Team Concrete - Noncreature permanent Morningstar81 - Arguably strictly better than Island. There is a form of a drawback, but the fact that the draw effect is optional and hits all players, including you, sets it over the mark. Power level aside, the flavor here is very cool within the Rubor setting. Probably the first Tribal land with a basic land type that I really like. penguinwriter - Actually a decent design. The bucket counter bit is nice in that it slows it down to once every second turn, which is a good hindrance for blue accel. The soulbind ability really fits the flavor of blue black nicely. I'm not so big on the flavor text, it could easily be better tailored to Rubor, or at least give explanation to why a "town" well has fallen into disuse. snoopYah - The ability set works well together, but is just a bit strong on a land. If it were an artifact, it would have a cost and be counterable. I think a really nice balance here would be to make the energize cost double x. Also, the name might have fit better if there were flavor text and if we had not recently seen an ability called "hideaway." Dragoon26 - First off, kudos on making a fortification. Makes for a subtle but nice tie in to part of the story, the part about building on top of previous structures. As for the card, the name may be offputting to some at first, as "Gypsies' Vinyard" doesn't scream "fortification, but a well chosen artwork could fix that no problem. An artifact like this, with its very close ties to one specific color's philosophies, could very easily have had its fortify cost follow the Mirrodin shards or, in modern terms, monohybrid: Solesticio - This is a really cool card. I like cards that have the potential for the opponent having to choose between two evils. Here, the enchantment can be used and abused while in play, and when the opponent spends a card to naturalize it, you get to use its other ability. I dig that the soulbind effect wasn't some simple effect, it is one that makes the user have to think about as far as timing the usage.
Alabran - no entry phatJacob07 - Another one that has its power level multiplied simply by being a land. Uncounterable, free to play, no summoning sickness, hard to kill. The ability cost should be red, but you knew that. A good idea, just needs a lot of correcting. Autumn Willow - This is the kind of card every legacy player has naughty dreams about. Fetchlands are usually popped at the opponents end of turn anyway, so the comes into play tapped isn't that much of a drawback, enabling me to get any land in my deck pretty much when I need it. The power level here is just too strong in any format as every deck would carry four. Use this to tutor up the other three copies of itself, add in a Crucible of Worlds, maybe an Exploration or Azusa, Lost But Seeking and it rivals even fastbond. L0ng5h0t - This one is straight cool. Even without flavor text, there is no question as to which plane this came from. And the ability set has very cool synergy. I would so draft this in an ooze deck. Asrama - It's cards like this that remind me just how much design space there is in even the basest of game mechanics. Very well done.
Team Concrete T3
1.L0ng5h0t
2.Solesticio
3.Asrama
HM. Morningstar81
Team Dream - nonpermanent card Cryptic_Hero - Yeah. Power. Huge. No real need to elaborate on Team Concrete's critiques on this one. BlackBull - Not quite the mundane effect I was looking for with this challenge, but not a bad design. Rend Spirit doesn't see the light of day outside of block, so I don't really have a problem with the narrow application. Color may be off. White Wraths usually have a flavor of "purification," where black has the more genocidal flavored spells. I like the timing involved here: wrath off the oozes, then pinpoint any newcomer. Krey - This is a neat card. The two abilities don't have the specific synergy I would've liked to see, but they do more or less function together well. The flavor text is aces. Glorious Gnome - I usually don't like to knock art choices, as it's like pulling teeth to get some people to even attempt renders and I don't want to disway those that do, but this art doesn't make sense to me at all. And the flavor text, while decently written, belongs on another card. It's too good to just drop, but it doesn't fit this one all that well. Okay, the card itself. I dig it. A lot. The ability choices here I think are so well designed that I hope you went through many hardships to come out with this design. Because if a dude with barely 50 posts and less than two months on the forums can just spit out a design like this, I'm glad I'm leaving when I am. Very well done. Just work on your flavor aspects and you'll be owning the FCC by post 250. You heard it here first. blacker_lotus - Okay. It basically trumps Stroke of Genius, except that Solidarity can't deck the opponent with it. Small matter in the grand scheme. What I really like about it is that the counter spell effect relies completely on two things: 1. Secrets from the Mastermind must be in the graveyard. At least one creature has to have at least one slime counter. Depending on how rampant slime counter granting abilities are in the set, this may be very strong or very not. Either way, it is a cool design and a new counterspell variant. It really should be "pays 2 for each slime counter on target creature you control," though. Tevin - This is very very close to a very well designed card. The functionality is spot on, if a bit strong. The problem, and I almost missed it, is that the Souldbind is unnecessary. The templating would be cleaner if it followed Haunting Misery. Retemplated, this could be the instant version of Bridge From Below.
