The judges have separated the figurative grain from the chaff, and many of you have gone home in defeat, but a proud few remain. Just as they are about to hand out your medals for making it this far, they all seem to sense something terribly wrong. A distress signal has gone up from the capital, and it seems that Orb members from all over the continent are needed to respond to whatever is going on. A judge grabs hold of each of you and tells you to come along - this may be a more decisive test than they could possibly have come up with on their own. They tell you to grab your own invention and that of someone who has left it on the ground in frustration, and lend you some of their own magic to repair and improve them - you're gonna need it.
Quarterfinal Challenge: Make two rare cards, one of which is an "upgraded version" of your round 1 card, and the other of which is the same, for a CCL player who was knocked out during the scoring rounds and did not make the top 8.
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
My original:
Amateurs Gauntlets 3
Artifact-Equipment (U)
Equipped creature gets +2/+0 and has "When this creature attacks, flip a coin. If the flip results in heads, this creature gains double strike until end of turn."
Equip3
"It doesn't always work, but when it does...wow!"
-Artificer Harold
My upgrade:
Commander's Gauntlets 4
Artifact-Equipment (R)
Equipped creature gets +2/+0, has double strike and "Whenever this creature attacks, flip a coin. If you win the flip, other creatures you control gain double strike until end of turn.
Equip 4 They make for a great game of follow the leader.
Cynthare's original:
Aerial Assault 3RW
Enchantment (U)
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
An upgrade of Cynthare's entry:
Sunrise Assault 1RW
Enchantment (M)
Creatures you control have haste.
Whenever a creature you control attacks, it deals 1 damage to target creature or player and you gain 1 life. "It is both sad and triumphant to see a ground that matches the morning sky."
Baldren, Assault Commander
t: Prevent the next 1 damage that would be dealt to you this turn. Put a charge counter on Conservation Shield for each damage prevented in this way.
t, Remove X charge counters from Conservation Shield: Add x to your mana pool.
[I]Finally all those explosions would be good for[/I] something.
Improvement:
Conversion Shield4
Artifact (R)
,t: Prevent all damage a source of your choice would deal this turn. Put a charge counter on Conversion Shield for each damage prevented in this way.
,t, Remove X charge counters from Conversion Shield: Choose one--Add x to your mana pool; or Conversion Shield deals X damage to target creature.
Round 1 Card (someone else's):
Landseeker Compass 3
Artifact {U}
Landfall - Scry 2
[I]"I wouldn't say it's necessary... but I've never seen an expedition with one of these fall afoul of the land." - Talek, Expedition Captain[/I
Improvement:
Landwalker's Compass5
Artifact (R)
[I]Landfall[/I]--Whenever a land enters the battlefield under your control, you may pay 2. If you do, reveal cards from the top of your library until you reveal a land card. Put up to one card revealed this way into your hand and the rest on the bottom of your library in any order.
[I]It finds not only your destination, but any good tales along the way.[/I]
Bright IdeaU
Enchantment {C}
When Bright Idea enters the battlefield, draw a card. 1U, Sacrifice Bright Idea: Draw a card. Every invention starts with an idea.
Ink-Treader's entry: Catalyst Amulet1
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1 "It assists in the application of many spells. What could go wrong?"
Scientific BreakthroughXUU
Enchantment {R}
Scientific Breakthrough enters the battlefield with X study counters on it.
At the beginning of your upkeep, you may remove any number of study counters from Scientific Breakthrough. If you do, draw that many cards. 1UU: Put a study counter on Scientific Breakthrough.
Amulet of Hyperresonance4
Artifact - Equipment {R}
Equipped creature has hexproof.
You may cast spells that target equipped creature without paying their mana costs.
Equip 1 Spectacular magic can be cast effortlessly in the wake of a hyperresonance.
Conduit Grid and other artifacts you control have "T: Add 1 to your mana pool."
"What is the true purpose of artifice? Is it to solve the big
problems of our world or is it to ease our everyday life?" Tra
wondered as he looked at his newest contraption. "And more
importantly: Which category does this thing belong to?"
Improvement:
Pulsar Grid5
Artifact (R)
T: Add 3 to your mana pool.
Other permanents you control are artifacts in addition to their other types
and have "T: Add 1 to your mana pool."
Tra sure had modified his creation, but as he felt its strong radiation, he
wondered if his enhancements really were for the better
Round 1 Rithaniel:
Wind Mirror2
Artifact (U) t: Add 1 to your mana pool. ,t, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield. It reflects everything as it may one day be.
Improvement:
Gale Mirror4
Artifact (R)
T: Add one mana of any color to your mana pool.
,T, return Gale Mirror to its owner's hand: Put a
permanent card from your hand onto the battlefield.
Its reflections became manifold, creating a feint and
distant vision of an uncertain future.
Grifter's Dagger 2
Artifact - Equipment (U)
Equipped creature gets +1/+1 4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2 "Don't worry. I got my secret weapon."
Assassin's Knife3
Artifact - Equipment (U)
Equipped creature gets +1/+1 and has deathtouch.
Equip 2
Upgrade X(X, Sacrifice this artifact: Search your library for an Equipment card with converted mana cost X, put it onto the battlefield, then shuffle your library. Upgrade only as a sorcery.)
