which made me smile. It's also nice that each individual piece of the combo has a nice interaction with each of the others, but putting them all together is what makes the engine efficient enough to go infinite. Nice work!

Ninja's Pact Blessing:
Avenger of the Meek - 2W
Creature - Elemental - C
Whenever a creature with zero power dies, you may return Avenger of the Meek from your graveyard to your hand.
3/1

Blessing of Hemon - 1W
Insant - C
Whenever a creature enters the battlefield this turn, add W to your mana pool.

Pact With Necrosaph - 1B
Instant - C
Whenever a creature dies this turn, add B to your mana pool.

Restless Tombcrawler - 1B
Creature - Zombie - U
Whenever a nontoken creature not named “Restless Tombcrawler” dies, you may pay B, if you do, return Restless Tombcrawler from your graveyard to the battlefield.
1/1

Spawning Rites - 3B
Enchantment - C
Whenever a nontoken creature dies, you may pay B, if you do put a 0/1 black Thrull creature token onto the battlefield.

Goblin Skullflinger - R
Creature - Goblin Shaman - C
Sacrifice another creature: Goblin Skullflinger deals 1 damage to target player.

A more streamlined version of Ragamander's combo: One thing dies, another comes back, enough mana gets generated to repeat the process. The colors feel about right, the fact that the avenger is apparently concerned only about thrulls is kind of funny. Blessing of Hemon is just kind of a weird card, and the tombcrawler's text is clearly designed specifically to prevent the combo from going off early, but I guess I kind of asked for that. Don't get me wrong, though; the set is still quite well-done.

Mystic's Bees:
Elvish Flamewarden {G}
Creature - Elf Shaman C
Sacrifice a Forest: Add R to your mana pool.
While an important and honorable post, the flamewarden is often shunned in elvish society.
1/1

Daisy Circle {2}{G}{G}
Enchantment U
{1}{G}: Return target green creature with a converted mana cost of 1 or less from your graveyard to your hand.
"Fairy Circles keep you Sane
Bone Circles Give you Fame
Daisy Circles Heal the Lame" - Children Rhyme

{really changed this card . . . it is much much weaker.}

Bark Elemental {G}
Creature - Elemental C
Sacrifice Bark Elemental: Place a Forest in your graveyard onto the battlefield under your control.
Nature is a circle, endless and majestic.
1/1

Thoughts of Wool {3}{G}
Enchantment C
Activated abilities of enchantments cost 1 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana
"Often I wish to remain trapped in my daydreams - for the real world seems so much less real." - Eliaun, Elvish Philosopher.

{Edited from uncommon to common - hopefully the +2 colorless mana justifies the card as an uncommon. It would make more sense in a really enchantment heavy set}

Smoke Bear {1}{G}
Creature - Bear C
{R}: add {G}{G} to you mana pool
{G}{G}: Smoke Bear fights target red creature.
"Smoke Bears seek out forest fires, put them out and then sniff the remains for any possible perpetrators and then hunt and kill them. It is unknown why they do this - possibly some elaborate mating ritual." - Zoologist notes #30
2/2

Hornet Bee {G}
Creature - Insect C
Flying
{2}{G}, Sacrifice Hornet Bee: Hornet Bee deals 1 damage to target creature or player.
"Without a swarm, a single bee is a simple annoyance." - Last words of an Adventurer.
0/1The thoughts of wool ability could easily have been on a creature, if you wanted; that would have made it easier to place at common, since this version is just kind of unplayable in limited. Flamewarden and Bark Elemental are the real rock stars here, and the daisy circle is kind of tough to evaluate, but I think it could have been cheaper for what it does. I actually kind of like the idea of green flying insects, and Hornet Bee tickles my fancy because the card may be bad, and the ability may be bad, but oh, it's still so good.

The bear's brand of mana acceleration feels gross if you're drafting a Gruul deck, which is likely, considering the theme of r/g synergy you already have going. Turn two, bears, turn three, some 5-mana thing? Possibly 7 mana if the elf is involved? Yeesh.

The second ability just seems completely unnecessary, especially since you don't have anything for it to interact with here. I feel like it should be the uncommon, and also, probably an elf instead of a bear. Still, as with tgva's, the synergy between the cards that exists even before the combo is complete is nice: you're creating a format where the daisy ring ability can actually be relevant, where lands in graveyards are interesting, and where hornet bees... just... hornet bees. Hehe.

Winner:Two of the entries basically did the same thing: sacrifice creatures, resurrect creatures, trigger token placement and mana generation, sacrifice the tokens to a goblin and repeat until you hit your win condition. It's not bad, but it's doesn't feel super novel either.

As such, the winner is tgva8889, with a set that hit just the right combination of interesting and feasible. Congrats!

tgva8889
2013-08-30, 11:57 PM
I actually totally didn't read the Fuerfolk entry from earlier, so any similarity was completely coincidental.

I think, personally, that my success mostly came from designing cards with abilities that actually all worked as individual cards, but when combined together created some interesting interactions. The only card that was a bit far from what I thought might see print is Firecore Channeler. I think Firecore Gift probably should have cost a little bit more mana. Red has always gotten strange ritual effects, so gaining additional mana seemed like something Red could do. Pinging mostly came about as a balancing effect to make every individual card fair.

For your next challenge, in recognition of the coming Theros, design a 6-card set designed around enchantments.

tgva8889
2013-09-05, 10:07 AM
So what do I do if there are no entries?

Ninjaman
2013-09-05, 10:59 AM
Aren't there a day left?

tgva8889
2013-09-05, 11:12 AM
My question is still relevant seeing as there are still no entries as of this post.

Ninjaman
2013-09-05, 03:08 PM
Glass Fur - 1W
Enchantment Creature - Fox - C
Whenever Glass Fur becomes blocked, Exile it.
When Glass Fur is exiled, you may exile target enchantment.
Fur as sharp as a soldiers blade.
2/2


Phantom Bunny - 1W
Enchantment Creature - Rabbit Illusion - C
As long as exactly one creature is blocking Phantom Bunny, Phantom Bunny gets +2/+2, becomes a Rabbit Beast, and isn’t an enchantment, until end of turn.
Nothing is what it appears to be.
1/1


Shield of Thoughts - W
Enchantment - Aura - C
Enchant creature or enchantment
Enchanted creature gets +0/+2
A shield only as strong as the wielder believes it to be.


Mirrorscale Salmon - 1U
Enchantment Creature - Fish - C
Mirrorscale Salmon can’t block.
U: Mirrorscale Salmon isn’t a creature until end of turn.
Surprisingly difficult to catch.
2/2


Thoughtsteel Carapace - 3
Enchantment Artifact - Aura - C
Enchant Creature
Enchanted creature gets +3/+3
“I have examined it for days. Yet i have no idea whether it is real or not.”
- Trontkir, thoughtshaper


Whispers of the Unreal - 2WU
Sorcery - U
Search your library for a permanent card with converted mana cost 3 or less, and put it onto the battlefield. It is an enchantment in addition to it’s other types.

AgentPaper
2013-09-05, 04:48 PM
Eternal Soldier 2W
Enchantment Creature - Spirit Soldier C
Enchanted creature gets +2/+2.
Vestige (When Eternal Soldier dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Soldier becomes an Aura spell with enchant creature attached to that creature.)
2/2

Eternal Rampager 4G
Enchantment Creature - Spirit Barbarian C
Trample
Enchanted creature gets +4/+2 and has trample.
Vestige (When Eternal Rampager dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Rampager becomes an Aura spell with enchant creature attached to that creature.)
4/2

Eternal Flying Man 1U
Enchantment Creature - Spirit Wizard C
Flying
Enchanted creature gets +1/+1 and has flying.
Vestige (When Eternal Rampager dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Rampager becomes an Aura spell with enchant creature attached to that creature.)
1/1

Scatter Essence U
Instant C
Put target enchantment on top of its owner's library.

Gilded Knight 1W
Creature - Human Knight C
Gilded Knight has first strike as long as it's enchanted.
2/2

Eternal Avatar 3G
Enchantment Creature U
Eternal Avatar and enchanted creature each get +X/+X, where X is the number of enchantments you control.
Vestige (When Eternal Avatar dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Avatar becomes an Aura spell with enchant creature attached to that creature.)
0/0

mystic1110
2013-09-05, 06:00 PM
Noble Tribesman {G}
Creature - Human Shaman Warrior C
Sacrifice Noble Tribesman: Return an Aura card from your graveyard to your hand.
He Joins is Ancestors in the Spirit Realm, and ensures the Tribes world continues to spin.
1/1

Coyote Marked Tracker {1}{R}
Creature - Human Shaman Warrior C
Discard an Aura: choose haste, first strike, or intimidate. Coyote Marked Tracker gains that ability till end of turn.
Those who take on the Coyote as a spirit animal can see in the dark.
2/1

Eagle Marked Archer {1}{W}
Creature - Human Shaman Warrior C
Discard an Aura: choose reach, indestructible, or vigilance. Eagle Marked Archer gains that ability till end of turn.
Those who take on the Eagle as a spirit animal stand strong against any gale.
1/3

Spirit Quest {G}
Instant C
Search your library for a Spirit Aura and put it into your hand. Shuffle your library afterwards.
The spirit quest is a journey of not only self discovery, but actual wonder and adventure. It is when a boy doesn't just become a man, but becomes something more. The search doesn't just make him part of nature, but makes nature part of him. They blend, becoming something more than youth and ancient wisdom.

Wise Owls Wings {2}{U}
Tribal Enchantment - Aura Spirit C
Enchanted creature has flying and "whenever enchanted creature deals combat damage to a player draw a card."
Soulshift 2
Mother Owl sees far across space and soul.

Agewrought Teacher {1}{G}
Creature - Human Shaman Warrior U
Non-Creature Spirits have Soulshift equal to their mana cost.
Ancestors may still learn from their descendants
2/2

Ragamander
2013-09-06, 03:43 AM
Runic Knife http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=2&type=symbol
Artifact - Equipment U
Equipped creature gets +2/+0.
Equipped creature gets +1/+0 for each Aura attached to it or to Runic Knife.
Equip http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=3&type=symbol
A good blade is one that easily becomes a better blade.


Paralyzing Light http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=W&type=symbol
Enchantment C
When Paralyzing Light enters the battlefield, choose target creature. As long as you control Paralyzing Light, that creature can't attack or block unless its controller pays an additional http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=4&type=symbol, and its activated abilities cost an additional http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=4&type=symbol to activate.
As the hero Cyrus led his soldiers forth in the final battle against Atheron, the treacherous wizard released a light so brilliant that only Cyrus himself could resist dropping to one knee and losing himself forever in its radiance. "This has always been between you and me," the sorcerer mocked. "I shall either fall by your hand alone, or by none at all."


Weave Resistance http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=U&type=symbol
Instant C
Counter target spell unless its controller pays http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=X&type=symbol, where X is 2 plus the number of enchantments you control.
"Even a spider will get caught in too thick a web."
—Elvish saying


Mortal End http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=B&type=symbol
Instant C
Destroy target creature if it isn't enchanted.
As good as dead is he upon whom the gods' favor does not shine.


Cloak in Flame http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=R&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=R&type=symbol
Enchantment - Aura C
Enchant creature or equipment
If enchanted permanent is a creature, it gets +1/+2.
If enchanted permanent is an equipment, equipped creature gets +2/+0.
"Dress your sword in flame and you'll be far beyond reproach, but
Dress yourself in flame and you'll be safe from foes' approach."
—Pyromancer's rhyme


Weave Eater http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=3&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbol
Creature - Spider C
Reach
Sacrifice an enchantment: Weave Eater gets +2/+2 until end of turn.
3/4
The natural predator of unnatural forces.

I probably need to focus more on creatures, but I don't have time to deal with it at the moment. Oh well.

Misothene
2013-09-06, 10:23 PM
If this is in honor of Theros... why not use the mechanic Bestow reverses?...

Mothform Kabuto (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79105) 1W
Enchantment- Aura C
Enchant creature
Enchanted creature has flying and "T: Target creature gets +1/+2 until end of turn."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Battle-Madness (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50383) R
Enchantment- Aura C
Enchant creature
Enchanted creature has Bushido 2 and attacks each turn if able.
Totem armor

Kami of Ancient Law (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50349) 1W
Creature- Spirit C
Sacrifice Kami of Ancient Law: Destroy target enchantment.
The humans attempting to cross freely between the world of spirits and their own were not met well.
2/2

Ogre Assassin 2BB
Creature- Ogre Assassin C
T: Destroy target creature, then destroy Ogre Assassin unless you control a Demon.
Those not in an oni's direct service faced harsh reprisal for using their magic.
3/3

Kitsune Paladin 2W
Creature- Fox Soldier Cleric C
Whenever Kitsune Paladin becomes enchanted or an Aura attached to it leaves the battlefield, put a +1/+1 counter on it.
2/2

Corporeal Shadow 1B
Enchantment- Aura U
Enchant creature
When Corporeal Shadow is put into a graveyard from the battlefield, return it to the battlefield flipped.
Totem armor
///////////////////////////
Spirit of the Shadows (black)
Creature- Spirit
Intimidate
4/3

Dr.Gunsforhands
2013-09-06, 10:36 PM
Wise Owls Wings {2}{U}
Tribal Enchantment - Aura Spirit C
Enchanted creature has flying and "whenever enchanted creature deals combat damage to a player draw a card."
Spiritlink 2
Mother Owl sees far across space and soul.

Agewrought Teacher {1}{G}
Creature - Human Shaman Warrior U
Non-Creature Spirits have SpiritLink equal to their mana cost.
Ancestors may still learn from their descendants
2/2

Spiritlink? I've never heard of it. Do you mean Soulshift?

mystic1110
2013-09-07, 02:14 AM
Spiritlink? I've never heard of it. Do you mean Soulshift?

:smalleek:.... yes .....:smallredface:

tgva8889
2013-09-07, 02:44 AM
Contest closed. Judging to commence later today/tomorrow (by which I mean later on the 7th).

tgva8889
2013-09-08, 12:37 AM
Because I'm tired and don't have as much time as I'd thought, I'm going to be judging these cards as a whole rather than going individually in-depth. Sorry for not being able to judge as deeply as I would like.

Ninjaman:

Glass Fur - 1W
Enchantment Creature - Fox - C
Whenever Glass Fur becomes blocked, Exile it.
When Glass Fur is exiled, you may exile target enchantment.
Fur as sharp as a soldiers blade.
2/2


Phantom Bunny - 1W
Enchantment Creature - Rabbit Illusion - C
As long as exactly one creature is blocking Phantom Bunny, Phantom Bunny gets +2/+2, becomes a Rabbit Beast, and isn’t an enchantment, until end of turn.
Nothing is what it appears to be.
1/1


Shield of Thoughts - W
Enchantment - Aura - C
Enchant creature or enchantment
Enchanted creature gets +0/+2
A shield only as strong as the wielder believes it to be.


Mirrorscale Salmon - 1U
Enchantment Creature - Fish - C
Mirrorscale Salmon can’t block.
U: Mirrorscale Salmon isn’t a creature until end of turn.
Surprisingly difficult to catch.
2/2


Thoughtsteel Carapace - 3
Enchantment Artifact - Aura - C
Enchant Creature
Enchanted creature gets +3/+3
“I have examined it for days. Yet i have no idea whether it is real or not.”
- Trontkir, thoughtshaper


Whispers of the Unreal - 2WU
Sorcery - U
Search your library for a permanent card with converted mana cost 3 or less, and put it onto the battlefield. It is an enchantment in addition to it’s other types.