Refill the Ranks - 1WW
Tribal Instant - Soldier [Uncommon]
Soulbind - 1WW, Remove this card from the game: Remove X Soldier cards in your graveyard from the game then put X 1/1 white Human Soldier tokens into play." -Ruborian military practices dictate two terms of service: one in life, and one in death.
It does nothing in the traditional since, when it is played and resolved, but becomes useful once in the yard. Also, remember that modern design dictates token generation comes complete with race and class, not just class.
MeatballWarrior - no entry rAYZ - If I'm not mistaken, this card had the name "Secret of the Ooze" during its development. That is hands down the best temporary cardname in recent memory. The card itself has mismatched color aspects, the standard effect has already been determined by WotC to be monoblue, and the Soulbind is most definitely monoblack. In terms of balance, the soulbind really needs to either hurt the target player less, or hurt every player more cause. As written, that's some serious damage: I lose my hand, take a significant amount of damage and you, a player using black mana, can fill your graveyard with choice goodness. The 6 cost helps, but not enough. 1T4 - Green and white work well together, sure, but this is only viable when I'm playing early game Savannah, Temple Garden, Prismatic Omen, or late game when I've got a decent supply of Plains along with my green suppliers. In both cases though, a G/W deck has better things to do with its mana. The flavor is excellent, particularly the word "prolification." inPhase - A very nice Ruboric naturalize. I would've liked to see the Souldbind activation as white rather than green. The flavor is a bit wonky, but overall one of my favorite cards this round.
Team Dream T3
1.Glorious Gnome
2.inPhase
3.Tevin
HM:Krey
same as always:
3.5 days to design, 1.5 to critique.
Penalties for not posting T3s
1 bonus point for completing critiques for at least 50% of the other team, another for completing 100%.
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
Schedule
The CCL will run six rounds, each lasting five days.
Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
The July schedule will operate according to my (Scrounger) local time zone, Central Standard, and will tentatively run as follows:
12AM CST 1 July 08 - R1 Challenge
12PM CST 4 July 08 - R1 Critiques
12AM CST 6 July 08 - R2 Challenge
12PM CST 9 July 08 - R2 Critiques
12AM CST 11 July 08 - R3 Challenge
12PM CST 14 July 08 - R3 Critiques
12AM CST 16 July 08 - R4 Challenge
12PM CST 19 July 08 - R4 Critiques
12AM CST 21 July 08 - R5 Challenge
12PM CST 24 July 08 - R5 Critiques
12AM CST 26 July 08 - R6 Challenge
12PM CST 29 July 08 - R6 Critiques
31 July 08 - League Appreciation Day aka buffer
We will stick to this schedule as closely as possible, adjusting if necessary.
Challenge Rounds
At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
Critique Rounds
At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example: The following card is submitted by Fitzgerald:
Quote: Cosmic Tutor
Instant (Unc)
Search your library for a nonpermanent card, reveal it, and remove it from the game. At end of turn, put that card into your hand, then discard a card.
Shuffle your library. A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
Valid Entry Constitution
A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
Scoring
The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
Penalties
Points can become a scarce commodity, especially during the all-important 3rd round critiques, as they designate the top eight players who will compete for the remainder of the month.
Failure to post T3s as required during the Critique section of any round will incur penalties as follows. A first offense will incur a loss of 1 point. This will double with each successive failure to post a T3: 2 points for the second failure, 4 for the third, and so on.
Once a Round elapses into its critique section, modifying an entry in any way will incur point penalties based on time elapsed. This will be judged according to the “last edited” note on the entry posting. For each five minutes past the deadline, a modified entry will deduct the Leaguer 1 point. Once any Leaguer has posted a critique, even in the form of a placeholder, modifying an entry will disqualify a Leaguer for the round.
Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread. Question, consult with, challenge and encourage each other at every opportunity.
Credits
For their help in designing and repairing these rules, the following are here thanked alphabetically:
The Plane of Rubor. Compared to other locales the League has visited, Rubor is rather a small world, boasting only a few continents and nations. What it lacks in area, however, it more than makes up for in culture, with a long and well established history in the development of civilization and exploration of the nature of magic. Having been essentially fully explored long ago, Rubor is currently a land built on top of it’s own previous lives. Structural planners are among the highest order of this well-structured society, as they are necessary to the development of the plane as a land to be inhabited by future generations.
