Two great powers came together here, clashed, and now the dust is beginning to settle on a world that has been deeply changed by the conflict.
Round 6 Challenge: This round you will design four cards. They are thematically related to your previous cards, but from a new set. You can do a mechanical reboot* like AVR/ROE if you want to.
Use these cards to show how your world has changed in the wake of battle. Have you and your allies turned aside the forces that seek to destroy you? Has the world been crushed into submission by an undefeatable enemy?
— Design one "pair" of cards that show a before-and-after contrast à la Blinkmoth Nexus > Inkmoth Nexus. They must have the same card type, mana cost, and rarity.
— Design one card that represents a major physical feature of the environment. Examples: Helvault, the Ravnica guild halls, Roiling Terrain, etc. This card can be any type and rarity.
— Design one splashy mythic as a preview for this new set.
*: Your "before" card in the matched pair should be from before the reboot, if you do one.
Due dates:
Designs are due Monday, July 15 at 11:59pm PST. I'll post the finals poll on Tuesday morning.
Our Top 2 are Gerrard's Mom
and (nameless one)
!!!
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.
Reveal a creature card from your hand. That card gains respawn until the end of turn. (You may sacrifice a creature you control with the same converted mana cost as the revealed card rather than pay that card's mana cost. If you do, that card enters the battlefield tapped).
,t, Sacrifice Skeleton Key: Each player simultaneously puts all permanents from his or her hand onto the battlefield, sacrifices all permanents, exiles his or her library, shuffles his or her graveyard into his or her library and returns all exiled cards back to their owner's hand.
"It's the key that opens every possibility"
I don't know if you can tell but my "set" revolves around "game zone matters" theme.
The "backstory" for this set is that Mercadia City sunk to its own weight that it opened a portal to another world (where the Yixlid are found). The Skeleton Key is essentially the key that controls that portal. Since "game zone matters" is the theme of the set, I wanted Skeleton Key to "rotate" the game zones.
I know that sometime, an activation of the Skeleton Key can actually make a player lose (no cards in the library) but I feel that it goes with flavor of going to the unknown. Sometimes, you get rewarded and sometimes you encounter grave perils.
You may put a planeswalker card from your hand onto the battlefield. Sacrifice that planeswalker at the beginning of the next end step.
"As I turn the Skeleton Key, a familiar yet unknown figure watched from the distance. She shook her head in disapproval as if she knew the horrors that soon followed."
-Atilla's Memoirs
Atilla the Edgewalker2WB
Legendary Creature - Human Cleric (mythic rare)
You may cast Atilla the Edgewalker from the graveyard and exile.
Whenever Atilla the Edgewalker is cast from the graveyard, you may play permanent cards from your graveyard until the end of turn.
Whenever Atilla the Edgewalker is cast from exile, you may play permanent cards from exile until the end of turn
2/3
As pointed out by my third entry, Mercadia City sank to another dimension. The Yixlid want out of the "underworld" and invade the outer/"normal" dimension as they believe it is rightfully theirs (before Ramos the Dragon Engine "delivered" its current denizens to the plane).
The Skeleton Key's first accidental activation was instrumental to the sinking of Mercadia City.
Meanwhile Atilla discovers her gift: she can visit Mercadia's different dimensions. But when she visited the underworld dimension, the Yixlid found their way out. She needed to bring the Skeleton Key back to the "normal" dimension and activate it from there. She was tricked in doing so believing that if she activate the Skeleton Key again, it would lock the "underworld" dimension, along with the Yixlid for good.
When the Key was activated, the different dimensions of Mercadia came together. At the same time, Atilla's spark was activated. She then became a planeswalker.
Although the planewalker in question in the Brief Cameo card is unknown, it can be argued that it was Atilla warning her previous self. It could be another planeswalker who was responsible for the first and accidental activation of the Key. Someone who saw what was lurking on the other side.
Cards that are not on the battlefield or stack lose all their abilities.
"For generations, the Yixlid had been Mercadia's darkest secret. Mercadia had always known how to keep it's secrets"
Heat of the Moment1RR
Instant (rare)
Target opponent reveals his or her hand. Choose an instant or a sorcery card from it and that player must cast it if able. You may choose the target for that spell.
If you have no time to think, you do things you wish you never had
Norsaga of the Old Ways1BB
Legendary Creature - Zombie Wizard (rare)
As long as Norsaga of the Old Ways is on the battlefield or in a graveyard, cards cannot leave the graveyard.
"Norsaga wasn't on our side; he just wants to preserve what he thinks the Yixlid should be"
-Atilla the Edgewalker
2/2
Finals entry:
Order of the Defiant1WW
Creature - Human Rebel Knight (uncommon)
x,t: Search your library for a Rebel permanent card with converted mana cost of less than X and put it onto the battlefield. Then shuffle your library.
As long as Order of the Defiant is on the battlefield or in a graveyard, other Rebel creatures your control get +1/+1.
"O Captain!, My Captain!"
2/2
At the beginning of the war, they led the Ramosians against the invaders from the underworld portal.