While you've certainly included some enchantments in your set, I don't really see how it is about enchantments. You're doing some interesting things (Mirrorscale Salmon tickles my design feelings) but you have failed to present a unified set, which is really what this contest is about. Some of these cards are interesting, but none of them really interact in any interesting ways with each other or indicate anything about your set as a whole besides the fact that there just seem to be a lot of enchantments.

AgentPaper:

Eternal Soldier 2W
Enchantment Creature - Spirit Soldier C
Enchanted creature gets +2/+2.
Vestige (When Eternal Soldier dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Soldier becomes an Aura spell with enchant creature attached to that creature.)
2/2

Eternal Rampager 4G
Enchantment Creature - Spirit Barbarian C
Trample
Enchanted creature gets +4/+2 and has trample.
Vestige (When Eternal Rampager dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Rampager becomes an Aura spell with enchant creature attached to that creature.)
4/2

Eternal Flying Man 1U
Enchantment Creature - Spirit Wizard C
Flying
Enchanted creature gets +1/+1 and has flying.
Vestige (When Eternal Rampager dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Rampager becomes an Aura spell with enchant creature attached to that creature.)
1/1

Scatter Essence U
Instant C
Put target enchantment on top of its owner's library.

Gilded Knight 1W
Creature - Human Knight C
Gilded Knight has first strike as long as it's enchanted.
2/2

Eternal Avatar 3G
Enchantment Creature U
Eternal Avatar and enchanted creature each get +X/+X, where X is the number of enchantments you control.
Vestige (When Eternal Avatar dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Avatar becomes an Aura spell with enchant creature attached to that creature.)
0/0

The way you worded Vestige is somewhat confusing to me. When it dies, it becomes a spell? So it goes on the stack? But it's attached to that creature? Yeah, confusing reminder text wording there. I imagine you meant for them to just come back attached to the creature, but I would have preferred targeting. You're already gaining value as it is, I'm fine making it possible to get panted by a removal spell.

It's an interesting mechanic, in that you basically have creatures that die and become auras. I'm not completely sold on this being a particularly good idea, especially "for free," and some of your cards are pretty beyond what I would normally like to see. Eternal Solider, for example, is just a ridiculous limited card. I think the idea is worth playing around with, but I would certainly lower the power of these cards, because right now they're really, really good. Honestly, I think Bestow does the kind of thing you are trying to do much better than your cards did, and I think the mana costs on your cards are really, really too low. Eternal Soldier should probably cost at least 4W, and all the other cards should certainly cost more just because of the value you are getting out of them in Limited.

mystic1110:

Noble Tribesman {G}
Creature - Human Shaman Warrior C
Sacrifice Noble Tribesman: Return an Aura card from your graveyard to your hand.
He Joins is Ancestors in the Spirit Realm, and ensures the Tribes world continues to spin.
1/1

Coyote Marked Tracker {1}{R}
Creature - Human Shaman Warrior C
Discard an Aura: choose haste, first strike, or intimidate. Coyote Marked Tracker gains that ability till end of turn.
Those who take on the Coyote as a spirit animal can see in the dark.
2/1

Eagle Marked Archer {1}{W}
Creature - Human Shaman Warrior C
Discard an Aura: choose reach, indestructible, or vigilance. Eagle Marked Archer gains that ability till end of turn.
Those who take on the Eagle as a spirit animal stand strong against any gale.
1/3

Spirit Quest {G}
Instant C
Search your library for a Spirit Aura and put it into your hand. Shuffle your library afterwards.
The spirit quest is a journey of not only self discovery, but actual wonder and adventure. It is when a boy doesn't just become a man, but becomes something more. The search doesn't just make him part of nature, but makes nature part of him. They blend, becoming something more than youth and ancient wisdom.

Wise Owls Wings {2}{U}
Tribal Enchantment - Aura Spirit C
Enchanted creature has flying and "whenever enchanted creature deals combat damage to a player draw a card."
Soulshift 2
Mother Owl sees far across space and soul.

Agewrought Teacher {1}{G}
Creature - Human Shaman Warrior U
Non-Creature Spirits have Soulshift equal to their mana cost.
Ancestors may still learn from their descendants
2/2

I actually really like what you did here. I would have liked to see your set focus more on specific colors, rather than spreading out as far as it did, but both the order of your cards and the effects you chose were very interesting combinations. I definitely like your use of Soulshift with only the auras and how all of your elements combine in an effective way. I wish you had included more auras in your set; I especially would have liked to see something without Soulshift just to give me a better sense of what these Aura Spirits were.

Agewrought Teacher is broken, because Soulshift can, in theory, target itself. So, for example, Wise Owls Wings, if it had Soulshift 3, could return itself with Soulshift upon going to the graveyard. Not sure if you were aware that was how the rules work. But I don't think the card is actually too good; it's ridiculous in Limited but it's also uncommon so I'm kind of okay with that. It might need to cost more but the effect itself isn't that problematic. Also, I would change the order of the subtypes on Spirit Quest, but it's pretty minor.

Ragamander:

Runic Knife http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=2&type=symbol
Artifact - Equipment U
Equipped creature gets +2/+0.
Equipped creature gets +1/+0 for each Aura attached to it or to Runic Knife.
Equip http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=3&type=symbol
A good blade is one that easily becomes a better blade.


Paralyzing Light http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=W&type=symbol
Enchantment C
When Paralyzing Light enters the battlefield, choose target creature. As long as you control Paralyzing Light, that creature can't attack or block unless its controller pays an additional http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=4&type=symbol, and its activated abilities cost an additional http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=4&type=symbol to activate.
As the hero Cyrus led his soldiers forth in the final battle against Atheron, the treacherous wizard released a light so brilliant that only Cyrus himself could resist dropping to one knee and losing himself forever in its radiance. "This has always been between you and me," the sorcerer mocked. "I shall either fall by your hand alone, or by none at all."


Weave Resistance http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=U&type=symbol
Instant C
Counter target spell unless its controller pays http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=X&type=symbol, where X is 2 plus the number of enchantments you control.
"Even a spider will get caught in too thick a web."
—Elvish saying


Mortal End http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=B&type=symbol
Instant C
Destroy target creature if it isn't enchanted.
As good as dead is he upon whom the gods' favor does not shine.


Cloak in Flame http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=R&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=R&type=symbol
Enchantment - Aura C
Enchant creature or equipment
If enchanted permanent is a creature, it gets +1/+2.
If enchanted permanent is an equipment, equipped creature gets +2/+0.
"Dress your sword in flame and you'll be far beyond reproach, but
Dress yourself in flame and you'll be safe from foes' approach."
—Pyromancer's rhyme


Weave Eater http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=3&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbol
Creature - Spider C
Reach
Sacrifice an enchantment: Weave Eater gets +2/+2 until end of turn.
3/4
The natural predator of unnatural forces.

I probably need to focus more on creatures, but I don't have time to deal with it at the moment. Oh well.

This set lacks coherency. Weave Resistance is basically a slightly worse Mana Leak. Which is still a perfectly good card, even if I have no enchantments, and it's going to get played a lot without having any enchantments. Why? I would rather see something that really tells me that enchantments are important, rather than a small bonus. You have the pair of Runic Knife and Cloak in Flame which are interesting, but then you have Weave Eater, which forces you to sacrifice the enchantments you want for the bonuses to your cards. Paralyzing Light reads like an Aura, but because you have Weave Resistance you made it not an Aura, which honestly just makes it read terribly for no reason. And then you have Mortal End, which is REALLY good removal and shouldn't be a common if Doom Blade doesn't get to be a common.

What is going on? I think it would have helped to focus on a specific way of using enchantments and go more in that direction, rather than the "let's try everything" approach, which makes your set look highly unfocused. As it is, you made a bunch of cards that seem to care about enchantments, but you didn't really make a set that used enchantments. I don't want a sample of cards, I want a group of cards that clearly indicate something you were doing.

Misothene:

If this is in honor of Theros... why not use the mechanic Bestow reverses?...

Mothform Kabuto (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79105) 1W
Enchantment- Aura C
Enchant creature
Enchanted creature has flying and "T: Target creature gets +1/+2 until end of turn."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Battle-Madness (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50383) R
Enchantment- Aura C
Enchant creature
Enchanted creature has Bushido 2 and attacks each turn if able.
Totem armor

Kami of Ancient Law (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50349) 1W
Creature- Spirit C
Sacrifice Kami of Ancient Law: Destroy target enchantment.
The humans attempting to cross freely between the world of spirits and their own were not met well.
2/2

Ogre Assassin 2BB
Creature- Ogre Assassin C
T: Destroy target creature, then destroy Ogre Assassin unless you control a Demon.
Those not in an oni's direct service faced harsh reprisal for using their magic.
3/3

Kitsune Paladin 2W
Creature- Fox Soldier Cleric C
Whenever Kitsune Paladin becomes enchanted or an Aura attached to it leaves the battlefield, put a +1/+1 counter on it.
2/2

Corporeal Shadow 1B
Enchantment- Aura U
Enchant creature
When Corporeal Shadow is put into a graveyard from the battlefield, return it to the battlefield flipped.
Totem armor
///////////////////////////
Spirit of the Shadows (black)
Creature- Spirit
Intimidate
4/3

You have some interesting cards, but they are horribly marred by a few entries which are just completely and totally broken. Ogre Assassin is broken beyond repair and is not a card that can be allowed to be Common. It's just too good at what it does and too good for limited play. Mothform Kabuto is also pretty ridiculous, as Kabuto Moth is a stupid ridiculous card in Kamigawa limited and you are making it easier to acquire. It's more okay than Ogre Assassin, but I am greatly concerned that it's just too powerful.

I like how you tried to use Totem Armor in an interesting way and I applaud what you did with the mechanic. I really liked Corporeal Shadow and I think as a card alone it's the best designed card in this contest. However, you went in a direction that is way too powerful and doesn't take into account limited, which is an important consideration at common. Your exploration and many of the things you did were interesting, but overall the overpowered cards broke the whole thing.

As a minor note unrelated to my judgment of your cards, Totem Armor isn't really the opposite of Bestow. They're very different things trying to do very different things. I can see where you are drawing the similarity but it really isn't as much there as you think it is.

Winner:
mystic1110, who designed the most mechanically interesting set with the least limited issues

Misothene
2013-09-08, 01:02 AM
You have some interesting cards, but they are horribly marred by a few entries which are just completely and totally broken. Ogre Assassin is broken beyond repair and is not a card that can be allowed to be Common. It's just too good at what it does and too good for limited play. Mothform Kabuto is also pretty ridiculous, as Kabuto Moth is a stupid ridiculous card in Kamigawa limited and you are making it easier to acquire. It's more okay than Ogre Assassin, but I am greatly concerned that it's just too powerful.

I like how you tried to use Totem Armor in an interesting way and I applaud what you did with the mechanic. I really liked Corporeal Shadow and I think as a card alone it's the best designed card in this contest. However, you went in a direction that is way too powerful and doesn't take into account limited, which is an important consideration at common. Your exploration and many of the things you did were interesting, but overall the overpowered cards broke the whole thing.

As a minor note unrelated to my judgment of your cards, Totem Armor isn't really the opposite of Bestow. They're very different things trying to do very different things. I can see where you are drawing the similarity but it really isn't as much there as you think it is.


I agree that Ogre Assassin is quite powerful, offering potentially repeatable, unconditional removal if you have enough totem armors, and becoming quite ridiculous with Corporeal Shadow, an uncommon. Do you think a higher cost (3BB or maybe 4BB) and restricting the ability to sorcery speed would have made this workable, given that there were no common or uncommon Demons?

Mothform Kabuto was the name that gave me the idea for the rest of the set, and on second thought could probably have worked at 2W like the Moth itself. I'm not sure it would be as good as the moth was during Kamigawa block limited (where it stood out among mostly underpowered cards, if I recall correctly).

I mentioned it as "reverse Bestow" because totem armor has the creature die and leaves you just the creature, whereas Bestow has the creature die and leaves you with the enchantment. I know they're mechanically different, as Theros will no doubt show us.

Congratulations to mystic!

AgentPaper
2013-09-08, 01:03 AM
The way you worded Vestige is somewhat confusing to me. When it dies, it becomes a spell? So it goes on the stack? But it's attached to that creature? Yeah, confusing reminder text wording there. I imagine you meant for them to just come back attached to the creature, but I would have preferred targeting. You're already gaining value as it is, I'm fine making it possible to get panted by a removal spell.

I was copying off the wording of Bestow. My intent was that it would simply return and attach to a creature.


It's an interesting mechanic, in that you basically have creatures that die and become auras. I'm not completely sold on this being a particularly good idea, especially "for free," and some of your cards are pretty beyond what I would normally like to see. Eternal Solider, for example, is just a ridiculous limited card. I think the idea is worth playing around with, but I would certainly lower the power of these cards, because right now they're really, really good. Honestly, I think Bestow does the kind of thing you are trying to do much better than your cards did, and I think the mana costs on your cards are really, really too low. Eternal Soldier should probably cost at least 4W, and all the other cards should certainly cost more just because of the value you are getting out of them in Limited.

It's a good ability, and maybe 3W would be warranted, but 4W seems like way too much. Something to keep in mind, is that it requires that you have a creature for the enchantment to go on, or the spell fails. And, of course, the aura'd creature can be hit by removal just like any other aura. I'll admit I was trying to push it a bit, since it's easier to err on the side of too good and later nerf, rather than the other way around. Though I suppose that's not as applicable in a simple contest like this.

Also of note, I was actually originally going to have a cost associated with it, but the ability ended up being too wordy, especially since it would always need at least one more line, usually 2 or 3, for the rest of the card's text. If I could have found a good, concise way of wording it with the cost, I probably would have gone for that instead. (would also allow much more aggressive costing)

tgva8889
2013-09-08, 01:13 AM
Compare Eternal Warrior to this card:

CARDNAME 2G
Creature - Elf
When CARDNAME dies, put 2 +1/+1 counters on target creature you control.
2/2

The card above is probably better than Eternal Warrior, but the card above is also, frankly, a ridiculous limited card. I could certainly see 3W, but you see my point in that your cards don't cost enough for the benefits Vestige is granting you. Free cards are free cards, and it is hard to argue that any of the auras you are granting are not worth a card. Personally, I would have just made it Scavenge except as an Aura.

To be honest, though, I wasn't as much a fan of "look, value!" the mechanic. It didn't really do anything interesting for me. Your designs were fine, but mystic1110 combined some good cards with very interesting flavor that really caught me beyond the fact that the auras were getting additional cards to make up for lost value.

Misothene
2013-09-08, 01:27 AM
Compare Eternal Warrior to this card:

CARDNAME 2G
Creature - Elf
When CARDNAME dies, put 2 +1/+1 counters on target creature you control.
2/2

The card above is probably better than Eternal Warrior, but the card above is also, frankly, a ridiculous limited card.

Just for reference, that hypothetical card is very comparable to Elder Cathar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=222910), a common from Innistrad.

tgva8889
2013-09-08, 01:35 AM
Just for reference, that hypothetical card is very comparable to Elder Cathar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=222910), a common from Innistrad.

But a very different card, in that Elder Cathar doesn't work on any creature. But yes, I was probably a little off and 3W is probably the right cost. It's dependent on a lot of factors.

mystic1110
2013-09-08, 05:10 PM
I won!? Thanks! :smallbiggrin:

For my contest: design a 6-card set that makes it important for spells and permanents to change colors. A.K.A. lets make people WANT to play laces!