The bestiary of this speck of a plane include many walks of sentience, from the ever-present human, elf and goblin, to more obscure races, such as the rabbit and horse. Chief among all races on Rubor are the oozes. Yes, oozes. On other planes, oozes are known to be barely intelligent entities, operating more on reaction to stimulus than on logical thought. Here, they have flourished as the most evolved minds of the land. They are beings of almost pure intellect, brilliantly lit as their firing synapses shine through translucent bodies. Most oozes exist in a state unknowable to more solid forms of life, as they live in pool-like colonies. Appearing as a lake of phosphorescence or a natural spring of multicolored sludge, these colonies harbor the custodians of civilization. They are the brain trust of every world leader. Kings, who aren’t oozes themselves, employ ooze colonies as advisors.
On the other end of the spectrum are the humans. Here, they have developed into a culture devoted to profession. Their soldiers are militaristic and precise in all aspects of life. Their mages spend decades in study of magical exploration. Their priests and clerics are utterly consumed by their beliefs. This race of man embodies the epitome of dedication.
We’ve already met a few of the inhabitants of this world. Now it is time for you, dear Leaguers, to develop and design a few of the occurrences here. If you were paying attention in the signup thread, this world is ending, but only a very few individuals are aware of it. Those seers and surveyors who have seen the evidence are attempting to spread the word. Those that have not find it difficult to comprehend that such a world, with it’s firm grounding in history and it’s advanced social order, can fall to any adversary, natural or otherwise.
You will build some aspect of the lives of the Ruborian life. The status quo. The way things are now. You will establish the commonplace and mundane existence of Rubor. Spells commonly seen here. Devices and charms found in abundance.
Team Concrete
You will design a noncreature permanent. This will be some sort of thing that might be commonly (or uncommonly (or rarely)) seen anywhere on Rubor. Build a permanent. (no instant, no sorcery).
Team Dream
You have the other side. Build a nonpermanent card, i.e. instant or sorcery, that depicts an event or occurrence of Ruborian status quo.
After analyzing your mechanics and your choices, then throwing it all out and picking the ones I like, we’re going to go with energize, prophecy and soulbind as set mechanics. Avoid using any other mechanic from the signups. Don’t worry, we will be seeing at least a few of them again.
You also have access to any printed mechanic for this round. So, if you can combine prophecy and Channel, then God bless.
Energize X – As CARDNAME comes into play, you may pay <cost>. If you do, CARDNAME comes into play with X charge counters, and it gains haste until end of turn.
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, <effect>. Otherwise, put that card into your graveyard.
Soulbind –cost, Remove CARDNAME from the game: <effect> Play this ability only if CARDNAME is in your graveyard.
Refill the Ranks -
Tribal Instant - Soldier [Uncommon]
Until the end of turn, Soldier cards in your graveyard gain "Soulbind - W, Remove this card from the game: Put a 1/1 white Soldier token into play under your control." -Ruborian military practices dictate two terms of service: one in life, and one in death.
T2- -:symu::symr: Suspension- "Time Lord" -Merfolk Mill- "Millf**k" Extended: -:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin" -:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute" Vintage:
-:symb: Discard- "A Hymn to Empty Hands" Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
Those who feel Kamigawa is weak cannot play Kamigawa properly. 永遠神川!
Town Well 1
Artifact (common) T:Put a bucket counter on ~. T,Remove a bucket counter from ~: Add Uto your mana pool. Soulbind - U,Remove ~ in your graveyard from the game: Add BBto your mana pool. The old wells were known to sink into the ground after a few years time, but still found some use even then.
Meditation Vat3
Artifact
Energize X—X(As Meditation Vat comes into play, you may pay X. If you do, Meditation Vat comes into play with X charge counters.) T, Tap target Ooze creature you control: For each Ooze creature you control tapped this way this turn, look at the top or bottom card of your library. Then put that card on the top or bottom of your library.
Remove a charge counter from Meditation Vat: Untap Meditation Vat.