Dazzlebright Mirror 2
Artifact {U}
:symrw:, T: Untap target attacking creature and remove it from combat. That creature can't block until it's controllers next turn. First rule of fighting: They can't hit what they can't see.
Strobe Mirror3
Artifact (R) 2(R/W): Untap target attacking creature and remove it from combat. That creature can't attack or block until your next turn.
Blessing of VigorG
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn. The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
Harabel Lifeweaver2GW
Legendary Creature - Elf Shaman (R)
Whenever Harabel Lifeweaver or another creature enters the battlefield under your control, add mana equal to that creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
2/3
Rynd TaravonWW
Planeswalker - Rynd (M)
+1: Until your next turn, permanents you control have "W: Prevent the next 1 damage that would be dealt to this permanent this turn."
-2: Exile target creature if it has the greatest power or is tied for greatest power among creatures on the battlefield.
-6: Until your second turn from now, opponents can't cast spells and creatures you don't control can't attack.
{3}
Upgrade to Blessing of Vigor:
Survival Instinct2GG
Enchantment (R)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this combat. While their cousins in the Carrelwood pray to their deities for strength, the wild elves of the Tyrnon Crags believe that strength must come from within.
Anneal Mantra :2mana::symwg:
Enchantment - Aura (C)
Enchant creature
If enchanted creature has First Strike, it gains Reach.
If enchanted creature has Lifelink, it gains Trample.
If enchanted creature has Vigilance, it gains Deathtouch.
"What you want is merely an extension of what you already have but don't know how to use properly yet." - Femeref expression
Upgrade to Anneal Mantra:
Mystic Mantra1GW
Enchantment (R)
Each creature you control with deathtouch, first strike, lifelink, reach, trample, or vigilance has all of those abilities.
I'm surprised I made it, but alrighty then. Hopefully I do okay in this round, but meh, we'll see.
Arcbound Recycler 4
Artifact Creature - Golem (U)
Remove X +1/+1 counters from Arcbound Recycler, :symtap:: Return an artifact from your graveyard to the battlefield with a converted mana cost of X.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.) It only broke a little b...ZAP!
0/0
Arcbound Destructor 4
Artifact Creature - Golem (R)
:symtap:, Exile an artifact you control:Put X +1/+1 counters on Arcbound Destructor, where X is equal to the exiled card’s converted mana cost. 4, :symtap:: Destroy Arcbound Destructor.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
0/0
Wind Mirror 2
Artifact (U)
:symtap:: Add 1 to your mana pool. 1, :symtap:, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield. It reflects everything as it may one day be.
Clouded Mirror 3
Artifact (R)
:symtap:: Add 1 or to your mana pool.
:symtap:, Sacrifice Clouded Mirror: Search your library for a land card, reveal it, and put it onto the battlefield. Then shuffle your library. One of Meloku’s favorite items was always his mirror when he traveled.
Material Engine
Artifact [U]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
Upgraded:
Factory Engine
Artifact [R]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
:symtap:, sacrifice X artifacts: add :xmana::2mana: to your mana pool.
:symtap:, sacrifice X artifacts: put X +1/+1 counters on target creature.
Original (Arcel):
Energy Coils
Artifact [U]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Coils: Add to your mana pool.
Upgraded (Arcel):
Energy Spire
Artifact [R]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Spire: Add to your mana pool.
Remove five charge counters from energy Spire: Add to your mana pool.
Energy Spire
Artifact [R]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Coils: Add to your mana pool.
Remove five charge counters from energy Coils: Add to your mana pool.
Just to be fair, I think you might want to fix that....but if that's the way you want it...just saying.
Scientific Breakthrough: I could see this card being printed. Amulet of Hyperresonance: Problem is cards like Eldrazi Coscription can be played for free, ending the game too soon.
aurorasparrow
Factory Engine: I'm not sure if a card that creates useless artifacts would be printed, but at least your card puts those artifacts to good use.. Energy Spire: I think non-artifact spells would be a better idea for the trigger, as there are more 0-cost artifacts. Also, Doubling Season and Vorel of the Hull Clade can abuse this card.
Vertain
Pulsar Grid: So it's Thran Dynamo that gives all your permanents a mana ability. Fireball, anyone? Gale Mirror: So it's Manalith with an overpowered Quicksilver Amulet ability. Nothing like an Omniscience on the sixth turn.
coolgriff14
Commander's Gauntlets: I think it should read "If you win the flip other attacking creatures gain double strike until end of turn." Other than that, it's okay Sunrise Assault: We were supposed to make rares.
Gerrard's Mom
Survival Instinct: Can't say anything wrong about it. Mystic Mantra: It's definitely undercosted for what it can do. Also, it should be "As long as a a creature you control has deathtouch, other creatures you control have deathtouch. The same is true for first strike, lifelink, reach, trample, and vigilance."
VeiledAssassin
Arcbound Destructor: I don't know if its first ability is better or worse than that of Arcbound Ravager. The second activated ability is a good response to theft or exile. Clouded Mirror: So why can it produce 1? Also, I feel this is too much like an uncommon.
clcallag
Conversion Shield: A card that turns damage into mana or... damage. At least it hasn't been done before. Landwalker's Compass: A great way of thinning out your deck.