Dr.Gunsforhands
2013-09-08, 09:44 PM
Splatter Scrapings 1B
Creature - Zombie Ooze C
When Splatter Scrapings enters the battlefield, each player sacrifices a black creature.
To think that in better parts of town, they're worried about you contaminating the evidence.
1/4

Mind Palace 2
Artifact - U
When Mind Palace enters the battlefield, target creature becomes blue until end of turn.
3U, T: return target blue creature to its owner's hand.
Its builders liken it to a peaceful library. Others liken it to a prison in disguise.

Starmetal Gnomes 3
Artifact Creature - Gnome C
Starmetal Gnomes is all colors.
T: target spell or permanent is all colors until end of turn.
Once glittering streaks in the sky, they seem less impressive now, but no less ominous.
1/1

Ersatz Gnomes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3249) 3
Artifact Creature - Gnome C
T: target spell or permanent becomes colorless until end of turn.
Attempts to recreate the glittering mechanism of the gnomes never seem to succeed, but that's not to say that they can't compete with the original.
1/1

Mindlance 3UU
Instant - C
Counter target spell. If that spell was green or red, draw a card.
It's nothing that I would expect someone like you to understand.

Gloomlance (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=158757) 3BB
Sorcery - C
Destroy target creature. If that creature was green or white, its controller discards a card.
The only difference for those who won't talk is that their secrets die with them.

Ragamander
2013-09-16, 04:36 PM
Disclaimer: I have omitted cards that change the colors of spells/permanents from my mini-set under the assumption that the 'Laces (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&name=+[lace]+![palace]+![place]+![moonglove]+![solace]+![lacerator]) would be included elsewhere in the set (hopefully at uncommon rarity). I have made this assumption on the basis of the "let's make people WANT to play laces" clause in the instructions for this design contest.


Lawless Knight 2WW
Creature - Human Knight C
Vigilance
Red Essence -- As long as Lawless Knight is red, it gets +2/+0 and has "{R}{W}, {T}: Lawless Knight deals 2 damage to target creature."
2/2
Its untainted mind dreams of the freedom surrendered to society.


Learned Naturalist 2UU
Creature - Merfolk Druid C
Hexproof
Green Essence -- As long as Learned Naturalist is green, it gets +2/+2 and has "{G}{U}, {T}: Destroy target artifact or enchantment."
2/2
Its rational mind dreams of the simplicity outmoded by science.


Honor-Bound Dead 2BB
Creature - Zombie Soldier C
Intimidate
White Essence -- As long as Honor-Bound Dead is white, it gets +1/+2 and has "{W}{B}: Regenerate Honor-Bound Dead."
2/2
Its decaying mind dreams of the virtuousness useless in death.


Goblin Scholar 2RR
Creature - Goblin Wizard C
Haste
Blue Essence -- As long as Goblin Scholar is blue, it gets +0/+2 and has "{U}{R}, {T}: Counter target instant or sorcery spell unless its controller pays {3}."
2/2
Its chaotic mind dreams of the wisdom ignored by passion.


Sadistic Baloth 2GG
Creature - Beast Horror C
Trample
Black Essence -- As long as Sadistic Baloth is black, it gets +2/+2 and has "{B}{G}, Put a -1/-1 counter on Sadistic Baloth: Put a -1/-1 counter on target creature."
3/3
Its primitive mind dreams of a cruelty unknown to nature.


Faded Prism 4
Artifact U
{T}: Add {2} to your mana pool.
Multicolored Essence -- As long as Faded Prism is multicolored, it has "{1}, {T}: For each of Faded Prism's colors, add one mana of that color to your mana pool."
If Faded Prism would become a color, it becomes that color in addition to its other colors instead.
The Ancients used prisms to filter colorless light into vibrant hues, but such sights have been lost in the sands of time.

mystic1110
2013-09-18, 07:37 PM
Dr.Gunsforhands


Splatter Scrapings 1B
Creature - Zombie Ooze C
When Splatter Scrapings enters the battlefield, each player sacrifices a black creature.
To think that in better parts of town, they're worried about you contaminating the evidence.
1/4

Mind Palace 2
Artifact - U
When Mind Palace enters the battlefield, target creature becomes blue until end of turn.
3U, T: return target blue creature to its owner's hand.
Its builders liken it to a peaceful library. Others liken it to a prison in disguise.

Starmetal Gnomes 3
Artifact Creature - Gnome C
Starmetal Gnomes is all colors.
T: target spell or permanent is all colors until end of turn.
Once glittering streaks in the sky, they seem less impressive now, but no less ominous.
1/1

Ersatz Gnomes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3249) 3
Artifact Creature - Gnome C
T: target spell or permanent becomes colorless until end of turn.
Attempts to recreate the glittering mechanism of the gnomes never seem to succeed, but that's not to say that they can't compete with the original.
1/1

Mindlance 3UU
Instant - C
Counter target spell. If that spell was green or red, draw a card.
It's nothing that I would expect someone like you to understand.

Gloomlance (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=158757) 3BB
Sorcery - C
Destroy target creature. If that creature was green or white, its controller discards a card.
The only difference for those who won't talk is that their secrets die with them.

I have almost no clue how to judge 6 cards so bare with me.

What I liked a lot about the cards was the flavor behind them - especially with the gnomes. The Blue version of Gloomlace is cool and that is a great card to finish a cycle for. Individually I think the zombie card is an excellent defensive black card.

What I didn't like was that you gave a really really small glimpse at the color matter theme of the set. From what I can tell however, it will be a sort of colorless versus color set, but the colors hat their enemy colors. . . i don't know - the flavor outside the gnomes is missing. Mind's palace seems really weak, like a 6 mana unsummon that stays around to mess up blue, which will probably counter it or do something, since it's well . . . blue

Ragamander

Disclaimer: I have omitted cards that change the colors of spells/permanents from my mini-set under the assumption that the 'Laces (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&name=+[lace]+![palace]+![place]+![moonglove]+![solace]+![lacerator]) would be included elsewhere in the set (hopefully at uncommon rarity). I have made this assumption on the basis of the "let's make people WANT to play laces" clause in the instructions for this design contest.


Lawless Knight 2WW
Creature - Human Knight C
Vigilance
Red Essence -- As long as Lawless Knight is red, it gets +2/+0 and has "{R}{W}, {T}: Lawless Knight deals 2 damage to target creature."
2/2
Its untainted mind dreams of the freedom surrendered to society.


Learned Naturalist 2UU
Creature - Merfolk Druid C
Hexproof
Green Essence -- As long as Learned Naturalist is green, it gets +2/+2 and has "{G}{U}, {T}: Destroy target artifact or enchantment."
2/2
Its rational mind dreams of the simplicity outmoded by science.


Honor-Bound Dead 2BB
Creature - Zombie Soldier C
Intimidate
White Essence -- As long as Honor-Bound Dead is white, it gets +1/+2 and has "{W}{B}: Regenerate Honor-Bound Dead."
2/2
Its decaying mind dreams of the virtuousness useless in death.


Goblin Scholar 2RR
Creature - Goblin Wizard C
Haste
Blue Essence -- As long as Goblin Scholar is blue, it gets +0/+2 and has "{U}{R}, {T}: Counter target instant or sorcery spell unless its controller pays {3}."
2/2
Its chaotic mind dreams of the wisdom ignored by passion.


Sadistic Baloth 2GG
Creature - Beast Horror C
Trample
Black Essence -- As long as Sadistic Baloth is black, it gets +2/+2 and has "{B}{G}, Put a -1/-1 counter on Sadistic Baloth: Put a -1/-1 counter on target creature."
3/3
Its primitive mind dreams of a cruelty unknown to nature.


Faded Prism 4
Artifact U
{T}: Add {2} to your mana pool.
Multicolored Essence -- As long as Faded Prism is multicolored, it has "{1}, {T}: For each of Faded Prism's colors, add one mana of that color to your mana pool."
If Faded Prism would become a color, it becomes that color in addition to its other colors instead.
The Ancients used prisms to filter colorless light into vibrant hues, but such sights have been lost in the sands of time.

This isn't even fair - this mechanic is exactly what I had in mind when i thought of this contest. So well freaking done!!

Unfortunately It is hard to judge the strength of your common cards - if laces are also common and there are many other lace affects in the set those are some really powerful common cards.

If the laces are Uncommons however as you mentioned - then they might be alright. Although i am uncertain whether i'm allowed to take your clarification in my judgement since it seems the contest was supposed to be who can best express a set with just 6 cards. Under that scenario - I am going to rule that you should have omitted one card of cycle to show me a Lace card or another lace-type card with the rarities it would have had in the set.

Winner

Ragamander wins - because of the essence mechanic. It's was literally exactly what I was thinking of when I contemplated a "Lace Set"

Ragamander
2013-09-20, 10:13 AM
Wow, cool! :smallsmile:Sorry about the disclaimer at the top. Had I felt the need to demonstrate a color-changing effect in the set, I might have swapped out Faded Prism for Sway of Illusion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=22999) or something. Distorting Lens (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=45473) could have made an extremely weird uncommon, but there would have to be a huge amount of support in the rest of the set to make that an okay decision with respect to limited.

And regarding the power level of the commons, remember that your opponents will have access to approximately the same number of laces and lacelike effects as you have. SHENANIGANS ENSUE! :smallbiggrin:
Okay, for the next mini-set, I'd like to see a set designed around Planeswalkers! What would a set involving a lot of Planeswalkers and cards that interact with them look like? Show me six cards!

Grimsage Matt
2013-09-22, 12:23 PM
A Planewalker of the Loci, the more there are, the greater the abilities he unleashes.

Hyclon, the Locus Lord 8
Planeswalker- Locus U
+2; Gain 1 life for each Locus you control
-10; Exile 1 card your opponent controls from the battlefield, their hand, library or graveyard for each Locus you control.
-20; You gain an emblem with : All cards you have gain Locus in addition to their normal types.
4


Eldritch Locus
Land- Locus C
T- You gain 1 for each locus you control.

Vital Locus 4
Artifact- Locus C
T- Prevent the next X damage to target creature or player. X is equal to the number of Locus's you control.

Focused Blast 5
Sorcery C
Deal X damage to target creature. If you control at least ten Locus's, ignore Hexproof. X is equal to the number of Locus's you control.

Sorcerous Locus 6
Artifact- Locus C
T- Return an Instant or Sorcery with converted mana cost X from your graveyard to your hand. X is equal to the number of Locus's you control.

Focused Might 6
Enchantment- Aura C
Creature gains +1/+0 for each locus you control.

Dr.Gunsforhands
2013-09-23, 03:03 PM
This is a tough one, since planeswalkers are never supposed to show their faces at common or uncommon, usually...

If we assume that we're in a world where one gets a planeswalker in every other pack or something, we can revisit mechanics that interact well with them:

Proliferate G
Instant - C
Proliferate. (Choose any number of permanents and/or players with counters on them and give each another counter of a kind that is already there.)

...cards that get better if you have them:

Multiverse Acolyte 2W
Creature - Human Cleric C
Multiverse Acolyte gets +1/+1 for each loyalty counter on planeswalkers you control.
0/3

Multiverse Hatchling 3G
Creaure - Lizard Beast C
Trample
Whenever an activated ability of a planeswalker is activated, put a +1/+1 counter on Multiverse Hatchling.
3/3

...cards that augment their capabilities:

Joint Operation 2W
Instant - C
This turn, target planeswalker's activated abilities may be activated one additional time and may be used at any time its controller could cast an instant.
Proliferate. (Choose any number of permanents and/or players with counters on them and give each another counter of a kind that is already there.)

...and, of course, cards that help you deal with them:

Multiverse Saboteur 2U
Creature - Merfolk Rogue C
Multiverse Saboteur is unblockable as long as it is attacking a planeswalker.
2/3

Withdrawal BB
Enchantment - Aura U
Enchant Permanent
At the beginning of enchanted permanent's controller's upkeep, its controller removes three counters from it.

Here's an alternative one:

Bob the Zealot 1W
Planeswalker - Bob C
+1: You gain a loyalty counter. (When you would remove a counter from a permanent you control to pay for the cost of an ability, you may remove a loyalty counter from yourself instead.)
1

Campaign Manager 1W
Creature - Human Adviser C
When Campaign Manager enters the battlefield, you gain 3 loyalty counters.(When you would remove a counter from a permanent you control to pay for the cost of an ability, you may remove a loyalty counter from yourself instead.)
1/2

Burstling 2(r/g)(r/g)
Creature - Beast U
Burstling enters the battlefield with 3 +1/+1 counters on it.
Remove a +1/+1 counter from Burstling: Burstling gets +2/+2 until end of turn.
0/0

Proliferate G
Instant - C
Proliferate. (Choose any number of permanents and/or players with counters on them and give each another counter of a kind that is already there.)

Multiverse Saboteur 2U
Creature - Merfolk Rogue C
Multiverse Saboteur is unblockable as long as it is attacking a planeswalker.
2/3

Steve the Stalker 1U
Planeswalker - Steve C
+1: Creatures may not attack Steve until the beginning of your next upkeep.
1

Lea Plath
2013-09-23, 06:10 PM
@Grimsage Matt.

The planeswalker seems Underpowered. A 4 for 8 with its abilities at 10 and 20 means it takes 4-5 turns to use its 10, twice that for the -20. The 10 is OK, the 20 is just underwhelming. And the fact it is a planeswalker called Locus just makes things messy.

Add 1 what? If mana, the fact it comes in untapped breaks it.

OK for a common.

Damage isn't in colourless except in very special occasions. Wording is off on the hexproof thing. It can't be targeted and casting a spell requires targetting before it can say "ignore hexproof"

Rest are OK but they all seem Locus based, rather than planeswalker. I don't know what your weird obsession with Locus is because every other design is locus based.

Misothene
2013-09-23, 10:47 PM
Steady Progress (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194361) 2U
Instant C
Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
Draw a card.

Skilled Negotiators 2U
Creature- Human Advisor C
Whenever you activate an activated ability, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
Sturdy alliances are founded on mutual benefit- that doesn't mean everyone must benefit equally.
1/3

Sympathetic Slime 2GG
Creature- Ooze C
Whenever a counter is placed on a permanent you control, Sympathetic Slime gets +1/+1 until end of turn.
Some feel growth- it becomes growth.
1/1

Tarmian Mold 3GG
Creature- Ooze C
When Tarmian Mold enters the battlefield, put a +1/+1 counter on it for each card type among permanents you control.
2/2

Alliance Enforcers 1W
Creature- Human Soldier C
First strike
Whenever you activate an activated ability, put a +1/+1 counter on Alliance Enforcer.
Their ranks come from many armies, but they fight as one.
1/1

Legal Loophole 1UU
Instant- U
Counters can't be placed on permanents target player controls this turn.
Draw a card.
"This is why most treaties never get signed."

Ragamander
2013-09-28, 06:36 AM
Grimsage Matt:
A Planewalker of the Loci, the more there are, the greater the abilities he unleashes.

Hyclon, the Locus Lord 8
Planeswalker- Locus U
+2; Gain 1 life for each Locus you control
-10; Exile 1 card your opponent controls from the battlefield, their hand, library or graveyard for each Locus you control.
-20; You gain an emblem with : All cards you have gain Locus in addition to their normal types.
4


Eldritch Locus
Land- Locus C
T- You gain 1 for each locus you control.

Vital Locus 4
Artifact- Locus C
T- Prevent the next X damage to target creature or player. X is equal to the number of Locus's you control.

Focused Blast 5
Sorcery C
Deal X damage to target creature. If you control at least ten Locus's, ignore Hexproof. X is equal to the number of Locus's you control.

Sorcerous Locus 6
Artifact- Locus C
T- Return an Instant or Sorcery with converted mana cost X from your graveyard to your hand. X is equal to the number of Locus's you control.