Energize Y—X(As CARDNAME comes into play, you may pay X. If you do, CARDNAME comes into play with Y charge counters. If it’s a creature, it has haste.)
yey, my nameless entity has interaction with prophecy .o/
Secrets from the MastermindX1UU
Instant (R)
Draw X cards, then put X slime counters on target creature. Soulbind - 1UU, Remove Secrets from the Mastermind from the game: Counter target spell unless its controller pays 2 for each slime counter on target creature. Play this ability only if this is in your graveyard. "I show them the secrets. They can do whatever they want with them." - Malari, Ooze Mastermind
I tried to make an ooze giving an advice to a human, or something like that. As they're king's advisors, I thought it would be cool if a ooze could help a king with knowledge and secrets then the king could use the secrets taught by the ooze to make what he wants with it, or, in better words, disrupt other kings' plans! and about the slime counters... c'mon, oozes are disgusting! and maybe this kind of counter could be better explored in the set, I don't know...
Ruboric Underworld Land
:symtap:: Add to your mana pool. Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you may pay :2mana:. If you do, destroy target land. Otherwise, put that card into your graveyard. Rubor foretold its own demise.
Inspirational Insight 1UU
Instant [Uncommon]
Target player discards two cards.
If you control at least three creatures, draw two cards then discard a card.
Replicate UU One looks into the mind of others and speaks a word of wisdom.
Planner's Guild
Land (R)
:symtap:: Add to your mana pool.
:symtap:, Sacrifice ~: Search your library for a nonbasic land and put it into play tapped. Ruborian planners can make room for anything.
Soulless' Fall4W
Sorcery
Destroy all oozes in play. They can't be regenerated. Soulbind –W, Remove Soulless' Fall from the game: Destroy target Ooze. It can't be regenerated. Play this ability only if Soulless' Fall is in your graveyard. "they don't belive in anything. They doesn't deserve to live." -Geran, Ooze hunter
Soul Meditation :1mana::symu:
Enchantment
Soulbind costs you up to less to play.
Soulbind - :2mana::symu::symu:, Remove ~ from the game: Draw four cards and skip your next turn. Play this ability only if ~ is in your graveyard.
Gypsies' Vinyard2
Artifact - Fortification
Fortified land is all basic land types. Prophecy - At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card was revealed this way, until end of turn, if fortified land is tapped for mana, it produces twice that much mana. Otherwise, put that card into your graveyard.
Fortify 1
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Shared Toughts1UU
Instant
As an additional cost to play Shared Tought discard a card.
Search your library for a card with the same converted mana cost as the discarded card. Shuffle your library after searching.
Soulbind – 1UU, Remove Shared Toughts from the game: Draw two cards, then discard a card from your hand. Play this ability only if CARDNAME is in your graveyard. "When you ask the Oozes you may get what you think you want, something similar to what you want or something else."
Oozy Conspiracy :symu::symb:
Sorcery
Each player draws 3 cards.
Soulbind - :4mana::symu::symb:, Remove Oozy Conspiracy from the game: Each player discard his or her hand. Target player loses life equal to the number of cards discarded this way. Play this ability only if Oozy Conspiracy is in your graveyard.
"The Oozes are planning something diabolical.. They would never be so good to us." - Last words of Ruborian king.
@L0ng5h0t: That isn't a very good way to use Energize, because the card does nothing and costs nothing if you don't Energize.
Yeah, sometimes I put up various versions of a card I'm working on, kind of like 'thinking aloud'. I totally agree, though. when I created Energize I envisioned it as a kicker like effect, but I'm still trying to get a feel for what I want this card to be.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from "SALAd aka Jack Power" »
|_0|\|65407 (There; now you're fully l33t)
CCL Winner- July '08, Aug '08 Sept '08, Oct '08 Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
I don't always play Jank, but when I do, I play Saffronolive.
done. changed sorcery to instant. felt somehow better.
Weathering GG
Instant
Destroy target artifact or enchantment.
Soulbind - G, remove Weathering from the game: Gain 1 life for each artifact and enchantment card in target player’s graveyard. Play this ability only if Weathering is in your graveyard.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Militant Profession 3:symrw::symrw:
Enchantment (uncommon)
Creatures you control have first strike.
Creatures with multiple instances of first strike have double strike. In Rubor, some armies are made out of people who became soldiers, while some armies are made of soldiers who became better soldiers.
Just about time for final touches, beware the deadline.
The first post has been edited to include a spoiler hiding links to each entry just under the CCL banner. This may make critiques easier if you choose to use it.