Bright IdeaU
Enchantment {C}
When Bright Idea enters the battlefield, draw a card. 1U, Sacrifice Bright Idea: Draw a card. Every invention starts with an idea.
Ink-Treader's entry: Catalyst Amulet1
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1 "It assists in the application of many spells. What could go wrong?"
Scientific BreakthroughXUU
Enchantment {R}
Scientific Breakthrough enters the battlefield with X study counters on it.
At the beginning of your upkeep, you may remove any number of study counters from Scientific Breakthrough. If you do, draw that many cards. 1UU: Put a study counter on Scientific Breakthrough.
Seems fair and rare. I see the ties to the original card, I like the flavor, and it seems fun. Well done.
Amulet of Hyperresonance4
Artifact - Equipment {R}
Equipped creature has hexproof.
You may cast spells that target equipped creature without paying their mana costs.
Equip 1 Spectacular magic can be cast effortlessly in the wake of a hyperresonance.
I feel like there should be a little more restriction in either the equip cost or the targeting cost reduction, but I can't say for certain, and this seems like this would lead to a fun, if somewhat non-interactive, deck. I liked the first upgrade better, but this is still good.
Original:
Material Engine
Artifact [U]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
Upgraded:
Factory Engine
Artifact [R]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
:symtap:, sacrifice X artifacts: add :xmana::2mana: to your mana pool.
:symtap:, sacrifice X artifacts: put X +1/+1 counters on target creature.
This is quite an upgrade; we went from a 3-mana durdly card to a 4-mana Everflowing Chalice with upside. I can't decide if I like the idea of making artifact tokens that do nothing. I think I like them as a concept, but these two cards don't demonstrate the greatest execution. I also don't like how the upgrade encourages making tokens for no reason just in case, which seems like it would add needless bookkeeping until it's Alpha Strike time. Charge counters seem much neater--you can keep track just as easily, but they clean themselves up once the source is gone.
Original (Arcel):
Energy Coils
Artifact [U]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Coils: Add to your mana pool.
Upgraded (Arcel):
Energy Spire
Artifact [R]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Spire: Add to your mana pool.
Remove five charge counters from energy Spire: Add to your mana pool.
So much colorless mana! The second ability is cute (buy in bulk and get half off!), but the triggered ability seems like it would be more flavorful and less easily-abusable if it didn't trigger off of artifacts. I don't know how much energy is generated when you plunk down a Cluestone, and I smell shenanigans just waiting to strike with this and Voltaic Key.
Round 1 Vertain:
Conduit Grid2
Artifact (U)
Conduit Grid and other artifacts you control have "T: Add 1 to your mana pool."
"What is the true purpose of artifice? Is it to solve the big
problems of our world or is it to ease our everyday life?" Tra
wondered as he looked at his newest contraption. "And more
importantly: Which category does this thing belong to?"
Improvement:
Pulsar Grid5
Artifact (R)
T: Add 3 to your mana pool.
Other permanents you control are artifacts in addition to their other types
and have "T: Add 1 to your mana pool."
Tra sure had modified his creation, but as he felt its strong radiation, he
wondered if his enhancements really were for the better
A fine, if kinda boring upgrade.
Round 1 Rithaniel:
Wind Mirror2
Artifact (U) t: Add 1 to your mana pool. ,t, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield. It reflects everything as it may one day be.
Improvement:
Gale Mirror4
Artifact (R)
T: Add one mana of any color to your mana pool.
,T, return Gale Mirror to its owner's hand: Put a
permanent card from your hand onto the battlefield.
Its reflections became manifold, creating a feint and
distant vision of an uncertain future.
Feels rare without being overpowered, and I can see the ties to the source card alongside a few things that make this one distinct. Very well done except for a teeny typo in the flavortext (I think you wanted "faint", not "feint". Great use of "manifold", though).
Amateurs Gauntlets 3
Artifact-Equipment (U)
Equipped creature gets +2/+0 and has "When this creature attacks, flip a coin. If the flip results in heads, this creature gains double strike until end of turn."
Equip3
"It doesn't always work, but when it does...wow!"
-Artificer Harold
My upgrade:
Commander's Gauntlets 4
Artifact-Equipment (R)
Equipped creature gets +2/+0, has double strike and "Whenever this creature attacks, flip a coin. If you win the flip, other creatures you control gain double strike until end of turn.
Equip 4 They make for a great game of follow the leader.
The immediate comparison for this is Grappling Hook. Yours trades the Provoke ability for what could essentially be considered "flip a coin. If you win the flip, you win the game. If you lose the flip, try again next turn." Yours is miles better, which makes me think it's a bit too good. It's tough to tell though, because Grappling Hook saw almost no play (thanks Zendikar draft format).
Cynthare's original:
Aerial Assault 3RW
Enchantment (U)
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
An upgrade of Cynthare's entry:
Sunrise Assault 1RW
Enchantment (M)
Creatures you control have haste.
Whenever a creature you control attacks, it deals 1 damage to target creature or player and you gain 1 life. "It is both sad and triumphant to see a ground that matches the morning sky."