Order of the Avenger1WW
Creature - Human Rebel Knight (uncommon)
First strike
Order of the Avenger gets +1/+1 for each Rebel creature card in your graveyard.
"But I, with mournful tread, will avenge all my kin that have fallen cold and dead"
2/2
During the war, the Ramosians were devastated. It is up to the Avengers to save what they can save.
Mercadia, Yixlid Necropolis
Legendary Land (rare)
Mercadia, Yixlid Necropolis has all activated abilities of all land cards in all graveyards.
Though Mercadia has sunk onto the underworld, it is still the bustling city that it once was.
Yixlid Recruitment5BB
Sorcery (mythic)
At the beginning of the next end step, each player sacrifices all creatures he or she controls.
As long as Yixlid Recruitment is in your graveyard, whenever an opponent sacrifices a creature you may pay X life where X is that creature's converted mana cost. If you do, return that creature onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Detethering Field1UU
Enchantment - Aura (U)
Enchant Aura
You control enchanted Aura. 1U: Attach enchanted Aura to another object it can enchant.
FuryblindR
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't block.
Linger R(R: Return this card from your graveyard to the battlefield attached to a permanent it can enchant. Exile it at the beginning of the next end step or if it would leave the battlefield.)
Prayers Unanswered3WW
Sorcery (R)
Search your library for up to four Aura cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest onto the battlefield attached to a creature you control. Then shuffle your library.
Rootswarm Forerunner2GG
Creature - Plant (R)
At the beginning of each player's upkeep, that player sacrifices a noncreature permanent. If he or she does, put a +1/+1 counter on Rootswarm Forerunner. The silent stalks spread with alarming speed from the crater where Candaluve had once stood, tearing through Ardonia's thick aetherscape.
1/1
Season of the Swarm5GG
Sorcery (M)
Each player exiles all permanents he or she owns, then puts a 0/0 green Plant creature token onto the battlefield with "This creature enters the battlefield with a +1/+1 counter on it for each permanent its owner exiled this way." Near the heart of the Rootswarm, where no traces of civilization remained, the plants began to feed on each other.
Budding Decay2G
Enchantment (R)
Whenever a nonland permanent is put into your graveyard from the battlefield, you may return a land card from your graveyard to the battlefield.
Vander's Chicanery1R
Instant (U)
Put an Aura or Equipment card from your hand onto the battlefield attached to target creature you control. Sacrifice that card at the beginning of the next end step. "Wouldn't you think having that many tricks up your sleeve would make your arms awfully heavy?"
-Kraush, dwarven stoneshaper
Lathorn, Herald of Ages Past1WW
Legendary Creature - Human Monk (R)
At the beginning of your upkeep, if Lathorn, Herald of Ages Past is in your graveyard or on the battlefield, you may return target permanent card with converted mana cost 1 or less from your graveyard to the battlefield.
2/2
Summary: A huge seed streaks out of the heavens, destroying Candaluve, the capital of a major enchanter's kingdom. The plant life that emerges, known as the Rootswarm, consumes the arcane weaves that are the foundation of Ardonian society, transforming the land itself into strange new plant forms. Some planeswalkers and dudes like that must venture into the heart of the seed to attempt to reason with its mysterious consciousness.
Before: Candaluve, the Charmed City
Legendary Land (R) T: Add 1 to your mana pool. T: Add one mana of any color to your mana pool for each enchanted land you control. Every thread in the spellweave finds its way here.
The "third set twist" in this block is that the powerful aetherscape of Candaluve has induced strange properties in the Rootswarm, resulting in enchantment-based life that has choked out all traditional life in the area. There are no normal creatures, only enchantments that animate things, including themselves, and tokens. The mixed, uncontrolled magic is also represented through hybrid mana.
After: Candaluve, the Cursed Crater
Legendary Land (R) T: Add 1 to your mana pool. ,T: Tap target enchanted permanent. Its controller loses 1 life. The frayed ends of the broken spellweave lash out in agony here.
Landscape: Athenaeum Fronds(G/U)(G/U)
Enchantment (U)
At the beginning of your upkeep, exile the top card of your library facedown.
You may look at cards exiled with Athenaeum Fronds.
If you would draw a card, you may put a card exiled with Athenaeum Fronds into your hand instead.
Mythic: Intangible Realm3(W/U)(W/U)
Enchantment (M)
Each creature is an enchantment with "You may pay 2 to ignore this effect for this permanent until end of turn." (It will return to being a creature until end of turn.) Once a thriving city, the ruined landscape still teemed with life, but of a wholly different variety.
Round 6 — Finals — The Aftermath
Two great powers came together here, clashed, and now the dust is beginning to settle on a world that has been deeply changed by the conflict.
Round 6 Challenge: This round you will design four cards. They are thematically related to your previous cards, but from a new set. You can do a mechanical reboot* like AVR/ROE if you want to.
Use these cards to show how your world has changed in the wake of battle. Have you and your allies turned aside the forces that seek to destroy you? Has the world been crushed into submission by an undefeatable enemy?