You will design a noncreature permanent. This will be some sort of thing that might be commonly (or uncommonly (or rarely)) seen anywhere on Rubor. Build a permanent. (no instant, no sorcery).
Critiques Criteria:
Originality 3/3 = Have we seen this before??? Balance 3/3 = Could this one be banned if printed??? Flavor 2/2 = Does this card fits with the current setting???
Team Concrete Card Critiques:
Morningstar81 Originality: 3/3 Balance: 2/3 Flavor: 2/2 Total: 7/8 Comments: Interesting card. Fits well with the setting provided. This would have function better as a legendary land. The idea that you can get your opponent cards could be worked as a win condition in a mill deck, and not counting that you could get the control card and have mana to use it.
Penguinwriter Originality: 2/3 Balance: 3/3 Flavor: 1/2 Total: 6/8 Comments: Very nice card. For the mana cost it provides a good ability. The bucket counters are very good and the soulbind ability to provide black mana really fits well with the idea of a well. The only downside is that the flavor of it could be generic to any plane.
SnoopYah Originality: 2/3 Balance: 3/3 Flavor: 2/2 Total: 7/8 Comments: Really nice use of energize. The card seems well balanced and reminds me of Tendo Ice Bridge. Well it could be like the bridge on the second turn but becomes more useful late in the game. Really good, could use some flavor text.
Dragoon26 Originality: 3/3 Balance: 2/3 Flavor: 2/2 Total: 7/8 Comments: Nice card. The prophecy ability works great with the fortification. The one thing I notice is that by using it you just pay 3 to make the targeted land a painless City of Brass. I’m guessing that it is Rare, since anything else could be overpowering the card.
Solesticio Originality: 3/3 Balance: 2/3 Flavor: 2/2 Total: 7/8 Comments: Very interesting card. Nice way to exploit a new mechanic. The cost reduction seems very nice and will make a Soulbind deck viable. The soul bind ability seems powerful but the skip a turn balances it a bit. That is that you could time it for when it really benefits you.
PhatJacob07 Originality: 1/3 Balance: 1/3 Flavor: 2/2 Total: 4/8 Comments: This one is merely a Prophecy enabler. The ability is too powerful to be colorless since land destruction is red and splashed in green. Maybe a higher colored cost too destroy the land (2R).
Autumn Willow Originality: 2/3 Balance: 1/3 Flavor: 2/2 Total: 5/8 Comments: Nice card. The land fetch ability seems a bit overpowered since you are giving any color the ability. Maybe a green (or white) requirement could balance it. The idea fits well with the setting.
L0ng5h0t Originality: 2/3 Balance: 2/3 Flavor: 2/2 Total: 6/8 Comments: Nice card, the scry mechanic done artifact style seems nice. The ability is subject to the number of oozes you control. It may provide the answer you seek in a rush (using the charge counters) and the slowly method (when there are no counters) can help in the long run. It may be interesting with charge counters enablers (like Core Tapper).
Asrama Originality: 2/3 Balance: 2/3 Flavor: 2/2 Total: 6/8 Comments: Nice card. Seems like a variant of Rage Reflection. The activation of double strike on multiple instances of first strike is very nice idea. Very nice use of hybrid mana and the flavor is right on the spot.
The Top Three are…
Number 3 -- Snoopyah Number 2 – Solesticio … Number 1 – Dragoon26 ----------- HM: Morningstar81
*Note: All tie-breakers were done by carefully examining each card on how they met the challenge requirements
I'm trying out a countdown I found online. You can click the url either in my sig, on the first post or here. Assuming I set it up correctly, it should be counting down to noon CST, my local time, or about 13 hours as of this posting.
If this works, it may be a handy way to track rounds and end them, avoiding timezone confusions. If anyone has any problem seeing the countdown or sees a different number than I do, let me know so I can find out what's wrong.
Cryptic_Hero: This doesn't seem blue for me. Instant speed, target player discard 2 cards, with replicate? 4/10
BlackBull: 5 mana to destroy all oozes seems too much for me. 5/10
Krey: great card. tutoring this way seems a little black, but it works for me. 8/10
Glorious Gnome: Great synergy. really like the card. 9/10
Blacker_lotus: It's a good idea, but I think it wouldn't work very well. you need a creature, and, for an hard counter, you need to draw a lot of cards, witch is too expensive. 5/10
Tevin: good card too. very balanced, and very flavorful. 8/10
rAYZ: each player discards his hand in an activated ability is too powerful. 4/10
1T4: not much creative. and GGG makes it hard to cast. 5/10
inPhase: not much creative too, but more playable. 5/10
Why would a Wrath of God against a specific creature type cost more than Wrath of God itself? ---> Because it usually will kill just opponent's creatures?