Baldren, Assault Commander
Kind of low-hanging fruit here, since the original was so overcosted that almost anything would be an upgrade, but I'm glad you had the decency to make a good card. The rarity concerns me on two fronts though: 1.) We were asked to make a rare, not a mythic rare (which I guess [U]could[/U] be considered a rare, but I think void_nothing would have specified), and 2.) This card definitely is not a mythic rare. Not crazy about the flavortext either, but I like that it at least has some.
Grifter's Dagger 2
Artifact - Equipment (U)
Equipped creature gets +1/+1 4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2 "Don't worry. I got my secret weapon."
Assassin's Knife3
Artifact - Equipment (U)
Equipped creature gets +1/+1 and has deathtouch.
Equip 2
Upgrade X(X, Sacrifice this artifact: Search your library for an Equipment card with converted mana cost X, put it onto the battlefield, then shuffle your library. Upgrade only as a sorcery.)
The current standard for +1/+1 and deathtouch is 2 to cast, and 2 to equip. You added 1 more, and gave it a crazy new level of functionality--basically Batterskulls 5-8 (or Swords of Feast and Famine 5-8, or...). There's a reason Stoneforge Mystic was banned, and while this isn't quite as OP as that, I can still see decks playing this even with absolutely no intention of equipping it, which means it's probably still too good. You also have the rarity at Uncommon, but that may have been a copy/paste oversight.
Dazzlebright Mirror 2
Artifact {U}
:symrw:, T: Untap target attacking creature and remove it from combat. That creature can't block until it's controllers next turn. First rule of fighting: They can't hit what they can't see.
Strobe Mirror3
Artifact (R) 2(R/W): Untap target attacking creature and remove it from combat. That creature can't attack or block until your next turn.
Sure, a reasonably costed upgrade to L0ng5h0t's Round 1 card. I'm not sure how rare it feels, though, and one of the concerns of the original card was that it didn't feel terribly red. The change from "can't block" to a Pacifism makes it feel even less red. There was definitely room for some flavortext, too.
Blessing of VigorG
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn. The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
Harabel Lifeweaver2GW
Legendary Creature - Elf Shaman (R)
Whenever Harabel Lifeweaver or another creature enters the battlefield under your control, add mana equal to that creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
2/3
Rynd TaravonWW
Planeswalker - Rynd (M)
+1: Until your next turn, permanents you control have "W: Prevent the next 1 damage that would be dealt to this permanent this turn."
-2: Exile target creature if it has the greatest power or is tied for greatest power among creatures on the battlefield.
-6: Until your second turn from now, opponents can't cast spells and creatures you don't control can't attack.
{3}
Upgrade to Blessing of Vigor:
Survival Instinct2GG
Enchantment (R)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this combat. While their cousins in the Carrelwood pray to their deities for strength, the wild elves of the Tyrnon Crags believe that strength must come from within.
A fine card, and I like that the flavortext has ties to your Round 1 card. Nicely done.
herbert_west's Round 1 card:
Upgrade to Anneal Mantra:
Mystic Mantra1GW
Enchantment (R)
Each creature you control with deathtouch, first strike, lifelink, reach, trample, or vigilance has all of those abilities.
Yikes, I feel like this is [U]way[/U] too good for three mana. There's a reason deathtouch and first strike have only appeared on the same creature //gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&text=+[%22first+strike%22">+[%22Deathtouch%22]"]five times, 2 of which were mythic and the other 3 conditional. This gives it to a veritable army of creatures, plus a whole host of other abilities, and in colors where the creatures are scary enough as printed. I can't imagine this card hitting the table and the game still being fun for both players.
Arcbound Recycler 4
Artifact Creature - Golem (U)
Remove X +1/+1 counters from Arcbound Recycler, :symtap:: Return an artifact from your graveyard to the battlefield with a converted mana cost of X.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.) It only broke a little b...ZAP!
0/0
Arcbound Destructor 4
Artifact Creature - Golem (R)
:symtap:, Exile an artifact you control:Put X +1/+1 counters on Arcbound Destructor, where X is equal to the exiled card’s converted mana cost. 4, :symtap:: Destroy Arcbound Destructor.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
0/0
I like the second ability, I guess, despite the fact that it should be sacrifice instead (if you're gonna have this ability, go all the way with it), but I don't think a card would ever get printed with an ability whose sole function was to destroy the card on which it appeared. Yes, I know it triggers the Modular, but there are other, more fun ways to trigger it. It would have been miles better if it had been Destroy target artifact, because a) the card would feel more like a Destructor, which it currently doesn't (maybe a Self-Destructor, but you didn't call it that), and b) it provides a teachable moment for newer players, that an ability that you think only has one use (destroying an opponent's artifacts) actually has another, potentially more powerful use, if you're willing to think about your abilities from another angle. As is, it takes away all subtlety.
Wind Mirror 2
Artifact (U)
:symtap:: Add 1 to your mana pool. 1, :symtap:, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield. It reflects everything as it may one day be.
Clouded Mirror 3
Artifact (R)
:symtap:: Add 1 or to your mana pool.
:symtap:, Sacrifice Clouded Mirror: Search your library for a land card, reveal it, and put it onto the battlefield. Then shuffle your library. One of Meloku’s favorite items was always his mirror when he traveled.