Focused Might 6
Enchantment- Aura C
Creature gains +1/+0 for each locus you control.There are some general wording problems with your cards, but I'll look at the spirit of the cards rather than pick apart the text. Focused Blast in particular needs some careful wording. Here's how I would do it:

Focused Blast 5
Sorcery C
As long as you control ten or more Locus permanents, Focused Blast may target creatures with hexproof as though they didn't have hexproof.
Focused Blast deals X damage to target creature, where X is the number of Locus permanents you control.

Anyways, you have an interesting idea for an uncommon Planeswalker here; the high cost is what is offsetting some very solid abilities. No one will ever use the -20, but it is amusing just to see. The -10 is really strong if you can get it there, but otherwise 8 mana for this guy is really steep. It IS uncommon, though, but I think the proper way to make an uncommon Planeswalker is to lower the power of the abilities rather than increase the mana cost. Then again, if Cloudpost (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49050) is back, then maybe 8 isn't all that much...

Going with the same concept, I probably would have done a + ability that turns one permanent into a Locus, a small - ability that gains life for each Locus, and used the -10 ability as the only ultimate.

Hyclon, the Locus Lord 8
Planeswalker - Locus U
+3: Up to one target non-Locus permanent becomes a Locus in addition to its other types.
-1: Gain one life for each Locus you control.
-11: For each Locus you control, look at target player's hand and choose one -- exile a card from that player's hand, or exile target permanent that player controls, or exile target card in that player's graveyard.
3

Locus cards are already very difficult to balance due to Cloudpost (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49050), so your mini-set is very risky. I assume that Eldritch Locus is life-gain and not mana-gain, because otherwise it is bah-roken. Sorcerous Locus should probably read "T: Return target instant or sorcery card with converted mana cost X or less from your graveyard to your hand, where X is the number of Locus permanents you control." Otherwise, it's going to be very difficult to find appropriate targets. Of course, if it were worded the way I suggest, it would be extremely powerful, so I would do something like "X, T: Return target instant or sorcery card with converted mana cost X from your graveyard to your hand. X cannot be greater than the number of Locus permanents you control." Vital Locus is really strong in limited, because it will quickly start to negate most of the damage you could be dealt each turn. Focused Blast is very strange, being colorless removal. Its reliance on Locus cards probably keeps it from being too dangerous, but the only colorless removal in the game as of now is Ghostfire (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243486), which needs red mana to cast. Focused Might is possibly a little pricey for its effect, but that's how it goes for colorless spells.

Overall, I really worry about balance here. Locus is a really risky subtype to play around with, and I'm not sure that the high mana costs are the right counterbalance. The Planeswalker has some issues with being underpowered for 8 mana, and may need some rebalancing, even though there is no precedent for uncommon 'Walkers.

Also, although I understand using Locus as a means to justifying an uncommon Planeswalker, your mini-set is really more about the Locus subtype than about Planeswalkers.

Dr.Gunsforhands:
This is a tough one, since planeswalkers are never supposed to show their faces at common or uncommon, usually...

If we assume that we're in a world where one gets a planeswalker in every other pack or something, we can revisit mechanics that interact well with them:

Proliferate G
Instant - C
Proliferate. (Choose any number of permanents and/or players with counters on them and give each another counter of a kind that is already there.)

...cards that get better if you have them:

Multiverse Acolyte 2W
Creature - Human Cleric C
Multiverse Acolyte gets +1/+1 for each loyalty counter on planeswalkers you control.
0/3

Multiverse Hatchling 3G
Creaure - Lizard Beast C
Trample
Whenever an activated ability of a planeswalker is activated, put a +1/+1 counter on Multiverse Hatchling.
3/3

...cards that augment their capabilities:

Joint Operation 2W
Instant - C
This turn, target planeswalker's activated abilities may be activated one additional time and may be used at any time its controller could cast an instant.
Proliferate. (Choose any number of permanents and/or players with counters on them and give each another counter of a kind that is already there.)

...and, of course, cards that help you deal with them:

Multiverse Saboteur 2U
Creature - Merfolk Rogue C
Multiverse Saboteur is unblockable as long as it is attacking a planeswalker.
2/3

Withdrawal BB
Enchantment - Aura U
Enchant Permanent
At the beginning of enchanted permanent's controller's upkeep, its controller removes three counters from it.Yes, I intended this to be a hard one. If I thought it was easy, I'd make up cards myself. :smallwink: I wanted to give people the option of either envisioning what a common/uncommon Planeswalker would look like, or of just assuming that there are a ton of rare ones floating around the larger set.

Proliferate is a good card for a Planeswalker set. Normally it's an ability tagged onto something else, but it might be Limited-playable on its own with enough 'Walkers running around.

The "Multiverse" creatures you've designed are quite interesting. I worry about the Acolyte's power level, since following it with, say, Ajani, Caller of the Pride (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370680) (and its +1), nets you a 6/9 creature. And with more 'Walkers, it'll get even crazier. The Hatchling doesn't suffer from the same kind of instantaneous beatdown problem, but it could still get out of hand very quickly. I love the design, though. I also like that it triggers off of opponents' Planeswalkers, making it the only card to punish opponents for using their Planeswalkers' abilities. It's an interesting feature, but it does make the power level even more questionable. I might have devoted that mechanic on its own to a creature. Here's a try, though it's at the wrong rarity for a mini-set:
Multiverse Avenger 1WW
Creature - Human Soldier R
First strike
Multiverse Avenger can't attack players who control a planeswalker. (It can still attack planeswalkers.)
Whenever an opponent activates an ability of a planeswalker, put two +1/+1 counters on Multiverse Avenger.
3/2The Saboteur is also a fantastic design, and I would love to see a card like that in an actual MTG set. It would probably be a rare with a better CMC-to-P/T ratio, of course, but the ability has such a simple elegance to it. Bravo.

One thing I realize is that high creature-power may not be as big of a deal in a set with many Planeswalkers, since the 'Walkers will draw a fair amount of that increased damage. It's an interesting thing to consider.

Joint Operation is an interesting card. If I'm correct, it means you can use a Planeswalker's ability on an opponent's turn. That's a good exploration of design space, but the flip-side to exploring design space is dealing with strange interactions. Now, honestly, I was expecting there to be some problem when I looked through the current Planeswalkers, but there are only a few abilities that hardly make sense: Sarkhan Vol (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370566)'s +1 and Venser (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=266078)'s -1. It's surprisingly safe, rules-interaction-wise. I also like the ability to use Vraska (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=290538)'s +1 at instant speed. You thought it was okay to attack her? Think again!
Proliferating in addition might be overkill, especially on a common. The only other complaint I have is that the name doesn't quite work. The name makes it sound like something special happens when you use the abilities of two different Planeswalkers.

I also really, really like Withdrawal. Most obviously, it kills 'Walkers, but the applications are endless. It's generally not as strong as Vampire Hexmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=192232), of course, but it can do a lot of the same tricks. You could also put it on a Delaying Shield (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29916) or a Phyrexian Hydra (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214060). Overall, it's not THAT powerful of a card, but it is a fun and versatile card that could see play in Limited or in janky casual combo decks. I like it. A lot.

Dr.Gunsforhands Alternate:
Here's an alternative one:

Bob the Zealot 1W
Planeswalker - Bob C
+1: You gain a loyalty counter. (When you would remove a counter from a permanent you control to pay for the cost of an ability, you may remove a loyalty counter from yourself instead.)
1

Campaign Manager 1W
Creature - Human Adviser C
When Campaign Manager enters the battlefield, you gain 3 loyalty counters.(When you would remove a counter from a permanent you control to pay for the cost of an ability, you may remove a loyalty counter from yourself instead.)
1/2

Burstling 2(r/g)(r/g)
Creature - Beast U
Burstling enters the battlefield with 3 +1/+1 counters on it.
Remove a +1/+1 counter from Burstling: Burstling gets +2/+2 until end of turn.
0/0

Proliferate G
Instant - C
Proliferate. (Choose any number of permanents and/or players with counters on them and give each another counter of a kind that is already there.)

Multiverse Saboteur 2U
Creature - Merfolk Rogue C
Multiverse Saboteur is unblockable as long as it is attacking a planeswalker.
2/3

Steve the Stalker 1U
Planeswalker - Steve C
+1: Creatures may not attack Steve until the beginning of your next upkeep.
1I really love Bob the Zealot. Steve the Stalker just isn't quite as cool, but Bob the Zealot wins at life. Steve has a major problem in that he does absolutely nothing on his own. You'd need one of your first two Multiverse creatures to make use of him, but you didn't include them in this set. Hmm.
One question I'd have with giving yourself loyalty counters: Can you use them to activate abilities that the Planeswalker itself lacks sufficient loyalty to activate? As in, if you have 12 loyalty counters and you play Gideon, Champion of Justice (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366345), can you immediately exile all other permanents?
Burstling is cool; it reminds me of Spike Soldier (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5241).

Misothene:
Steady Progress (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194361) 2U
Instant C
Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
Draw a card.

Skilled Negotiators 2U
Creature- Human Advisor C
Whenever you activate an activated ability, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
Sturdy alliances are founded on mutual benefit- that doesn't mean everyone must benefit equally.
1/3

Sympathetic Slime 2GG
Creature- Ooze C
Whenever a counter is placed on a permanent you control, Sympathetic Slime gets +1/+1 until end of turn.
Some feel growth- it becomes growth.
1/1

Tarmian Mold 3GG
Creature- Ooze C
When Tarmian Mold enters the battlefield, put a +1/+1 counter on it for each card type among permanents you control.
2/2

Alliance Enforcers 1W
Creature- Human Soldier C
First strike
Whenever you activate an activated ability, put a +1/+1 counter on Alliance Enforcer.
Their ranks come from many armies, but they fight as one.
1/1

Legal Loophole 1UU
Instant- U
Counters can't be placed on permanents target player controls this turn.
Draw a card.
"This is why most treaties never get signed."Steady Progress is a good reprint here, for obvious reasons.
Skilled Negotiators is a cool card, but the interaction between activated abilities and proliferate seems like it would fit better on an uncommon. Granted the power level is still okay for a common. In Limited it would serve as a decent wall and would allow you to really power up your Planeswalkers quickly. The card actually has a lot of potential to get out of hand. And not just with Planeswalkers (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159407). There are plenty of cards that have abilities that can be activated just be removing a counter. Worst of these is Baton of Courage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=51375), which will allow for a fairly easy turn 4 kill, or turn 3 with a mana dork. Probably not broken enough to see Legacy play, but it's still crazy. With those things considered, it definitely seems more like an uncommon.
I'm not sure how strong Sympathetic Slime is. With just Planewalkers, Sympathetic Slime is still pretty weak, since it probably attacks as a 4/4 under good circumstances (two 'Walkers, one with a +1 and one with a +2). However, with something like Increasing Savagery (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Increasing%20Savagery), this card seems pretty terrifying. Conditionally, it's pretty strong, but otherwise it's pretty weak. I'd maybe try something like:

Sympathetic Slime 2GG
Creature - Ooze C
Whenever one or more counters are placed on another permanent you control, put a +1/+1 counter on Sympathetic Slime.
2/2

That gives it a little more staying power, at least. Of course, it looks more like an uncommon that way.

Tarmian Mold is another interesting card. It will enter the battlefield as a 4/4 for 5 in most cases, but building the right deck could easily get you an artifact and an enchantment (in addition to creature and land). That's a 6/6 for 5 with a fair amount of effort. Since we're doing a Planeswalker-themed set, let's assume you have easy access to a Planeswalker, and you have a 7/7 for 5 at common. It's probably a pretty good common: fairly strong in the right deck, but it won't dominate Limited because you need to support it with other card types. A vanilla 7/7 for 5 won't dominate Standard or any other format (except maybe Pauper), so it seems good to me.

Alliance Enforcers, having another triggered ability based on activated abilities, seems like an uncommon. However, its power level is pretty okay for a common, and it's not the combo engine that Skilled Negotiators is. Overall, it's a nice and flavorful card.

Legal Loophole is the coolest card you've got here, being a fantastic response to Planeswalkers and other things that come into play with counters (Hydras, mainly). Cantripping is correct on a narrow card like this. It also works amusingly with Delaying Shield (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29916) and/or Everlasting Torment (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=142036). Of course, similar to Melira (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194274), this card gives you a turn to go infinite with Persist and/or Undying.

Your card set is also hurt by a lack of representation of any cards with activated abilities, despite the fact that two of your cards trigger from activated abilities. Granted, there will be Planeswalkers in the set, obviously, but it would have been nice to see something else with an activated ability to complement Skilled Negotiators and Alliance Enforcers.


WINNER:Dr.Gunsforhands wins it this time. Overall, I thought that mini-set had the most cohesion while still staying tightly on-theme. It also had the fewest potential balance issues, and I thought a lot of the designs were interesting in and of themselves.

Kudos, however, to Grimsage Matt, for at least attempting to design a nonrare Planeswalker.

Surrealistik
2013-09-28, 01:13 PM
Abyssal Negation http://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Instant - Common
Exile target spell with a converted mana cost less than X plus 1, or counter target activated ability with an activation mana cost less than X plus 1. X is equal to the number of cards in the exile zone.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Council of the Abyss http://wiki.mtgsalvation.com/images/b/bc/Manaub.gifhttp://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Sorcery - Common
Draw a card for each card in the exile zone. You lose 1 life for each card drawn in this way.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Invoke the Beyond http://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Instant - Common
Until the end of turn, you may play cards in the exile zone as if they were in your hand and you may spend mana as though it were mana of any color to cast them.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Pull From Oblivion http://wiki.mtgsalvation.com/images/3/35/Manawb.gif
Instant - Common
Choose one: Return a card you own in the exile zone to your hand or shuffle all cards you own from the exile zone into your library.
Entwine—Pay 2 life
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Void Bolt http://wiki.mtgsalvation.com/images/2/2b/Manabr.gif
Instant - Common
~ deals damage to target creature or player equal to the number of cards in the exile zone. This damage can't be prevented. If a creature dealt damage in this way would die this turn, exile it instead.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Void Ghost http://wiki.mtgsalvation.com/images/b/bc/Manaub.gifhttp://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Creature - Spirit Horror Uncommon
Shadow, Voidborn http://wiki.mtgsalvation.com/images/b/bc/Manaub.gif (You may cast this card from the exile zone for its Voidborn cost.)
When ~ would go into a graveyard from the battlefield, exile it and you lose 2 life.
2/1

AgentPaper
2013-09-28, 03:17 PM
Abyssal Negation http://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Instant - Common
Exile target spell with a converted mana cost less than X plus 1, or counter target activated ability with an activation mana cost less than X plus 1. X is equal to the number of cards in the exile zone.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Council of the Abyss http://wiki.mtgsalvation.com/images/b/bc/Manaub.gifhttp://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Sorcery - Common
Draw a card for each card in the exile zone. You lose 1 life for each card drawn in this way.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Invoke the Beyond http://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Instant - Common
Until the end of turn, you may play cards in the exile zone as if they were in your hand and you may spend mana as though it were mana of any color to cast them.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Pull From Oblivion http://wiki.mtgsalvation.com/images/3/35/Manawb.gif
Instant - Common
Choose one: Return a card you own in the exile zone to your hand or shuffle all cards you own from the exile zone into your library.
Entwine—Pay 2 life
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Void Bolt http://wiki.mtgsalvation.com/images/2/2b/Manabr.gif
Instant - Common
~ deals damage to target creature or player equal to the number of cards in the exile zone. This damage can't be prevented. If a creature dealt damage in this way would die this turn, exile it instead.
Abysscycling—Pay 2 life (Pay 2 life, Exile this card: Draw a card.)