— Design one "pair" of cards that show a before-and-after contrast à la Blinkmoth Nexus > Inkmoth Nexus. They must have the same card type, mana cost, and rarity.
— Design one card that represents a major physical feature of the environment. Examples: Helvault, the Ravnica guild halls, Roiling Terrain, etc. This card can be any type and rarity.
— Design one splashy mythic as a preview for this new set.
*: Your "before" card in the matched pair should be from before the reboot, if you do one.
Due dates:
Designs are due Monday, July 15 at 11:59pm PST. I'll post the finals poll on Tuesday morning.
Past Rounds:
Signups
Round 1
Round 2
Round 3
Round 4
Round 5
Our Top 2 are
Gerrard's Mom
and
(nameless one)
!!!
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Good luck to you too GM! Looking forward on your entry.
Finals entry:
Creature - Human Rebel Knight (uncommon)
x,t: Search your library for a Rebel permanent card with converted mana cost of less than X and put it onto the battlefield. Then shuffle your library.
As long as Order of the Defiant is on the battlefield or in a graveyard, other Rebel creatures your control get +1/+1.
"O Captain!, My Captain!"
2/2
Creature - Human Rebel Knight (uncommon)
First strike
Order of the Avenger gets +1/+1 for each Rebel creature card in your graveyard.
"But I, with mournful tread, will avenge all my kin that have fallen cold and dead"
2/2
Legendary Land (rare)
Mercadia, Yixlid Necropolis has all activated abilities of all land cards in all graveyards.
Though Mercadia has sunk onto the underworld, it is still the bustling city that it once was.
Sorcery (mythic)
At the beginning of the next end step, each player sacrifices all creatures he or she controls.
As long as Yixlid Recruitment is in your graveyard, whenever an opponent sacrifices a creature you may pay X life where X is that creature's converted mana cost. If you do, return that creature onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Its easy to create betrayers from the betrayed.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Detethering Field 1UU
Enchantment - Aura (U)
Enchant Aura
You control enchanted Aura.
1U: Attach enchanted Aura to another object it can enchant.
Furyblind R
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't block.
Linger R (R: Return this card from your graveyard to the battlefield attached to a permanent it can enchant. Exile it at the beginning of the next end step or if it would leave the battlefield.)
Prayers Unanswered 3WW
Sorcery (R)
Search your library for up to four Aura cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest onto the battlefield attached to a creature you control. Then shuffle your library.
Rootswarm Forerunner 2GG
Creature - Plant (R)
At the beginning of each player's upkeep, that player sacrifices a noncreature permanent. If he or she does, put a +1/+1 counter on Rootswarm Forerunner.
The silent stalks spread with alarming speed from the crater where Candaluve had once stood, tearing through Ardonia's thick aetherscape.
1/1
Season of the Swarm 5GG
Sorcery (M)
Each player exiles all permanents he or she owns, then puts a 0/0 green Plant creature token onto the battlefield with "This creature enters the battlefield with a +1/+1 counter on it for each permanent its owner exiled this way."
Near the heart of the Rootswarm, where no traces of civilization remained, the plants began to feed on each other.
Budding Decay 2G
Enchantment (R)
Whenever a nonland permanent is put into your graveyard from the battlefield, you may return a land card from your graveyard to the battlefield.
Vander's Chicanery 1R
Instant (U)
Put an Aura or Equipment card from your hand onto the battlefield attached to target creature you control. Sacrifice that card at the beginning of the next end step.
"Wouldn't you think having that many tricks up your sleeve would make your arms awfully heavy?"
-Kraush, dwarven stoneshaper
Lathorn, Herald of Ages Past 1WW
Legendary Creature - Human Monk (R)
At the beginning of your upkeep, if Lathorn, Herald of Ages Past is in your graveyard or on the battlefield, you may return target permanent card with converted mana cost 1 or less from your graveyard to the battlefield.
2/2
Candaluve, the Charmed City
Legendary Land (R)
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool for each enchanted land you control.
Every thread in the spellweave finds its way here.
The "third set twist" in this block is that the powerful aetherscape of Candaluve has induced strange properties in the Rootswarm, resulting in enchantment-based life that has choked out all traditional life in the area. There are no normal creatures, only enchantments that animate things, including themselves, and tokens. The mixed, uncontrolled magic is also represented through hybrid mana.
After:
Candaluve, the Cursed Crater
Legendary Land (R)
T: Add 1 to your mana pool.
,T: Tap target enchanted permanent. Its controller loses 1 life.
The frayed ends of the broken spellweave lash out in agony here.
Landscape:
Athenaeum Fronds (G/U)(G/U)
Enchantment (U)
At the beginning of your upkeep, exile the top card of your library facedown.
You may look at cards exiled with Athenaeum Fronds.
If you would draw a card, you may put a card exiled with Athenaeum Fronds into your hand instead.
Mythic:
Intangible Realm 3(W/U)(W/U)
Enchantment (M)
Each creature is an enchantment with "You may pay 2 to ignore this effect for this permanent until end of turn." (It will return to being a creature until end of turn.)
Once a thriving city, the ruined landscape still teemed with life, but of a wholly different variety.