Why does the first ability produce 1? That adds absolutely nothing to the functionality of this card. It also doesn't feel rare at all, and certainly isn't worthy of being associated with Meloku.
coolgriff14
The gauntlets are pretty straightforward, not sure how to feel about equipment that affects everybody. I don't know if the enchantment is mythic worthy, the effect is nice but the keyword play was the most interesting part of the original.
clcallag
I suppose artifacts prevent damage sometimes, but I feel like colored mana should be involved in the Shield somehow. It's also weird that you have to pay 1 to get mana. The "Landwalker's" title without referring to landwalk is awkward. It's a little too close to Seer's Sundial.
Raikou Rider
The card draw is delayed, but this is a pretty powerful engine. Tons better than Treasure Trove if you just play it for 0 since it lets you sink your extra mana into cards. The amulet is pretty sweet though, hexproof is a nice addition.
Vertain
Ok, kind of a colorless Gilded Lotus + Chromatic Lantern. Nice flavor. I guess 9 mana is ok to put permanents out, the mana is sort of a random addition to that one.
Moss Elemental
Upgrade is pretty good I think, I'd have to see other cards to see if it works in a set. The upgrade to Longshot's card doesn't make very much sense though, creatures don't attack twice before your turn very often. I'm also not sure this makes sense as a hybrid effect.
VeiledAssassin
There have to be easier ways to kill your dude than paying 4 and tapping him, he's just a very much more expensive Ravager. The Clouded Mirror is an interesting reference, but why would you ever need colorless instead of blue? Also not a very blue effect and weird as a rare.
aurorasparrow
The artifact tokens are cute, reasonable abilities too. The Energy Spire is pretty weird but I suppose it works.
Mystic Mantra: It's definitely undercosted for what it can do. Also, it should be "As long as a a creature you control has deathtouch, other creatures you control have deathtouch. The same is true for first strike, lifelink, reach, trample, and vigilance."
You might be thinking of Concerted Effort, which is similar to what you wrote. My card just gives all 6 abilities to any creature that already has one of them.
Quarterfinal Round - Dusty Old Relics
The judges have separated the figurative grain from the chaff, and many of you have gone home in defeat, but a proud few remain. Just as they are about to hand out your medals for making it this far, they all seem to sense something terribly wrong. A distress signal has gone up from the capital, and it seems that Orb members from all over the continent are needed to respond to whatever is going on. A judge grabs hold of each of you and tells you to come along - this may be a more decisive test than they could possibly have come up with on their own. They tell you to grab your own invention and that of someone who has left it on the ground in frustration, and lend you some of their own magic to repair and improve them - you're gonna need it.
Quarterfinal Challenge: Make two rare cards, one of which is an "upgraded version" of your round 1 card, and the other of which is the same, for a CCL player who was knocked out during the scoring rounds and did not make the top 8.
Past Rounds:
Signups/Round 1 - Invention Exchange
Round 2 - The Threat of Sabotage
Round 3 - You Got Moxie, Kid
Submission Deadline: Thursday, May 23rd, 11:59 EST
Critique Deadline: Saturday, May 25th, 11:59 EST
Raikou Rider
aurorasparrow
Vertain
coolgriff14
Moss_Elemental
Gerrard's Mom
VeiledAssassin
clcallag
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Amateurs Gauntlets 3
Artifact-Equipment (U)
Equipped creature gets +2/+0 and has "When this creature attacks, flip a coin. If the flip results in heads, this creature gains double strike until end of turn."
Equip3
"It doesn't always work, but when it does...wow!"
-Artificer Harold
My upgrade:
Commander's Gauntlets 4
Artifact-Equipment (R)
Equipped creature gets +2/+0, has double strike and "Whenever this creature attacks, flip a coin. If you win the flip, other creatures you control gain double strike until end of turn.
Equip 4
They make for a great game of follow the leader.
Cynthare's original:
Aerial Assault 3RW
Enchantment (U)
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
An upgrade of Cynthare's entry:
Sunrise Assault 1RW
Enchantment (M)
Creatures you control have haste.
Whenever a creature you control attacks, it deals 1 damage to target creature or player and you gain 1 life.
"It is both sad and triumphant to see a ground that matches the morning sky."
Baldren, Assault Commander
Credits
Avatar: Ace5301
Check out Ace5301's awesome work!
Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747
Artifact (U)
t: Prevent the next 1 damage that would be dealt to you this turn. Put a charge counter on Conservation Shield for each damage prevented in this way.
t, Remove X charge counters from Conservation Shield: Add x to your mana pool.
[I]Finally all those explosions would be good for[/I] something.
Artifact (R)
,t: Prevent all damage a source of your choice would deal this turn. Put a charge counter on Conversion Shield for each damage prevented in this way.
,t, Remove X charge counters from Conversion Shield: Choose one--Add x to your mana pool; or Conversion Shield deals X damage to target creature.
Artifact {U}
Landfall - Scry 2
[I]"I wouldn't say it's necessary... but I've never seen an expedition with one of these fall afoul of the land." - Talek, Expedition Captain[/I
Artifact (R)
[I]Landfall[/I]--Whenever a land enters the battlefield under your control, you may pay 2. If you do, reveal cards from the top of your library until you reveal a land card. Put up to one card revealed this way into your hand and the rest on the bottom of your library in any order.