The card could have costed less 1 mana. ---> Tsabo's Decree again. (Ithas no discarding effect andyou can't choose, but you're giving it a second very useful ability. You have a mass removal spellor a single target one (if you find the way to send it to the grave, not so hard to do in gral, so just one colorless more it's ok.Actually I'm replacing one white for two colorless, making the card splashable.)
the card should be black ---> So strange... I'm not atalking with one of those who defends the evilness in white? (may be I'm not, but I have no time to search in the old threads.) This card represents the belivers' fanatism, who anihilates Oozes cause thei're supposed to be evil (I decided to invent that part since it's not clarified and I think that thename is more than clarifying.)
but not very creative either. ---> No? ok. THat's a relative thing, so I'm not going to argue with you.
Cryptic Hero: I think this card is a bit overpowered, and kinda planar chaosed in color pie terms, which i dont think Rubor inherently is, so I don't think you can quite get away with it automatically.
BlackBull: Ruborian to say the least. My problem here is that we really dont know how good this would be.
Krey: Good flavor but I dunno how the card really makes sense without it. Then again, that card isn't without it, so I suppose it works.
Glorious Gnome: It is very hard to critique this because there is nothing negative for me to say, really. Great work.
blacker lotus: Soulbind here is dangerously used, which I feel like could sometimes be good or sometimes not, but this time it just didn't work for me.
Tevin: Interesting render choice. That aside, this card seems pretty cool. Nothing grabs me with cool factor about it, though, so it's likely to just slip by.
rAYZ: This is a good card I think, although some aspects of the color mixing feel forced, in that the abilities are pretty monocolor, but just put together on the card.
1T4: I think this is underpowered with its cost, considering what it needs to be any good.
inPhase: A good, balanced, color-pied card that's fun. Yay. This is what I like to see in this kind of challenge for something "routine" or common in Rubor.
Time Left for Round 1 Critiques
Morningstar81
penguinwriter
snoopYah
Dragoon26
Solesticio
Alabran - no entry
phatJacob07
Autumn Willow
L0ng5h0t
Asrama
Team Dream - nonpermanent card
Cryptic_Hero
BlackBull
Krey
Glorious Gnome
blacker_lotus
Tevin
MeatballWarrior - no entry
rAYZ
1T4
inPhase
Morningstar81
penguinwriter
snoopYah
Dragoon26
Solesticio
Alabran
phatJacob07
Autumn Willow
L0ng5h0t
Asrama
Team Dream
Cryptic_Hero
BlackBull
Krey
Glorious Gnome
blacker_lotus
Tevin
MeatballWarrior
rAYZ
1T4
inPhase
Team Concrete - Noncreature permanent
Morningstar81 - Arguably strictly better than Island. There is a form of a drawback, but the fact that the draw effect is optional and hits all players, including you, sets it over the mark. Power level aside, the flavor here is very cool within the Rubor setting. Probably the first Tribal land with a basic land type that I really like.
penguinwriter - Actually a decent design. The bucket counter bit is nice in that it slows it down to once every second turn, which is a good hindrance for blue accel. The soulbind ability really fits the flavor of blue black nicely. I'm not so big on the flavor text, it could easily be better tailored to Rubor, or at least give explanation to why a "town" well has fallen into disuse.
snoopYah - The ability set works well together, but is just a bit strong on a land. If it were an artifact, it would have a cost and be counterable. I think a really nice balance here would be to make the energize cost double x. Also, the name might have fit better if there were flavor text and if we had not recently seen an ability called "hideaway."
Dragoon26 - First off, kudos on making a fortification. Makes for a subtle but nice tie in to part of the story, the part about building on top of previous structures. As for the card, the name may be offputting to some at first, as "Gypsies' Vinyard" doesn't scream "fortification, but a well chosen artwork could fix that no problem. An artifact like this, with its very close ties to one specific color's philosophies, could very easily have had its fortify cost follow the Mirrodin shards or, in modern terms, monohybrid:
Solesticio - This is a really cool card. I like cards that have the potential for the opponent having to choose between two evils. Here, the enchantment can be used and abused while in play, and when the opponent spends a card to naturalize it, you get to use its other ability. I dig that the soulbind effect wasn't some simple effect, it is one that makes the user have to think about as far as timing the usage.