Void Ghost http://wiki.mtgsalvation.com/images/b/bc/Manaub.gifhttp://wiki.mtgsalvation.com/images/b/bc/Manaub.gif
Creature - Spirit Horror Uncommon
Shadow, Voidborn http://wiki.mtgsalvation.com/images/b/bc/Manaub.gif (You may cast this card from the exile zone for its Voidborn cost.)
When ~ would go into a graveyard from the battlefield, exile it and you lose 2 life.
2/1

I think you mixed up the two contests.

Surrealistik
2013-09-28, 03:20 PM
Nah, 5 Commons, 1 Uncommon, despite the thematic intersection with the other contest. :smalltongue:

AgentPaper
2013-09-28, 03:31 PM
Nah, 5 Commons, 1 Uncommon, despite the thematic intersection with the other contest. :smalltongue:

This contest works like the other one though, where there's a theme each week that you need to follow. The current week's round has just ended (the judging is the post above yours), and now we're waiting on the winner to announce the next contest.

Speaking of which, Ragamander did you send a PM to the winner? If not, please do, since not everyone checks the thread every day.

Surrealistik
2013-09-28, 03:34 PM
Ah, was just looking (well scanning really, otherwise I would have seen the allusion to the other thread) at the OP which didn't mention a variable theme.

AgentPaper
2013-09-28, 03:39 PM
Ah, was just looking (well scanning really, otherwise I would have seen the allusion to the other thread) at the OP which didn't mention a variable theme.

Well, it does mention this weeks theme in big bold letters...:smalltongue:

Surrealistik
2013-09-28, 03:41 PM
Haha, yeah, just zoned that out as a header, onto the text body.

Anyways, looking forward to the next theme's announcement.

Dr.Gunsforhands
2013-09-28, 11:36 PM
I know what's going on, I just didn't want to yell at you for using the wrong theme when I hadn't decided on what the right one was yet. :smalltongue:

Anyway, this week let's make a set of cards based around discarding. Encouraging it, discouraging it, causing it, whatever's interesting. Have at it!

Surrealistik
2013-09-29, 12:24 AM
Mind Shock U/B,U/B
Instant - Common
Dementia- U/B (You may play this spell for its dementia cost if you discard a card while casting it.)
Counter target spell unless that spell's caster discards two cards at random. For each card a player can't discard in this way, he or she puts the top card of his or her library into his or her graveyard and loses 3 life.
After a sudden keening agony, the wizard's mind left with his spell's final vowel.

Psychic Scream X,U/B,U/B
Sorcery - Common
Madness X
Dementia- Sacrifice X permanents. (You may play this spell for its dementia cost if you discard a card while casting it.)
Each player discards X cards. For each card a player can't discard in this way, he or she puts the top card of his or her library into his or her graveyard and loses 3 life.
Sometimes it's the silent screams that prove most chilling.

Shapeless Horror X,U/B
Creature - Nightmare Horror Common
Madness X
As an additional cost to play ~, discard a creature card with a converted mana cost less than X plus two.
~ is a copy of the discarded card and has +1/+1, intimidate, is black and/or blue and is a Nightmare Horror in addition to its other creature types.
0/0
Lacking discernible form, it clothes itself in the likeness of its victims.

Voice of Madness 1,B/R
Enchantment - Aura Common
Dementia 0 (You may play this spell for its dementia cost if you discard a card while casting it.)
Enchant creature or planeswalker
Whenever a player discards a card, put a charge counter on Voice of Madness and tap enchanted permanent.
When Voice of Madness’ charge counters equal or exceed the enchanted permanent’s converted mana cost, you gain control of the enchanted permanent.
Madness' treacherous whispers soon become a domineering crescendo.

Nightmare Splinters 2,B,B
Enchantment - Common
Madness 1,B
Dementia B (You may play this spell for its dementia cost if you discard a card while casting it.)
Whenever a player discards a card, you may pay 1 life. If you do, put a 1/1 black Nightmare Horror token onto the battlefield with intimidate.
Nightmares, like dreams, may also come to a dark fruition.

Seal of Nightmare 1,B
Artifact - Uncommon
Whenever a player discards a card, put a charge counter on ~.
Sacrifice ~: Put a X/X black Nightmare Horror token onto the battlefield. X is equal to the number of charge counters on ~. If X is greater than 2, that token gains shroud and intimidate. If X is greater than 5 it gains trample and wither.
Its etchings are a paradox, describing the ineffable, depicting horrors beyond comprehension.

Dr.Gunsforhands
2013-10-07, 04:02 AM
Well, Surreal, I guess you win this one. Which is fine.

But, for the sake of fairness, here's a review:Mind Shock is templated oddly, but it looks like the mill/life-loss substitution just lets someone with fewer than 2 cards in hand punch their spell through. Not a bad variant of Perplex (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87992), though a mono-black counterspell may be problematic.

Psychic scream is a mono-blue burn spell. And a white/green burn spell, if you know how to use it. And it's really, really complicated for a common; X spells alone tend to be at least uncommon these days. This problem affects most of your other cards, too.

"Black and/or Blue" isn't a color combination; you can just add both colors.

Voice of Madness just can't be common; it is definitely a rare. I'm also wondering why you decided that one should be red instead of blue; it requires an awful lot of planning ahead for a red card, and it's only black because of the way it looks for discarding. Of course, it can be played regardless of colors anyway, which is also a problem. Mono-green control for the win?

You would probably have been better served making a mono-black set that was simpler and focused on making Dementia interesting rather than mashing it and madness and split-costs together on every other card. As it is, you're creating a limited format where players will routinely dump their hands and win the game from out of nowhere with Psychic Scream alone, which would be enough for a lot of people to rage-quit.

Dr.Gunsforhands
2013-10-11, 07:44 PM
Surreal has said that he doesn't have much of an idea for the next theme, so I guess I'll set another one. :smalltongue:

Make a group of cards for a silver-bordered set!

(A silver-bordered set is one that is humorous in nature and not sanctioned for use in most competitive formats. A silver-bordered set can still be put into a limited format on its own, however, so while balance is less of an issue, it still needs to be fun to play with on this level.)

Gogogo!

Surreal, do you want to actually judge this one? Because if you do, I still need to come up with my own entry. If you'd rather be a contestant again, I'm fine with that too.

Ninjaman
2013-10-20, 08:31 AM
Blue Man Group - 2U
Creature - Human Group - C
Whenever you cast a blue spell untap Blue Man Group
We don't know either
2/2

Lightning Dice - 2R
Sorcery - C
Lightning Dice deals D6 damage to target creature or player (roll on resolution)
"I am 50% sure you will get struck by lightning"
Goblin Lightningcaster


Chaos imps - 1R
Creature - Imp - C
At the beginning of each players upkeep, that player rolls a D6, on a roll of 5 or 6, that player gains control of Chaos imps.
[A sign that says "Do not feed the imps"]
3/3

Slingshot - 2
Artifact - Equipment - C
Equipped creature has T: Roll a D6, on a roll of 2 or more, this creature deals 1 damage to target creature, if a one is rolled this creature deals 1 damage to you.
Equip 2
"I stole it from a child once, works quite well"
- Gerrard Capashen

Lucksack - 2
Artifact - C
Sacrifice Lucksack: The next time you would roll a dice this turn it is an automatic 6. Draw a card.
[A sticker that says "Property of Squee"]

Imposter - 2U
Creature - Human - U
Imposter enters the battlefield as a copy of another target creature.
3, Shout "Imposter": Imposter is no longer a copy of another creature. Any player may activate this ability.
That's not natural blond!
2/2

HypoSoc
2013-10-20, 05:30 PM
Wee Little Goatty BBBBBW
Creature - Demon Goat - M C
Flying, Deathtouch, Indestructable, Annihilator 7
Whenever ~ deals combat damage, enters the battlefield, becomes tapped, or laughs maniacally, all players must scream for their mothers or lose the game.
10/10

Tasty Paper Wall W
Creature - Wall - C
Defender
Whenever a goat attacks, sacrifice ~. The goat's controller gains 5 life.
Billy! Stop eating our defenses!
0/3

Flames of Scrumptious Barbecue 2R
Instant - C
~ deals 3 damage to target creature. If that creature dies and would taste good cooked, you may gain 5 life.
Nothing tastes better than flambe'd Ooze with a side of grapes.

Goatman 2U
Creature - Human Goat Horror- C
When ~ dies, each player may draw a card.
Oh the Caprine-manity! What sort of deranged creator would allow such a monstrosity to exist?
2/3

Goatee 4B
Creature - Evil Goat Advisor - C
Deathtouch
When ~ dies, destroy target creature.
For some reason, everybody and everything in the evil dimension has a stylish beard.
2/4

Portal to the Goat Dimension 3
Artifact - U
At the beginning of each players upkeep, that players puts a 0/1 white goat creature token onto the battlefield tapped.
Once unlocked, Armagoaten is inevitable.

Dr.Gunsforhands
2013-10-21, 12:43 PM
Whoa, entries!

It's already been over a week, so I'm kind of torn... I think I'll put off judging until this weekend, so anyone else who thought this was dead can get in their own silliness.

Dr.Gunsforhands
2013-10-27, 11:59 PM
Hyposoc Wins! Because goats.

My biggest complaint would have to be about the Flames. As much fun as it would be to argue about it, you need some basis for what does or doesn't fit the good-tasting criteria; people do have tournaments for this, after all. I'd suggest listing good-tasting creature types in reminder text.

Ninjaman's was nice for including the dice mechanic, but just didn't come together as well overall.

HypoSoc
2013-10-28, 03:27 PM
Hmm, this seems to have lost interest. I shall attempt to beat the previous score of 2 entrants during my contests. Perhaps we can make a meta contest out who can get the most contestants for heir contest?
Lets try to get at least three people.
Design a mini-set based on the concept "Meta."
The concept must apply to either the meta set's flavor or mechanics, or both if you are ambitious.

onasuma
2013-10-29, 05:00 AM
Whats more meta than a set based around throwing trading cards at people?

Touch of the Cajun 1UR

Instant C

Counter target instant or sorcery. ~ deals 1 damage to target creature or player.

(art depicts a trading card caught from the air beginning to gain a purple glow, synonimus to Gambit from the X-men)


Stacked deck X

Artifact C

~ enters the field with X rig counters on it.

5, Remove a rig counter from ~: Scry three, then draw a card

Its easier than you'd think to make your own luck

(Deck of mtg cards, held in a black leather gloved hand, missing 2 fingers, with a blightsteel collussus, poking out the end of his sleave)


Kinetic Volley 2R

Sorcery C

Put the top card of your library into the graveyard and do 1 damage to target creature or player. Then if you put a land into the graveyard this way, you may repeat the process.

(Depicts two purple cards flying through the air towards a purple and red robed wizard who is already dealing with one having just exploded, blocking out his face for copywrite issues)

More to come.

HypoSoc
2013-11-06, 06:13 PM
Well, its been over a week, so Onasuma wins by default. I hope you have better luck.

AgentPaper
2013-11-06, 06:28 PM
I would suggest going for more basic and simple challenges for each week. Making a set of 6 cards is already fairly complex and difficult to do on its own, so adding lots of restrictions will only make it that much harder, and thus lead to less people participating.

That doesn't mean that the challenges need to be boring, but rather that they should be less restrictive and unorthodox. Out of the box ideas are nice and all, but especially for an already complex contest like this, there is plenty of room to explore inside the box.

Another way to think of it is, would you want to play a set designed around your challenge? If not, then it's probably not a very good challenge.

onasuma
2013-11-07, 08:12 AM
Default winning with only half an entry? ILL TAKE IT!

Design a set with a focus on the upkeep!

Grimsage Matt
2013-11-09, 05:53 PM
Deep Troll Primal Elder 8GGRR
Legendary Creature- Troll Shaman- MR
Hexproof, Defender
Upkeep 5; At the beginning of each of the Controllers upkeep phases, you may pay 5. If not, transform Deep Troll Primal Elder.
All Green Creatures you control gain +1/+1 for each Age counter on Deep Troll Primal Elder and haste
All Red Creatures you control gain +1/+1 each Age counter on Deep Troll Primal Elder and trample
All Gold Cards you control that have Red and Green in their mana costs gain +1/+1 each Age counter on Deep Troll Primal Elder, First Strike and Reach
All Green and Red spells cost GG/RR less to cast
"The older a Deep Troll gets, the more potent the spells it weaves awake."
8/8
////////////////////////////////////////////////////////////////////////////////////
Slumbering Deep Troll Primal Elder
Legendary Land- MR
Shroud
During your second main phase, you may pay XGGGRRR. If you do, Transform Slumbering Deep Troll Primal Elder. X is equal to the number of Age Counters on Slumbering Deep Troll Primal Elder
T- Add G or R for each Age counter on Slumbering Deep Troll Primal Elder
Each Upkeep place 1 Age Counter on Slumbering Deep Troll Primal Elder
"Even asleep, Primal Elders Expert great power."


Old Coot 2WB
Creature- Human- U
At each upkeep place a Age Counter on Old Coot
T- Tap X permanents. They do not untap during their controllers next untap step. X is equal to the Number of Age Counters on Old Coot.
"Git off ma lawn ya whippersnappers!"

Old Age 2BBB
Enchantment- Aura- U
At each upkeep place a Age Counter on Old Age
Enchanted creature gains -1/-1 for each Age Counter on Old Age, and may not gain +1/+1 tokens
When a creature with power or toughness 2 or greater enters the field, you may pay BBB to return Old Age to the battlefield enchanting that creature.
"Age wears away all things."

Timeless Katana 4
Artifact- Equipment- U
At each upkeep place a Age Counter on Timeless Katana
Equip 2
Equipped creature gains Bushido X. X is equal to the Age Counters on Timeless Katana. If there are at least 3 Age counters, the Equipped Creature also gains First Strike. If there are at least 5 Age counters the Equipped Creature Gains Deathtouch. If there are at least 7 age counters, the Equipped creature gains "Creatures destroyed by this card are exiled."
If Timeless Katana and Eternal Wakizashi are equipped to the same creature, it gains Vigilance and Hexproof.
"The blade of a True Samurai is honor, and can cut to the soul."

Eternal Wakizashi 4
Artifact- Equipment- U
At each upkeep place a Age Counter on Eternal Wakizashi
Equip 2
Equipped creature gains Bushido X. X is equal to the Age Counters on Eternal Wakizashi. If there are at least 3 Age counters the Equipped Creature also gains reach. If there are at least 5 Age Counters Equipped Creature also gains Indestructible. If there are at least 7 Age Counters the Equipped Creature also gains "Can Block unlimited number of creatures".
If Timeless Katana and Eternal Wakizashi are equipped to the same creature, it may block creatures with Shadow or Unblockable.
"The Blade of a True Samurai is duty, and may defend from any threat."

War Engine 8
Artifact- R
At each upkeep place a Age Counter on War Engine
T- Place X 1/1 colorless Myr tokens onto the battlefield. X is equal to the number of Age Counters on War Engine.


Age counters, as they go on, they get better.

Misothene
2013-11-09, 06:48 PM
Deep Troll Primal Elder 8GGRR
Legendary Creature- Troll Shaman- MR


If I recall correctly, this contest calls for 5 commons and an uncommon.

That aside, you may need to think about how much text can feasibly fit on a card.

Misothene
2013-11-11, 11:37 PM
Paradox Haze (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=109721) 2U
Enchantment- Aura U
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.