[I]It finds not only your destination, but any good tales along the way.[/I]
Enchantment {C}
When Bright Idea enters the battlefield, draw a card.
1U, Sacrifice Bright Idea: Draw a card.
Every invention starts with an idea.
Ink-Treader's entry:
Catalyst Amulet 1
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1
"It assists in the application of many spells. What could go wrong?"
Scientific Breakthrough XUU
Enchantment {R}
Scientific Breakthrough enters the battlefield with X study counters on it.
At the beginning of your upkeep, you may remove any number of study counters from Scientific Breakthrough. If you do, draw that many cards.
1UU: Put a study counter on Scientific Breakthrough.
Amulet of Hyperresonance 4
Artifact - Equipment {R}
Equipped creature has hexproof.
You may cast spells that target equipped creature without paying their mana costs.
Equip 1
Spectacular magic can be cast effortlessly in the wake of a hyperresonance.
Emille, Seven-Sting Dancer Shalin Nariya
Round 1 Vertain:
Artifact (U)
Conduit Grid and other artifacts you control have "T: Add
1 to your mana pool."
"What is the true purpose of artifice? Is it to solve the big
problems of our world or is it to ease our everyday life?" Tra
wondered as he looked at his newest contraption. "And more
importantly: Which category does this thing belong to?"
Artifact (R)
T: Add 3 to your mana pool.
Other permanents you control are artifacts in addition to their other types
and have "T: Add 1 to your mana pool."
Tra sure had modified his creation, but as he felt its strong radiation, he
wondered if his enhancements really were for the better
Round 1 Rithaniel:
Artifact (U)
t: Add 1 to your mana pool.
,t, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield.
It reflects everything as it may one day be.
Artifact (R)
T: Add one mana of any color to your mana pool.
,T, return Gale Mirror to its owner's hand: Put a
permanent card from your hand onto the battlefield.
Its reflections became manifold, creating a feint and
distant vision of an uncertain future.
Artifact - Equipment (U)
Equipped creature gets +1/+1
4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2
"Don't worry. I got my secret weapon."
Artifact - Equipment (U)
Equipped creature gets +1/+1 and has deathtouch.
Equip 2
Upgrade X (X, Sacrifice this artifact: Search your library for an Equipment card with converted mana cost X, put it onto the battlefield, then shuffle your library. Upgrade only as a sorcery.)
Artifact {U}
:symrw:, T: Untap target attacking creature and remove it from combat. That creature can't block until it's controllers next turn.
First rule of fighting: They can't hit what they can't see.
Artifact (R)
2(R/W): Untap target attacking creature and remove it from combat. That creature can't attack or block until your next turn.
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn.
The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
Harabel Lifeweaver 2GW
Legendary Creature - Elf Shaman (R)
Whenever Harabel Lifeweaver or another creature enters the battlefield under your control, add mana equal to that creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
2/3
Rynd Taravon WW
Planeswalker - Rynd (M)
+1: Until your next turn, permanents you control have "W: Prevent the next 1 damage that would be dealt to this permanent this turn."
-2: Exile target creature if it has the greatest power or is tied for greatest power among creatures on the battlefield.
-6: Until your second turn from now, opponents can't cast spells and creatures you don't control can't attack.
{3}
Survival Instinct 2GG
Enchantment (R)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this combat.
While their cousins in the Carrelwood pray to their deities for strength, the wild elves of the Tyrnon Crags believe that strength must come from within.
herbert_west's Round 1 card:
Upgrade to Anneal Mantra:
Mystic Mantra 1GW
Enchantment (R)
Each creature you control with deathtouch, first strike, lifelink, reach, trample, or vigilance has all of those abilities.
Arcbound Recycler 4
Artifact Creature - Golem (U)
Remove X +1/+1 counters from Arcbound Recycler, :symtap:: Return an artifact from your graveyard to the battlefield with a converted mana cost of X.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
It only broke a little b...ZAP!
0/0
Arcbound Destructor 4
Artifact Creature - Golem (R)
:symtap:, Exile an artifact you control:Put X +1/+1 counters on Arcbound Destructor, where X is equal to the exiled card’s converted mana cost.
4, :symtap:: Destroy Arcbound Destructor.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
0/0
-----------------------------------------------------------------------------
Wind Mirror 2
Artifact (U)
:symtap:: Add 1 to your mana pool.
1, :symtap:, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield.
It reflects everything as it may one day be.
Clouded Mirror 3
Artifact (R)
:symtap:: Add 1 or to your mana pool.
:symtap:, Sacrifice Clouded Mirror: Search your library for a land card, reveal it, and put it onto the battlefield. Then shuffle your library.
One of Meloku’s favorite items was always his mirror when he traveled.
Material Engine
Artifact [U]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
Upgraded:
Factory Engine
Artifact [R]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
:symtap:, sacrifice X artifacts: add :xmana::2mana: to your mana pool.
:symtap:, sacrifice X artifacts: put X +1/+1 counters on target creature.
Original (Arcel):
Energy Coils
Artifact [U]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Coils: Add to your mana pool.