Alabran - no entry
phatJacob07 - Another one that has its power level multiplied simply by being a land. Uncounterable, free to play, no summoning sickness, hard to kill. The ability cost should be red, but you knew that. A good idea, just needs a lot of correcting.
Autumn Willow - This is the kind of card every legacy player has naughty dreams about. Fetch lands are usually popped at the opponents end of turn anyway, so the comes into play tapped isn't that much of a drawback, enabling me to get any land in my deck pretty much when I need it. The power level here is just too strong in any format as every deck would carry four. Use this to tutor up the other three copies of itself, add in a Crucible of Worlds, maybe an Exploration or Azusa, Lost But Seeking and it rivals even fastbond.
L0ng5h0t - This one is straight cool. Even without flavor text, there is no question as to which plane this came from. And the ability set has very cool synergy. I would so draft this in an ooze deck.
Asrama - It's cards like this that remind me just how much design space there is in even the basest of game mechanics. Very well done.
Team Concrete T3
1.L0ng5h0t
2.Solesticio
3.Asrama
HM. Morningstar81
Team Dream - nonpermanent card
Cryptic_Hero - Yeah. Power. Huge. No real need to elaborate on Team Concrete's critiques on this one.
BlackBull - Not quite the mundane effect I was looking for with this challenge, but not a bad design. Rend Spirit doesn't see the light of day outside of block, so I don't really have a problem with the narrow application. Color may be off. White Wraths usually have a flavor of "purification," where black has the more genocidal flavored spells. I like the timing involved here: wrath off the oozes, then pinpoint any newcomer.
Krey - This is a neat card. The two abilities don't have the specific synergy I would've liked to see, but they do more or less function together well. The flavor text is aces.
Glorious Gnome - I usually don't like to knock art choices, as it's like pulling teeth to get some people to even attempt renders and I don't want to disway those that do, but this art doesn't make sense to me at all. And the flavor text, while decently written, belongs on another card. It's too good to just drop, but it doesn't fit this one all that well. Okay, the card itself. I dig it. A lot. The ability choices here I think are so well designed that I hope you went through many hardships to come out with this design. Because if a dude with barely 50 posts and less than two months on the forums can just spit out a design like this, I'm glad I'm leaving when I am. Very well done. Just work on your flavor aspects and you'll be owning the FCC by post 250. You heard it here first.
blacker_lotus - Okay. It basically trumps Stroke of Genius, except that Solidarity can't deck the opponent with it. Small matter in the grand scheme. What I really like about it is that the counter spell effect relies completely on two things: 1. Secrets from the Mastermind must be in the graveyard. At least one creature has to have at least one slime counter. Depending on how rampant slime counter granting abilities are in the set, this may be very strong or very not. Either way, it is a cool design and a new counterspell variant. It really should be "pays 2 for each slime counter on target creature you control," though.
Tevin - This is very very close to a very well designed card. The functionality is spot on, if a bit strong. The problem, and I almost missed it, is that the Souldbind is unnecessary. The templating would be cleaner if it followed Haunting Misery. Retemplated, this could be the instant version of Bridge From Below.
Refill the Ranks - 1WW
Tribal Instant - Soldier [Uncommon]
Soulbind - 1WW, Remove this card from the game: Remove X Soldier cards in your graveyard from the game then put X 1/1 white Human Soldier tokens into play."
-Ruborian military practices dictate two terms of service: one in life, and one in death.
It does nothing in the traditional since, when it is played and resolved, but becomes useful once in the yard. Also, remember that modern design dictates token generation comes complete with race and class, not just class.
MeatballWarrior - no entry
rAYZ - If I'm not mistaken, this card had the name "Secret of the Ooze" during its development. That is hands down the best temporary cardname in recent memory. The card itself has mismatched color aspects, the standard effect has already been determined by WotC to be monoblue, and the Soulbind is most definitely monoblack. In terms of balance, the soulbind really needs to either hurt the target player less, or hurt every player more cause. As written, that's some serious damage: I lose my hand, take a significant amount of damage and you, a player using black mana, can fill your graveyard with choice goodness. The 6 cost helps, but not enough.