Oracle Adept 3U
Creature- Human Wizard C
At the beginning of your upkeep, scry 1.
1/4

Aven Augur (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=132225) 3U
Creature- Bird Wizard C
Flying
Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Activate this ability only during your upkeep.
2/2

Academy Ornithologist 1UU
Creature- Human Wizard C
At the beginning of your upkeep, you may reveal the top card of your library. If it's blue, up to one target creature gets +1/+1 and gains flying until end of turn.
1/1

Fatespinner Sphinx 4UU
Creature- Sphinx C
Flying
When Fatespinner Sphinx enters the battlefield, scry 1.
Forecast- 1U, Reveal Fatespinner Sphinx from your hand: scry 1. (Activate this ability only during your upkeep and only once each turn.)
4/4

Unethical Psychiatrist 3UU
Creature- Human Adviser C
Whenever you scry, target player puts the top card of his or her library into his or her graveyard.
"Oh, you hear voices? Do what they say. They probably know something you don't."
2/4

Eternis
2013-11-17, 12:53 AM
Paradox Mage UUU
Creature - Human Wizard U
At the beginning of your untap step, choose one - Skip your next upkeep step, or at the beginning of your first upkeep step this turn, you gain an additional upkeep step after that step.
1/3

Youthling WB
Creature - Illusion C
Cumulative Upkeep - Remove an age counter from another creature you control.
2/3

Guardian Oak 2G
Creature - Plant C
Cumulative Upkeep - G
Creatures you control get +0/+1 for each age counter on Oak of Ages
0/1

Hellish Captain 1BB
Creature - Human Soldier C
Cumulative Upkeep - B or Pay 2 life
When Hellish Captain attacks, X target creatures gain fear, where X is the number of age counters on Hellish Captain
3/2

Time Lock U
Enchantment - Aura C
Cumulative Upkeep - Tap an untapped non-land permanent you control
Enchanted creature can't attack or block and loses all triggered abilities.

Curse of Old Age 1R
Instant C
Choose one:
Put X age counters on target creature, where X is its power, or deal Y damage to target creature, where Y is the number of age counters on target creature.

Anyway, theme:
BRINGING BACK CUMULATIVE UPKEEP which was one of the original purposes for the upkeep step (upkeep meaning "the process of keeping something in good condition"), and utilising age counters to create effects, similar to what they did in coldsnap, but with more focus on abilities that function during the upkeep.
Fave card of mine: YOUTHLING.
IS SO SHINY.

Jormengand
2013-11-17, 08:07 AM
Rising Power 1U
Enchantment C
During your upkeep , put a rise counter on yourself.

Forming Glory 2WW
Enchantment - Aura C
Enchant creature
Enchanted creature gains +1/+1 for each rise counter you have.
During your upkeep, put a rise counter on yourself.

Gathering Army 2GG
Creature - Human soldier C
Rising Army gains power and toughness equal to the number of Rise counters you have.
During your upkeep, put a rise counter on yourself.

Growing Hunger 2BB
Enchantment C
During your upkeep, put a rise counter on yourself.
During your upkeep, put a 1/1 black ghost creature token in play under your control for each rise counter you have.

Surging Fire 2RR
Enchantment C
During your upkeep, deal 1 damage to target creature a number of times equal to the number of rise counters you have.
During your upkeep, put a rise counter on yourself.

Advancing void WUBRG
Sorcery U
Remove all rise counters from yourself, and deal damage to target player and all creatures they control equal to the number of rise counters removed in this way.

radmelon
2013-11-17, 01:33 PM
I'm pretty sure "During your upkeep" should be "at the beginning of your upkeep."

Eternis
2013-11-17, 09:30 PM
Radmelon is right.

onasuma
2013-11-18, 11:58 AM
Cor, there's actually a few entries! Guess that says keeping ideas broad is the way too do things here.

Grimsage Matt

Sadly, this doesnt follow the rules for the competition (5 commons and an uncommon being key), so I cant really include it in the judging, but Ill review the cards separately. Your star piece seems to be your troll, but it is both far too busy to make into a card, but also far too complex and overcosted even at that. You should always try to refine your cards as best you can, choose thematic effects (here a defender that can become a land) and focus on how to make that work. Outside of that, Coot is missing p/t, old age is exceptionally underpowered for its cost and the artifacts, while good in principle are again too unrefined.

Misothene

Paradox Haze was the card that got me to pick the competition title, so Im glad someone included it. Very refined card design here yet all things considered. Nothing does anything overly exciting, but they dont have to, they're just making sure your next draw works out nicely. The Psychaiatrist boarders on the "too weak" side of things, but at common level thats probably fine! I also like the forecasting sphinx, but it could probably have had a forecast cost of only U - using 2 up before my draw would make me very hesitant to ever run it

Eternis

More spread of different colours here which is nice - gives the theme of a broader set rather than just a slice of the pie. Paradox mage seems boarderline too tough to me in all honesty, it's just so versatile at this rarity, but I appreciate the tri-cost blue to set it up. Youthling immediately looked too strong to me, but thinking more about it is far weaker than I first assumed - tricky card. I like that in a set where age counters are going to be so vital, an early burst eats them up so fast. Very nice card that one. The tree and the captain are nice in design - the longer you keep them the tougher they get - but I dont think they are generally going to be worth keeping around long enough, but as commons they work. Timelock too strong for a CMC 1 enchantment, you could just drop it for a turn and lose it. Only card I dont like is the curse - Nothing inherantly wrong with it, just thematically I dont think it needs the first half. Overall though, nice entry this

Jormengang

In principle this could have been a very exciting set of cards - slowly building up something your opponents cant touch until it overwhelms them. The main flaw I see here is putting counters on yourself. Personally, I would have seen emblems as the way to do this, given these wouldnt have interactions anyway (given counter altering cards tend to specify on a permenant/suspended card). I know poison counters do this, but I dont like them either. I also think you needed to slow the rate at which benefits occur if every permenant that benefits from them also keeps them coming. You've also got a bit of an issue with phrasing these cards properly. I can appreciate that issue a bit, but you also lack consistancy on them. I really do like this entry, just a bit too much wrong at the moment sadly

and the winner:

Honestly, it was very close, each entry had something exciting about it. Overall however, I think Eternis had the edge. The entry gave me a good idea about what the rest of that set would be like, was balanced and interesting enough to get me thinking up combos.

Congratulations Eternis

Maybe we try to keep themes simpler given how many more entries we got this week?

Eternis
2013-11-20, 03:34 AM
I agree about time lock, but for different reasons. It's actually worse than you think, as the "triggered ability" prevents the user from having to pay the cumulative upkeep cost, and as the most powerful creatures in the set would most likely be the ones with the large upkeep costs, it can end up as an advantage. However, "non-land permanent" is too broad a field for an upkeep cost, so I would change it to "creature" instead.

Now, for the CONTEST:
Design a set based on Offering
For those of you who don't know, Offering is a keyword that appeared in the Kamigawa set. It allows you to sacrifice one creature of a certain type as you play it in order to play the larger creature spell as though it had flash, and at a mana cost reduced by the mana cost of the sacrificed creature.
Yeah, kinda complicated, but it hasn't been used since, and I found it pretty fun.

Grimsage Matt
2013-11-21, 04:13 PM
Goblin Basher 2R
Creature- Goblin C
Offering Artifact,
Morbid- If a creature was put into the graveyard this turn, deal 4 damage to target creature.
2/1

Piggapult 4RR
Creature- Beast C
Goblin Offering
Sacrifice a Goblin, T; Deal 2 damage to target creature or player.
"It's a giant pig with a catapult strapped to it's back..... and the goblins response to the dwarves tanks.'
3/3

Goblin Big Boy 4RR
Creature- Goblin Warrior C
Goblin Offering, Haste
Whenever at least four goblins attack, all attacking goblins gain a +1/+1 token
"A bigger breed of goblin, and a effective horde officer."
4/3

Goblin Pressganger 3R
Creature- Goblin C
Goblin Offering
RR; Make a 1/1 red goblin creature token with a converted mana cost of RR.
"Goblins often pressgang large numbers of their own.... unfortunately, we can't do the same with the poor."
2/2

Goblin Stewpot 5
Artifact- U
Goblin Offering
Whenever a goblin dies, place a charge counter on goblin stewpot.
T, Remove X charge counters from goblin stewpot; Place X +1/+1 tokens on target goblin.
"Goblin fine cooking often consists of stew made from whatever they can find. And what they find most often is goblin."

Dr.Gunsforhands
2013-11-22, 04:40 AM
Fleshgift Demon 4BB
Creature - Demon U
Human Offering (You may cast this card any time you could cast an instant by sacrificing a Human and paying the difference in mana costs between this and the sacrificed Human. Mana cost includes color.)
Flying
4/5

Dark Ritualist 2B
Creature - Human Wizard C
When Dark Ritualist enters the battlefield, add BBB to your mana pool.
1/1

One-night Stand 1R
Sorcery - C
Gain control of target creature until end of turn. (It has summoning sickness this turn.)

Monastic Martyr 1W
Creature - Human Monk C
When Monastic Martyr dies, you gain 5 life.
1/2

Diaspora 4W
Sorcery - C
Creature or Enchantment Offering (You may cast this card any time you could cast an instant by sacrificing a Creature or Enchantment and paying the difference in mana costs between this and the sacrificed Creature or Enchantment. Mana cost includes color.)
Exile target Creature or Enchantment.

Intermeddling 4U
Instant - C
Creature Offering (You may cast this card by sacrificing a creature and paying the difference in mana costs between this and the sacrificed creature. Mana cost includes color.)
Counter target spell unless its controller pays 5.

Jormengand
2013-11-24, 08:08 AM
A Sacrificial Dagger 1 B/W B/W
Artifact: Equipment C
Equip 2
You may play creatures from your hand as though they had the appropriate Offering, but can only sacrifice creatures equipped with A Sacrificial Dagger.

Choir of Thrones 1 B/W
Creature: Angel C
Flying
If you payed the B/W cost of Choir of Thrones with B, flip it.
1/2
////////////////////
Flock of Succubi
Creature: B/W Demon C
Haste
2/1

Choir of Cherubim 2 B/W
Creature: Angel C
Angel Offering, Demon Offering, Flying, First Strike
If you offered a Demon for Choir of Cherubim, or if you made no offering and paid its B/W cost as B, flip it.
2/3
////////////////////
Rabble of Devilkin
Creature: B/W Demon C
Haste, Hexproof
4/1

Choir of Seraphim 4 B/W
Creature: Angel C
Angel Offering, Demon Offering, Flying, Doublestrike
If you offered a Demon for Choir of Seraphim, or if you made no offering and paid its B/W cost as B, flip it.
3/5
////////////////////
Demons of Fate
Creature: B/W Demon C
Haste, Protection from everything.
6/2

We are Many 3 W/B
Enchantment C
Angel Offering, Demon Offering
If you offered a Demon for We are Many, or if you made no offering and paid its B/W cost as B, flip it.
During your upkeep, put a 1/2 angel token with flying and "This card counts as having a mana cost of W" on the battlefield.
////////////////////
I am Legion
Enchantment C
During your upkeep, put a 2/1 demon token with flying and "This card counts as having a mana cost of B" on the battlefield.
"I am Legion, for we are many!"

Glorious Subversion 3 B/W B/W
Sorcery U
Angel Offering, Demon Offering
Until the start of your next turn, all players treat creatures they control as creatures they don't, and all creatures they don't control as creatures they do.

Misothene
2013-11-25, 01:12 AM
Live for the Swarm 5BB
Sorcery- U
Creature Offering
Return a creature card from a graveyard to the battlefield under your control. It is a black Zombie in addition to its other colors and creature types.

Penumbra Spider (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370516) 2GG
Creature- Spider C
Reach
When Penumbra Spider dies, put a 2/4 black Spider creature token with reach onto the battlefield.
2/4

Festerhide Boar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233250) 3G
Creature- Boar C
Trample
Morbid — Festerhide Boar enters the battlefield with two +1/+1 counters on it if a creature died this turn.
Scary in the lands of the Clans, moreso in those of the Swarm.
3/3

Moldborn Colossus 5BBGG
Creature- Plant Zombie C
Creature Offering
Trample
7/6

Rot Farm Tiller 2BB
Creature- Skeleton Warrior C
Morbid- Rot Farm Tiller has lifelink as long as a creature died this turn.
3/2

Rot Farm Sower 1GG
Creature- Elf Shaman C
Whenever a nontoken creature you control dies, put a 1/1 green saproling creature token onto the battlefield.
2/1

onasuma
2013-11-25, 12:45 PM
Junior Cultist B

Creature - Human Wizard C

When ~ is put into a graveyard from play, each opponent loses 1 life and you gain life equal to the life lost this way.

Leaving a cult is far easier than joining

1/1


Tome Guardian 2BB

Creature - Human Wizard C

When ~is put into the graveyard from play, target player loses 2 life and draw 2 cards.

Those who are trusted with a cults relics must be vigilant else they become relics themselves.

1/3


Cult Recruiter 2B

Creature - Human Advisor C

Pay 2 life, tap: Put a 1/1 Black Human wizard token onto the battlefield

"Have you got a few moments to talk about our destroyer?"

2/2


Sacrificial Circle 2BB

Enchantment C

Whenever you sacrifice a creature, you lose 1 life and draw a card.

"Presenting your offering well is half the battle in summoning hell-beast. The other half is literally battling hell-beasts."



Cult Devotee 3B

Creature - Human Wizard C

1, Sacrifice a human: Target creature gains intimidate until end of turn. If that creature is a Horror, put a +1/+1 counter on it.

The blood of my friends for the blessing of my master.

2/2


Sickening Ancient 6B

Creature - Horror U

Human Offering

When ~ enters the battlefield, creatures target player controls get -X/-X until end of turn where X is your devotion to black.

Not only the Gods have followers...

4/6

Eternis
2013-11-29, 05:29 PM
Since it's been (However long it's been since my previous post), JUDGEMENT DAY HAS ARRIVED.

Love it, and I enjoy the interactions between the sacrifices and the "horrors" they're unleashing. Also, by limiting the "offering" beasties that you're showing us to uncommon or above, you're really telling us that there is something special about these offering creatures, which is pretty brilliant for this miniset. I mean, I can ALREADY see a broken combo that requires you to give card advantage to your opponent, and risks a LOT for you personally. :smallbiggrin: This, however, requires a pretty tricky combo to be pulled off, and none of these cards are anywhere near broken in and of themselves. You've done an excellent balancing act so far. The only real downside I can see here is that, while black is EXTREMELY solidly developed, and has obviously fun play, there's nothing to indicate what the other colours would be like. For all I know, they have nothing to do with offering at all, or are simply clones of black. More cards, though, and I have no doubt that the set would practically build itself.
8.5/10
What I see here is the archetypical green-black Golgari style of cards with "offering" thrown in for good measure. The cards themselves are nice, and it's good that you're working in "penumbra" and the morbid keyword, but, while Mould-Born Colossus is a really good example of the potential for expansion "offering" has, I don't really see a set based around the keyword here, just the beginnings of a personal "Golgari" decklist. With more cards available to you, I have NO DOUBT you'd've done brilliantly, given the creativity and ingenuity you've displayed with the card's you've provided, this just doesn't really fit the competition. :smallfrown:
4/10
Curious. The "sacrificial dagger", or often athame, is generally wielded by the sacrificer, rather than the sacrificee. I really like the concept of the potential for good and evil even within the heavenly hosts displayed in your flip cards, and you've really shown me what you can do when (an) offering is on the table, but...
It's all kinda overpowered. A 2/3 with flying and first strike is just a bit too powerful for 3 mana, let alone at common rarity, and a 4/1 with haste and hexproof that you can pull off on your second turn is... alright, but again, just a little too powerful for commons.
Choir of Seraphim... 3/5 doublestriking flyer for 5 mana. It's relatively alright, but again, a little too powerful for common. 6/2 hasty demon with protection from everything?
NO. The ONLY OTHER card on which protection from everything is a MYTHIC RARE, and being able to pop it onto the table by turn three (without ramp, may I add) makes it BETTER than Progenitus. Bit of a problem there...
The enchantment fits better as an uncommon, and the sorcery is kinda clunky, and fits better as a rare.
Your cards are just too overpowered for their rarity (and often mana cost), which is sad because I can REALLY see potential in this set.
5/10
Very good. The set is obviously designed around offering, and the you've managed to convey what each colour will be doing relatively well for the limitations provided. The only real flaw I can see is the overly broken "dark ritualist". "Free" creatures, such as Burning Tree Emissary, are instantly brilliant in any decks of that colour, but in conjunction with offering and Dark Ritual, you have the potential for a turn 1 4/5 flyer. That's my only real issue, so I'll give you an 8.5/10.
Hehehe... GOBLINS! I like this set already! By getting the tribal theme out there, you're showing the theme of your set in full (offering), allowing one to see the how the set will eventually work, while still keeping to the 6-card limit, and all in common or uncommon!
But... But but but but but...
By making it a mono-colour tribal, you're severely limiting the multi-coloured play, and the interactions between sets. You'd have to look back to the days of lorwyn to find really acceptable combo creatures, which you'd need for competitive play. Sadly, this drops your score from a winning 10 (which I feel SO BAD for not giving you, given the artful way in which you've pulled this off) to the hotly contested 8.5/10.