Upgraded (Arcel):
Energy Spire
Artifact [R]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Spire: Add to your mana pool.
Remove five charge counters from energy Spire: Add to your mana pool.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Just to be fair, I think you might want to fix that....but if that's the way you want it...just saying.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Amulet of Hyperresonance: Problem is cards like Eldrazi Coscription can be played for free, ending the game too soon.
Energy Spire: I think non-artifact spells would be a better idea for the trigger, as there are more 0-cost artifacts. Also, Doubling Season and Vorel of the Hull Clade can abuse this card.
Gale Mirror: So it's Manalith with an overpowered Quicksilver Amulet ability. Nothing like an Omniscience on the sixth turn.
Sunrise Assault: We were supposed to make rares.
Mystic Mantra: It's definitely undercosted for what it can do. Also, it should be "As long as a a creature you control has deathtouch, other creatures you control have deathtouch. The same is true for first strike, lifelink, reach, trample, and vigilance."
Clouded Mirror: So why can it produce 1? Also, I feel this is too much like an uncommon.
Landwalker's Compass: A great way of thinning out your deck.
2. Raikou Rider
3. clcallag
1. clcallag
2. Moss Elemental
3. Vertain
Enchantment {C}
When Bright Idea enters the battlefield, draw a card.
1U, Sacrifice Bright Idea: Draw a card.
Every invention starts with an idea.
Ink-Treader's entry:
Catalyst Amulet 1
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1
"It assists in the application of many spells. What could go wrong?"
Enchantment {R}
Scientific Breakthrough enters the battlefield with X study counters on it.
At the beginning of your upkeep, you may remove any number of study counters from Scientific Breakthrough. If you do, draw that many cards.
1UU: Put a study counter on Scientific Breakthrough.
Artifact - Equipment {R}
Equipped creature has hexproof.
You may cast spells that target equipped creature without paying their mana costs.
Equip 1
Spectacular magic can be cast effortlessly in the wake of a hyperresonance.
Material Engine
Artifact [U]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
Upgraded:
Factory Engine
Artifact [R]
:2mana:: Put an artifact token onto the battlefield. (this token has no abilities)
:symtap:, sacrifice X artifacts: add :xmana::2mana: to your mana pool.
:symtap:, sacrifice X artifacts: put X +1/+1 counters on target creature.
Energy Coils
Artifact [U]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Coils: Add to your mana pool.
Upgraded (Arcel):
Energy Spire
Artifact [R]
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counter from Energy Spire: Add to your mana pool.
Remove five charge counters from energy Spire: Add to your mana pool.
Artifact (U)
Conduit Grid and other artifacts you control have "T: Add
1 to your mana pool."
"What is the true purpose of artifice? Is it to solve the big
problems of our world or is it to ease our everyday life?" Tra
wondered as he looked at his newest contraption. "And more
importantly: Which category does this thing belong to?"
Artifact (R)
T: Add 3 to your mana pool.
Other permanents you control are artifacts in addition to their other types
and have "T: Add 1 to your mana pool."
Tra sure had modified his creation, but as he felt its strong radiation, he
wondered if his enhancements really were for the better
A fine, if kinda boring upgrade.
Round 1 Rithaniel:
Artifact (U)
t: Add 1 to your mana pool.
,t, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield.
It reflects everything as it may one day be.
Artifact (R)
T: Add one mana of any color to your mana pool.
,T, return Gale Mirror to its owner's hand: Put a
permanent card from your hand onto the battlefield.
Its reflections became manifold, creating a feint and
distant vision of an uncertain future.
Artifact-Equipment (U)
Equipped creature gets +2/+0 and has "When this creature attacks, flip a coin. If the flip results in heads, this creature gains double strike until end of turn."
Equip3
"It doesn't always work, but when it does...wow!"
-Artificer Harold
My upgrade:
Commander's Gauntlets 4
Artifact-Equipment (R)
Equipped creature gets +2/+0, has double strike and "Whenever this creature attacks, flip a coin. If you win the flip, other creatures you control gain double strike until end of turn.
Equip 4
They make for a great game of follow the leader.
The immediate comparison for this is Grappling Hook. Yours trades the Provoke ability for what could essentially be considered "flip a coin. If you win the flip, you win the game. If you lose the flip, try again next turn." Yours is miles better, which makes me think it's a bit too good. It's tough to tell though, because Grappling Hook saw almost no play (thanks Zendikar draft format).
Aerial Assault 3RW
Enchantment (U)
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
An upgrade of Cynthare's entry:
Sunrise Assault 1RW
Enchantment (M)
Creatures you control have haste.
Whenever a creature you control attacks, it deals 1 damage to target creature or player and you gain 1 life.
"It is both sad and triumphant to see a ground that matches the morning sky."
Baldren, Assault Commander
Kind of low-hanging fruit here, since the original was so overcosted that almost anything would be an upgrade, but I'm glad you had the decency to make a good card. The rarity concerns me on two fronts though: 1.) We were asked to make a rare, not a mythic rare (which I guess [U]could[/U] be considered a rare, but I think void_nothing would have specified), and 2.) This card definitely is not a mythic rare. Not crazy about the flavortext either, but I like that it at least has some.
Artifact - Equipment (U)
Equipped creature gets +1/+1
4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2
"Don't worry. I got my secret weapon."
Artifact - Equipment (U)
Equipped creature gets +1/+1 and has deathtouch.
Equip 2
Upgrade X (X, Sacrifice this artifact: Search your library for an Equipment card with converted mana cost X, put it onto the battlefield, then shuffle your library. Upgrade only as a sorcery.)
Artifact {U}
:symrw:, T: Untap target attacking creature and remove it from combat. That creature can't block until it's controllers next turn.
First rule of fighting: They can't hit what they can't see.
Artifact (R)
2(R/W): Untap target attacking creature and remove it from combat. That creature can't attack or block until your next turn.
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn.
The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
Harabel Lifeweaver 2GW
Legendary Creature - Elf Shaman (R)
Whenever Harabel Lifeweaver or another creature enters the battlefield under your control, add mana equal to that creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
2/3
Rynd Taravon WW
Planeswalker - Rynd (M)
+1: Until your next turn, permanents you control have "W: Prevent the next 1 damage that would be dealt to this permanent this turn."
-2: Exile target creature if it has the greatest power or is tied for greatest power among creatures on the battlefield.
-6: Until your second turn from now, opponents can't cast spells and creatures you don't control can't attack.
{3}
Survival Instinct 2GG
Enchantment (R)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this combat.
While their cousins in the Carrelwood pray to their deities for strength, the wild elves of the Tyrnon Crags believe that strength must come from within.
A fine card, and I like that the flavortext has ties to your Round 1 card. Nicely done.
Upgrade to Anneal Mantra:
Mystic Mantra 1GW
Enchantment (R)
Each creature you control with deathtouch, first strike, lifelink, reach, trample, or vigilance has all of those abilities.
Yikes, I feel like this is [U]way[/U] too good for three mana. There's a reason deathtouch and first strike have only appeared on the same creature //gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&text=+[%22first+strike%22">+[%22Deathtouch%22]"]five times, 2 of which were mythic and the other 3 conditional. This gives it to a veritable army of creatures, plus a whole host of other abilities, and in colors where the creatures are scary enough as printed. I can't imagine this card hitting the table and the game still being fun for both players.
Arcbound Recycler 4
Artifact Creature - Golem (U)
Remove X +1/+1 counters from Arcbound Recycler, :symtap:: Return an artifact from your graveyard to the battlefield with a converted mana cost of X.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
It only broke a little b...ZAP!
0/0
Arcbound Destructor 4
Artifact Creature - Golem (R)
:symtap:, Exile an artifact you control:Put X +1/+1 counters on Arcbound Destructor, where X is equal to the exiled card’s converted mana cost.
4, :symtap:: Destroy Arcbound Destructor.
Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
0/0
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Wind Mirror 2
Artifact (U)
:symtap:: Add 1 to your mana pool.
1, :symtap:, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield.
It reflects everything as it may one day be.
Clouded Mirror 3
Artifact (R)
:symtap:: Add 1 or to your mana pool.
:symtap:, Sacrifice Clouded Mirror: Search your library for a land card, reveal it, and put it onto the battlefield. Then shuffle your library.
One of Meloku’s favorite items was always his mirror when he traveled.
2.)Vertain
3.)Gerrard's Mom
1. Gerrard's Mom
2. Raikou Rider
3. clcallac
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1. Raikou Rider
2. Gerrard's Mom
3. clcallac
The gauntlets are pretty straightforward, not sure how to feel about equipment that affects everybody. I don't know if the enchantment is mythic worthy, the effect is nice but the keyword play was the most interesting part of the original.
clcallag
I suppose artifacts prevent damage sometimes, but I feel like colored mana should be involved in the Shield somehow. It's also weird that you have to pay 1 to get mana. The "Landwalker's" title without referring to landwalk is awkward. It's a little too close to Seer's Sundial.
Raikou Rider
The card draw is delayed, but this is a pretty powerful engine. Tons better than Treasure Trove if you just play it for 0 since it lets you sink your extra mana into cards. The amulet is pretty sweet though, hexproof is a nice addition.
Vertain
Ok, kind of a colorless Gilded Lotus + Chromatic Lantern. Nice flavor. I guess 9 mana is ok to put permanents out, the mana is sort of a random addition to that one.
Moss Elemental
Upgrade is pretty good I think, I'd have to see other cards to see if it works in a set. The upgrade to Longshot's card doesn't make very much sense though, creatures don't attack twice before your turn very often. I'm also not sure this makes sense as a hybrid effect.
VeiledAssassin
There have to be easier ways to kill your dude than paying 4 and tapping him, he's just a very much more expensive Ravager. The Clouded Mirror is an interesting reference, but why would you ever need colorless instead of blue? Also not a very blue effect and weird as a rare.
aurorasparrow
The artifact tokens are cute, reasonable abilities too. The Energy Spire is pretty weird but I suppose it works.
2. coolgriff14
3. Vertain
Also:
You might be thinking of Concerted Effort, which is similar to what you wrote. My card just gives all 6 abilities to any creature that already has one of them.
1) gerrard's mom
2) moss elemental
3) aurorasparrow
Emille, Seven-Sting Dancer Shalin Nariya
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