And now, the moment you've all been waiting for:Heh, no. You'll have to work harder than that.
Check the following spoiler: Onasuma, pulling JUST ahead of Guns and Matt. This was incredibly close, as while Guns probably had the best internal display of what the set was, or would be, Onasuma and Matt managed to show a greater POTENTIAL for the set. Between Onasuma and Matt, while Matt did show the better "color pie" in that there was obviously a tribal theme, tribal themes are a don't work so well when there aren't other tribal sets around it. Onasuma, while not reflecting the different colours nearly as well, hasn't limited the play style for tournaments and the like.

onasuma
2013-11-29, 05:58 PM
Very kind of you! Keeping challenges nice and broad in order to entries flowing, this week your challenge is:

"Design a set based around a "Land Walk" mechanic"

Grimsage Matt
2013-11-30, 12:11 AM
Arctic Goblin Yodeler 2{R/S}
Snow Creature- Goblin C
Snow walk, Battlecry
S- Target non-snow creature takes 1 damage
"In the Arctic mountains, the goblins have devised a way to send long messages. And bury people under snow at the same time."
1/2

Tundra Goblin 1{R/S}{W/S}
Snow Creature- Goblin C
Snow walk
SS- Tundra Goblin gains vigilance and +0/+2 until the end of the turn
"Goblins can be found in the tundra, and know to keep an eye out."
1/1

Arctic Boar Rider 2{G/S}{R/S}
Snow Creature- Goblin C
Snow walk, Haste, First Strike
S{G/R}- Arctic Boar Rider gains Deathtouch until the end of the turn
"Goblins and boars always get along. In the snowbound forests, they are the hunters."
2/3

Seal Clubber Goblin 1{R/S}{U/S}
Snow Creature- Goblin C
Snow walk
S- Deal 1 damage to target beast
"Goblins like clubbing things. In nordford, that tends to be seals."
1/1

Goblin Frost Shaman 2{R/S}{G/S}{B/S}
Snow Creature- Goblin Shaman C
Snow walk
S{G/R}- Tap target non-snow creature
S{B/R}- Target non-snow creature gains -1/-1 until the end of the turn
"Goblin shamans have learned not just fire, but bitter cold in the far north."
2/2

Goblin Rimecaller 2{R/S}{R/S}{B/S}{B/S}
Snow Creature- Goblin Shaman U
Snow walk
T, SS- Target Permanent gains a Ice Counter (Permanents with Ice Counters gain snow in addition to there other types)
T, X{R}- Target creature takes X damage. X is equal to the number of Snow Mountains spent on X
T, X{B}- Return target creature to play from a graveyard under your control, with converted mana cost X. It is treated as a Snow creature and Demon Sprit in addition to it's other types. X is the number of Snow Swamps spent on X
"Goblins learned the secrets of the Rime from angry sprits, and have proven to be apt pupils."
3/3


Meet the Arctic goblins. Might make a few more cards in a spoiler just for the "whole set" feel.


Not part of the entry

Legendaries;

Krom, The Great Maw of Winter 8{B/S}{B/S}{R/S}{R/S}
Legendary Snow Creature- Demon Spirit MR
Snow walk,Trample, Protection from White And Blue, Devour X (When Krom enters play, sacrfice any number of creatures. Krom gains X +1/+1 tokens for each creature sacrficed, were X is the number of creatures sacrficed)
Snow Goblins you control have; Whenever a creature is sent from play to the graveyard, gain a +1/+1 token
"The Goblins worship the Great Maw of Winter, tossing all they can catching into it's sleeping maw. When it wakes, it shares it's unholy hunger with them."
7/7

Frostfell Pact 3SSS
Legendary Snow Enchantment MR
Goblins you control have; Whenever this card destroys a creature, gain a 1/1 sacrfical victem token with "Sacrfice Sacrfical Victem- Target Demon Spirit gains a +1/+1 token"
Demon Spirts yopu control have; Whenever this card destroys a creature, either regenerate a goblin or return a goblin from the graveyard to play.
"To survive in the Frostfell, goblins swore a pact binding them to the demons of the Darkreach glaicer."

Buurthas the Frostbound 6{R/S}{B/S}
Legendary Snow Creature- Troll Demon Spirt R
Trample, Flying, Protection from Blue, Bloodthrist 5, Snow walk, Goblin Offering
X{R}- Goblins you control gain +X/+X until the end of the turn
SSS- Target creature your opponet control fights target creature you control
"One of the two captians of Krom, he was imprisioned in a forzen temple before the goblins set him free."
4/4

Instructor Rimebeard 6{G/S}{B/S}
Legendary Snow Creature- Treefolk Demon Sprit R
Trample, Hexproof, Snow walk, Goblin Offering
Goblin Shamans you control have; Sacrfice a creature- Choose one, make a X/X Snow Demon Sprit token, or target creature takes X damage, or gain X life. X is the sacrficed cards converted mana cost
SS- Untap all goblin shamans you control
"One of the two Captians of Krom, Rimebeard was the one who taught the Arctic goblins their frozen magic."
4/4

Craigga, the Winter Shaman 4{G/S}{R/S}{B/S}
Legendary Snow Creature- Goblin Shaman R
Whenever a non-token creature is removed from the battlefield, make a 2/2 snow demon sprit token.
Whenever a token creature is removed from the battlefield, make a 1/1 snow goblin token.
"The first of the Frostfell shamans, she rules the goblins, and calls apon the lesser demons at a whim."
3/3

Misothene
2013-11-30, 12:55 AM
What I see here is the archetypical green-black Golgari style of cards with "offering" thrown in for good measure. The cards themselves are nice, and it's good that you're working in "penumbra" and the morbid keyword, but, while Mould-Born Colossus is a really good example of the potential for expansion "offering" has, I don't really see a set based around the keyword here, just the beginnings of a personal "Golgari" decklist. With more cards available to you, I have NO DOUBT you'd've done brilliantly, given the creativity and ingenuity you've displayed with the card's you've provided, this just doesn't really fit the competition. :smallfrown:
4/10


I think you've undersold and under-analyzed what I presented by quite a bit. In order to make offering worth using (in a limited environment, where commons and uncommons matter), yet without being too good, there need to be organic reasons why a player would want their own stuff to die; otherwise, there will be a very understandable aversion to "throw away" creatures cast earlier in the game (and thus suffer card disadvantage) when they could wait a turn or two and cast the Offering card at full price. Moldborn Colossus is costed such that "waiting" isn't really feasible, and bringing back the Morbid mechanic and Penumbra creatures ensures that players don't feel like they're wasting their cards when they sacrifice to power it out. I'm not saying I should have won, as others certainly had worthy entries, but I hardly think this is just a list of green and black cards I like.

Grimsage Matt
2013-11-30, 10:21 AM
Arctic goblins have been polished. Might just make a few more cards in a spoiler for a "full tribal set" feel.

Eternis
2013-12-01, 04:21 AM
Lady of Growth 1G
Creature - Dryad C
T: Target land becomes a Forest until end of turn.
Growth is Eternal
1/2

Water-Born Mage 2U
Creature - Merfolk Wizard C
1, T: Target creature you control gains islandwalk until end of turn.
The sea hides many secrets. Some of them, death.
1/3

Official Roadways 4
Artifact C
If you control a plains, and your opponent controls a plains, creatures you control have plainswalk.
Quicker travel isn't just for merchants...

Poisoner Witch 3B
Creature - Human Spellshaper C
2BB: Target creature gets -X/-X, where X is the number of creatures you control with swampwalk.
2/2

Dwarven Sappers 4R
Creature - Dwarf C
2R, T: Put a tunnel counter on target land.
Lands with tunnel counters on them count as all land types for the purposes of landwalk.
2/3

Trailblazer's Boots (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190410) 2
Artifact - Equipment U
Equipped creature has nonbasic landwalk.
Equip 2
It's much easier to list the places they haven't been.

The thing about offering is...
It's at instant speed.
You're about to lose a creature? WELL NOPE.
It's a way of avoiding removal and MAXIMISING card advantage, buddy. You get a MASSIVE advantage (see: HUGE CREATURE FOR CHEAP) and can do lots of awesome tricks with it, let ALONE focusing on a graveyard set. With the other sets shown, they had a much greater focus on offering and sacrifice specifically, where yours was simply on the graveyard. Yes, it could be a reasonable set given more cards, but even including that, there just wasn't the feeling of focus in your set as there was in the others.

onasuma
2013-12-06, 02:47 PM
Well, not a great turnout this week. Perhaps not an interessting challenge, I dunno

Grimsage

Same as before, your cards really are just a bit too busy for their rarity or for good design. You need to work out how to refine these cards slightly better. Seal-clubber and Tundra goblin are the best designed cards by a longshot here, just because they are simple and effective at what you were trying to come across with. Boarrider on the otherhand is just a jumble of keywords. You're also still a bit off in terms of some phrasing. That said, I do love my goblins and snow goblins have got a strong precedent in the background so points for style

Eternis

I think you've put together a very nice set of cards here, each reflecting the way each colour deals with landwalk. Crossroads in particular is very thematic. Not a huge fan of the black one, but hey, can have it all! I could easily see this being expanded into a full set, which is often the sort of thing I'm after in this sort of competition.

Winner: Eternis. There were still just a few too many basic things wrong with Grimsages as much as I like goblins and Eternis had such simple yet elegant card designs.

Eternis
2013-12-14, 06:17 AM
I agree about poisoner witch. It felt somewhat wrong, but I couldn't find a better way of doing what I had intended.
Anyway, New Focus:
Create a set around Combat Damage
Take that however you want to, and use whatever keywords you like.

Grimsage Matt
2013-12-14, 01:55 PM
Goblin Sneak BR
Creature- Goblin Rouge C
Goblin Sneak can't block and is unblockable.
"Goblins are a bunch of sneaky gits."
1/1


Bloodgorger Goblin 1BR
Creature- Goblin Vampire C
Bloodthirst 2
Whenever Bloodgorger Goblin deals combat damage to a player, place a +1/+1 counter on it.
"When vampires feed on goblins, the results aren't pretty."
2/2


Blood Hill Shaman 1GGR
Creature- Goblin Shaman C
When a goblin you control deals combat damage to a player, search your deck for a basic land and put it in play taped. Then shuffle your deck.
"Its worse then we feared. They learned blood magic."
1/3


Goblin Reaver 1BBR
Creature- Goblin Warrior C
Bloodthirst 2, Haste
Whenever Goblin Reaver deals combat damage to a player, deal X damage among creatures that player controls. X is equal to Goblin Reavers power.
"Goblins were always good at inflicting pain. The blood magic took it to new levels."
3/2


Goblin Bloodmender 2BGR
Creature- Goblin Shaman C
Whenever a goblin you control deals combat damage to a player, regenerate target goblin.
"The more they hurt others, the healthier they are."
2/2


Scent the Blood 3BRR
Enchantment U
Whenever a goblin you control deals combat damage to a player, make one 1/1 black and red goblin creature token with bloodthirst X. X is the amount of damage target player took.
"When they smell blood, they swarm in even greater numbers."

Dr.Gunsforhands
2013-12-15, 08:24 PM
Sky Sail 2
Artifact - Equipment C
Equip 1
Equipped creature has flying.
As long as equipped creature is a pirate, it has +1/+1.

Loot Profiteer 2UU
Creature - Human Pirate C
Whenever Loot Profiteer deals combat damage to a creature, you may draw two cards. If you do, discard two cards.
Given the opportunity, Blue Rogues will always send their targets home alive. Broke, defenseless, hungry, lost and naked, yes, but alive.
1/4

Blood Profiteer 2B
Creature - Vampire Pirate C
Whenever Blood Profiteer deals combat damage to a creature, you gain twice that much life.
The Black Pirates are known for bleeding the coastlines dry - sometimes literally.
2/2

Cannonjacker 1R
Creature - Goblin Pirate C
Whenever Cannonjacker deals combat damage to a creature, it deals 2 damage to target creature or player and 1 damage to you.
"Totally worth it!"
2/1

Fireshrieker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370715) 3
Artifact - Equipment U
Equip 2
Equipped creature has Double Strike.
"Note to self: consider introducing of an off switch for the production version."
- De Loco, Valuan Weapons Designer

Ninjaman
2013-12-21, 06:07 AM
Orc Marauder - 1R
Creature - Orc Warrior - C
Whenever Orc Marauder deals combat damage to a creature, it deals 1 damage to that creatures controller.
Orcs fight brutally.
2/2

Orc Looter - 2R
Creature - Orc Warrior - C
Whenever Orc Looter deals combat damage to a player, you may draw a card, if you do, discard a card.
Orcs never give up the opportunity to grab some loot, whenever they're not busy bashing someones head in.
2/3

Scar Skin - 3R
Creature - Orc Berserker - C
Whenever Scar Skin is dealt combat damage, put a +1/+1 counter on it.
Born for war. Hardened by battle. Breathing for slaughter
3/3

Blood Shaman - 1RR
Creature - Orc Shaman - C
Violent - When Blood Shaman enters the battlefield, if a creature you control dealt combat damage this turn, put two +1/+1 counters on target creature you control.
Blood taken on the battlefield is good for more than show.
2/2

Violent Rage - 1R
Instant
Target Creature gains double strike until end of turn.
"What is worse than a band of orcs? A band of angry orcs!"
-Last words of Ghahan, the assassin.

Raging Officer - 3RR
Creature - Orc Warrior - U
Whenever a creature you control deals combat damage to another creature,
Raging Officer deals 1 damage to that creatures controller.
A battle with orcs is never a stalemate.
4/3

Jormengand
2013-12-21, 04:33 PM
Spiked armour 3
Artifact equipment C
Equipped creature deals 3 damage to any creature that does combat damage to it.
Equip 2
"The best defence is a good offence."

Death Throes 3BBB
Instant C
Destroy target creature you control and all creatures which dealt combat damage to it this turn, or destroy all creatures that dealt combat damage to target creature in your graveyard this turn.
"Now that right there, that's a final act."

Life Tap 1BBWW
Instant C
Creatures who deal combat damage to target creature this round treat all damage dealt to that creature as though they had Lifelink.
Legion always liked it when their enemies helped them, especially when this involved these enemies dying.

Glorious Ceasefire WWWW
Enchantment C
No players or creatures take combat damage. During your upkeep phase, you may sacrifice Glorious Ceasefire.
"We'll break it when we're ready - don't worry."

Inversion BBWW
Instant C
All creatures in combat with another creature this turn deal combat damage to themselves instead of their opponent.
Legion often watched their enemies kill themselves, not really caring if their own army did the same.

Legion 3BBWW
Plainswalker - Legion U
+1 - Target creature you control takes no combat damage this turn.
-3 - Target creature you don't control fights another target creature you don't control.
-10 - All creatures your opponents control deal combat damage equal to their Power to their controlling player.

Misothene
2013-12-22, 06:31 AM
Follower of Isao 1G
Creature- Human Samurai C
Bushido 1, provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
2/1

Boisterous Assassin 1BB
Creature- Human Assassin C
Provoke, deathtouch
Ninjas work in the shadows, destroying their enemies in silence, so that no one would know they were there. He is not a ninja.
1/1

Matsu-Tribe Infantry 2GG
Creature- Snake Warrior C
Provoke
Whenever Matsu-Tribe Infantry deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
3/4

Calmer Minds Prevail 2U
Instant- C
Untap target creature and remove it from combat.
Draw a card.
"Not all words are fighting words.

Bloodmane Baku 1R
Creature- Spirit C
Whenever an attacking creature you control deals combat damage to a creature, put a ki counter on Bloodmane Baku.
1, Remove any number of ki counters from Bloodmane Baku: Target creature you control gets +X/+0 until end of turn, where X is the number of ki counters removed this way.
1/1

Mortalbane Garami 5BG
Creature- Spirit U
Provoke, provoke
5/8

Eternis
2013-12-25, 10:20 PM
Winner: Gunsforhands.
Long, extended reasons later, but for now:
It's a brilliant set of cards with a whimsical theme that still manages to create a good image of the entire, non-mini set. It uses already-made cards and mechanics while still showing exactly how the set will build on these.
Also, SKY PIRATES.

Dr.Gunsforhands
2013-12-26, 07:24 PM
Yay!

Okay guys, this week let's make a set that encourages players to play with all five colors.

Go go go!

Jormengand
2013-12-27, 12:40 PM
Prismatic Golem 5
Creature C
If you used the following colours to pay for Prismatic Golem, it becomes those colours, and gets the following effects:
W: Lifelink
U: +0/+2
B: Deathtouch
R: +2/+0
G: Trample
3/3

Rainbow Shield 5
Instant C
If you used a particular colour of mana to cast Rainbow Wave, target creature you control of that colour is indestructible until end of turn. (Colourless is not a colour.)
"A selfless act of defence isn't necessary, when you can protect yourself too."
- Legion

Coalition War WUBRG
Enchantment C
If you have one of every basic land type, land you control has every basic land type. If you control a creature of each colour, creatures you control count as whichever colour you prefer whenever an ability asks for the colour of that creature.
"This is war! War, you understand! If we have goblins, send goblins. Children, send children! I want eveyone capable of holding a weapon, distracting an enemy, or shouting a warning out there on the battlefield, and repercussions be damned!"
- Legion

Prism Cannon 3
Artifact C
During each player's upkeep, they choose a colour. (Colourless is not a colour.) Each player sacrifices a creature not of that colour if they are able to.
Choose your death.

Light of Death WUBRG
Enchantment C
Each turn, roll a die. On a roll of 1-5, all players sacrifice all non-land coloured permanents that are not of the correct colour: On a roll of 1, this colour is white, 2 is blue, 3 is black, 4 is red, and 5 is green. On a roll of a 6, each player sacrifices all colourless nonland permanents instead.
"Protect yourself from everything. Leave nothing to chance."
- Legion

Coalition armoury 3WUBRG
Artifact U
All creatures get +1/+0 for each different colour of creatures you control, and +0/+1 for each basic land type you control at least one of.
"What's the first rule of unarmed combat?"
"Don't be unarmed."
- Reported conversation between a coalition warrior and Legion.

onasuma
2013-12-28, 06:22 AM
Chromatic Coat 1

Artifact - Equipment C

Chromatic Coat is all colours.

Equipped creature is all colours.

Equip 1


Universal Revolt 3 G/W

Sorcery C

Domain - For each land type among basic land types you control, put a 1/1 human token with all colours into play.

When a world comes together, it can make mighty armies


Steel of the GodHead 1 U/W U/W

Enchantment - Aura C

Enchant Creature

As long as enchanted creature is white, it gets +1/+1 and has lifelink.

As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.


Blank Golem 3

Artifact Creature - Golem C

If you control a white creature, ~ is white. The same is true for blue, green, black and red.

2/2

Knowledge Overload 3 B/U B/U

Sorcery - C

Reveal any number of cards from your hand. For each colour among them, target player discards a card.

When you've seen too much, there's a lot you are willing to let go of.

Essence Leech WUBRG

Creature - Leach U

When ~ enters the battlefield, put a +1/+1 counter on it for each different colour among permanents.

Other permanents are colourless.

It could almost be a Rainbow Bright villain, if it werent 16ft high and devoured people whole.

3/3


First real attempt at trying to make a variety of cards to suggest a whole set of each colour. Not overly convinced with a few, but I think it gives enough of a suggestion of the set.

Dr.Gunsforhands
2013-12-28, 07:56 PM
First real attempt at trying to make a variety of cards to suggest a whole set of each colour. Not overly convinced with a few, but I think it gives enough of a suggestion of the set.

To be fair, only the mini-set itself has to encourage the colors-playing. I'm a little less big on the whole, "what is the rest of the set going to look like," thing.

Grimsage Matt
2013-12-28, 09:49 PM
Chroma Blade 5
Artifact Equipment- C
Sunburst (~ enters play with a charge counter for each color of mana used to pay its casting cost)
Equiped creature gains +1/1 for each charge counter on Chroma Blader
Equip 4

Ward Expert 3W
Creature- Human Wizard C
T, tap a land; Target creature gains protection from the color of the tapped land
"Wards can protect against anything, if you know how."
0/3

Goblin Consultant 2R
Creature- Goblin Rouge Advisor
Sunburst
When Goblin Consultant deals combat damage to a creature, it deals X damage to the creatures controllet. When ~ deals combat damage to a player it dealsX damage to target creature that player controls. X is equal yo the number of charge countrrs on ~
"He always advises to blow it up."
1/2

Elven Woodshaper 3G
Creature- Elf Shaman C
Sunburst
T; Add X mana of any color you control to your mana pool. X is equal to the number of charge counters on ~
"She can find trees anywhere."
1/2

Mer Diviner 4U
Creature- Merfolk Wizard C
Sunburst
T; Look at the top X cards of your library and then put them back in any order. X is equal to the charge counters on ~
"Under the sunken suns, there is little he does not see."
1/2

Solar Power BRGWU
Enchantment U
At the start of your upkeep place a charge counter on all permenants with Sunburst
"The Sun is a source of immense and undeniable power."

Jormengand
2014-01-14, 05:15 PM
Should things not be happening by now, or is that too much to ask?

Dr.Gunsforhands
2014-01-14, 05:21 PM
Uhhhh... oh! I guess I'm late on judging. Sorry, my bad. I'm on it.

Jormengand
2014-01-14, 05:43 PM
Uhhhh... oh! I guess I'm late on judging. Sorry, my bad. I'm on it.

Heh, no worries man. I'm probably not going to be back on until tomorrow anyway, so you can take your time.

AgentPaper
2014-01-14, 05:52 PM
If you ever notice that judging is late, don't be afraid to send a friendly reminder to the judge. This thread updates more slowly than the single-card contest, so it can be easy to lose track of it and forget.

Dr.Gunsforhands
2014-01-14, 06:54 PM
Jormungand:You're getting there. Your main overall problem is that you're making a lot of commons that are difficult to understand or to play.

Coalition War, for example, is next to useless as a common (in limited, there's no point in fixing mana if you already have all five colors) but could be interesting as a rare (in commander, you could cheat it out and make your mana more versatile, or just put it in for flavor reasons)

Rainbow Shield/Wave has a more common-sounding effect, though it wants to be white, and it wants to be cheaper. Perhaps, "for each color, you may choose a creature of that color that you control. Each chosen creature," et cetera.

I think the cannon does the opposite of what you want. If you play it against an opponent playing a mono-color deck, they'll choose that color and sacrifice nothing. If you have a creature in every color, you'll always be sacrificing something. Also, it makes the game fall apart at common. Can you imagine how that limited format would go? Nobody would be able to keep a creature down.

The golem and the armory are probably the best ideas you had going. The armory has a mistake in the text that makes it affect, "all creatures," though, meaning that your lands are buffing everyone else's creatures, too. The golem is just too hard to keep track of. Say you play three of these guys at different times with different mana combinations. Do you remember which one has which abilities? It's a huge hassle.

Onasuma:The coat and the golem are alright, but they don't have much to interact with. I really like Knowledge Overload, but it's the only thing that looks at the colors of the cards in your hand. The revolt is also cool, but it's the only card that cares about your basic land types.

It seems that the only thing the coat and golem are actually supporting is the leech. The leech itself is a game of throws, because by the time its ETB ability happens, its static ability is already in place and nothing has a color except itself... which actually doesn't matter because it already has all five colors. I have to wonder why it's even bothering to ask if it'll always get all 5 counters anyway. Why not save ink and just make it an 8/8?

...check that, the blue/white enchantment plays pretty nicely with the blank golem. A cycle of just the golem and five of those enchantments would have been fun to see. I guess you're trying to represent a larger set happening in the background, but like I said, I'm not as focused on that extrapolation. Your set seems like it knew what the design goal was, but was having trouble deciding how to go about filling it, so it just tried every idea that popped into its head and hoped one would stick.

Grimsage Matt:Chroma Blade: good

Ward Expert: Lands don't usually have colors themselves, they just happen to tap for colored mana. I'm not 100% sure how to word it to get it to do what you want gracefully.

Goblin: Fun as it should be, but you seem to have forgotten that creatures with sunburst get +1/+1 counters, which suddenly makes this card bonkers.

Elf: What kind of megalomaniac claims that they control a color? Otherwise it's alright.

Merfolk: Broken. Even though it costs five mana, stacking your draws for the rest of the game isn't something you can have at common, or usually at all.

Solar Power: It would be a good rare. Unplayable competitively, but good for what it does. At uncommon... I don't know. It helps define the theme to be sure, but it's still weird, and it only reminds me that you messed up on how the sunburst mechanic works.

The terrible part is that I like the way you're going with sunburst overall; it takes some otherwise normal cards and gives players reason to splash in more colors in limited. I would have been a lot happier if you'd researched your core mechanics more thoroughly before using them.

Results!
Grimsage Matt gets the Comrade Todd award for most interesting overall idea.

Jormungand has achieved a new personal best for himself.

...but Onasuma wins the contest, mainly on the basis of best mechanical implementation. GG!

Grimsage Matt
2014-01-14, 07:13 PM
Ward Expert, you tap a swamp, target gets protection from black, plains, white etc... If you had all 5 badic lands, could protect from anything.

Elf; Have aforest, get G,a mountian R. Basicly was ment to be "Gain 1 mana of any type lands you would control can produce"

Merfolk; Would giving it Scry X and a return to hand abillity have been better?

Solar Power; Maybe a T and target, giving a target with sunburst s charge counter or a +1/+1 counter?

onasuma
2014-01-15, 05:14 AM
Blimey, I didnt half mess that leach up, you're right.

Anyhow, next contest, exciting and all:

Design a set featuring one of the armies from The Battle of Five Armies

Im a simple man, and I like goblins.

Grimsage Matt
2014-01-15, 12:21 PM
Goblin Mountian Climber 1R
Creature- Goblin Rouge C
Mountian Walk
1/1

Worg Rider 2(G/B)R
Creature- Goblin Knight C
Haste, First Strike, Bloodthirst 1
3/1

Goblin Archer 2R
Creature- Goblin Warrior C
Reach, First Strike
B; ~ gains deathtouch intil thd end of the turn
T; ~ fights target creature
2/1

Cloud of Bats 3BB
Enchantment- C
All goblins and orcs gain +1/+1, and all dwarves, elves and humans gain -1/+0

Great Goblins Bloodlust 3RR
Enchantment- U
Orcs and Goblins in your hand have Bloodthirst X, where X equals their converted mana cost

Eternis
2014-01-16, 06:48 AM
@Grimsage: This would be how to word the ward expert:

T, Tap target untapped (basic?) land you control: Target creature gains protection from a color that the land could produce as mana.

I think. It's a very tricksy card in terms of mechanics.

Anyway, it's any of the armies in the battle of five armies, right?

Actually, the only one that really works is goblins and wargs, but I'll see what I can do with dwarves. I'll decide on which to keep once they're finished.

Dwarven Archers 1RW
Creature - Dwarf Archer C
2, T: Dwarven Archers deals X damage to target creature equal to the number of archers or the number of soldiers you control, whichever is higher.
0/3

Dwarf Patrol 1R
Creature - Dwarf Soldier C
Dwarf patrol has first strike as long as it's blocking.
1/3

Dwarven Armorer 1WRR
Creature - Dwarf Artificer C
X, T: Target creature gets +0/+X. If it's a dwarf, it gets +2/+X instead. X cannot be greater than the target creature's toughness.
0/4

Dwarf Battlesinger - UUR
Creature - Dwarf Wizard C
3X, T: Each dwarf you control gets +X/+X. X cannot be greater than the number of dwarves you control.
1/4

Dwarf-Made Shield 3
Artifact - Dwarf Equipment C
Equipped creature gets +0/+3.
Equipped creature gets +2/+0 if it's a dwarf.
Equip 2

Dwarf Captain 2RR
Creature - Dwarf Soldier U
Dwarf creatures you control get +1/+1.
Dwarf spells you cast cost 1 less to cast.
2/4

Goblins, wolves, and bats it is!

Goblin Cannon Fodder RB
Creature - Goblin Warrior C
Sacrifice ~; ~ deals 2 damage to each creature it was blocked by.
1/1

Goblin Warg-Rider BB
Creature - Goblin Knight C
Flanking
1, Sacrifice ~: Put a 1/1 black wolf creature token onto the battlefield.
1/2

Goblin Troll-Keeper BBR
Creature - Goblin Soldier C
You may have any number of creatures named Goblin Troll-Keeper in your deck.
2, T, Sacrifice a goblin: Search your library for a card named Goblin Troll-Keeper.
3, Sacrifice three creatures named Goblin Troll-Keeper: Search your library for a Troll creature card and put it onto the battlefield under your control.
0/1

Goblin Degooker RRR
Creature - Goblin Spellshaper C
Exile an instant you control and Goblin Degooker: Target goblin creature gets +X/+0, where X is the converted mana cost of that instant.
1/2

Goblin Bat-Coloniser BBB
Creature - Goblin Wizard C
X, Exile a goblin creature you control: Put X 1/1 black bat creature tokens onto the battlefield where X is the converted mana cost of the exiled creature.
1/3

Goblin Warchief (http://http://www.gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157934) 1RR
Creature - Goblin U
Goblin spells you cast cost 1 less to cast.
Goblin creatures you control have haste.
2/2


Choose whichever one you'd rather review. Both are of equal-ish quality.

onasuma
2014-01-16, 10:13 AM
Any army you like. I was just stating my bias nice and early on!