1T4 - Green and white work well together, sure, but this is only viable when I'm playing early game Savannah, Temple Garden, Prismatic Omen, or late game when I've got a decent supply of Plains along with my green suppliers. In both cases though, a G/W deck has better things to do with its mana. The flavor is excellent, particularly the word "prolification."
inPhase - A very nice Ruboric naturalize. I would've liked to see the Souldbind activation as white rather than green. The flavor is a bit wonky, but overall one of my favorite cards this round.
Team Dream T3
1.Glorious Gnome
2.inPhase
3.Tevin
HM:Krey
same as always:
3.5 days to design, 1.5 to critique.
Penalties for not posting T3s
1 bonus point for completing critiques for at least 50% of the other team, another for completing 100%.
12PM CST 4 July 08 - R1 Critiques
12AM CST 6 July 08 - R2 Challenge
12PM CST 9 July 08 - R2 Critiques
12AM CST 11 July 08 - R3 Challenge
12PM CST 14 July 08 - R3 Critiques
12AM CST 16 July 08 - R4 Challenge
12PM CST 19 July 08 - R4 Critiques
12AM CST 21 July 08 - R5 Challenge
12PM CST 24 July 08 - R5 Critiques
12AM CST 26 July 08 - R6 Challenge
12PM CST 29 July 08 - R6 Critiques
31 July 08 - League Appreciation Day aka buffer
We will stick to this schedule as closely as possible, adjusting if necessary.
The following card is submitted by Fitzgerald:
Cosmic Tutor
Instant (Unc)
Search your library for a nonpermanent card, reveal it, and remove it from the game. At end of turn, put that card into your hand, then discard a card.
Shuffle your library.
A few decent critics:
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
The bestiary of this speck of a plane include many walks of sentience, from the ever-present human, elf and goblin, to more obscure races, such as the rabbit and horse. Chief among all races on Rubor are the oozes. Yes, oozes. On other planes, oozes are known to be barely intelligent entities, operating more on reaction to stimulus than on logical thought. Here, they have flourished as the most evolved minds of the land. They are beings of almost pure intellect, brilliantly lit as their firing synapses shine through translucent bodies. Most oozes exist in a state unknowable to more solid forms of life, as they live in pool-like colonies. Appearing as a lake of phosphorescence or a natural spring of multicolored sludge, these colonies harbor the custodians of civilization. They are the brain trust of every world leader. Kings, who aren’t oozes themselves, employ ooze colonies as advisors.
On the other end of the spectrum are the humans. Here, they have developed into a culture devoted to profession. Their soldiers are militaristic and precise in all aspects of life. Their mages spend decades in study of magical exploration. Their priests and clerics are utterly consumed by their beliefs. This race of man embodies the epitome of dedication.
We’ve already met a few of the inhabitants of this world. Now it is time for you, dear Leaguers, to develop and design a few of the occurrences here. If you were paying attention in the signup thread, this world is ending, but only a very few individuals are aware of it. Those seers and surveyors who have seen the evidence are attempting to spread the word. Those that have not find it difficult to comprehend that such a world, with it’s firm grounding in history and it’s advanced social order, can fall to any adversary, natural or otherwise.
Morningstar81
penguinwriter
snoopYah
Dragoon26
Solesticio
Alabran
phatJacob07
Autumn Willow
L0ng5h0t
Asrama
Team Dream
Cryptic_Hero
BlackBull
Krey
Glorious Gnome
blacker_lotus
Tevin
MeatballWarrior
rAYZ
1T4
inPhase
Team Concrete
You will design a noncreature permanent. This will be some sort of thing that might be commonly (or uncommonly (or rarely)) seen anywhere on Rubor. Build a permanent. (no instant, no sorcery).
Team Dream
You have the other side. Build a nonpermanent card, i.e. instant or sorcery, that depicts an event or occurrence of Ruborian status quo.
You also have access to any printed mechanic for this round. So, if you can combine prophecy and Channel, then God bless.
Energize X – As CARDNAME comes into play, you may pay <cost>. If you do, CARDNAME comes into play with X charge counters, and it gains haste until end of turn.
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, <effect>. Otherwise, put that card into your graveyard.
Soulbind –cost, Remove CARDNAME from the game: <effect> Play this ability only if CARDNAME is in your graveyard.
Interested in the CCL? Contact lgmhorus for info.
My blog
Tribal Instant - Soldier [Uncommon]
Until the end of turn, Soldier cards in your graveyard gain "Soulbind - W, Remove this card from the game: Put a 1/1 white Soldier token into play under your control."
-Ruborian military practices dictate two terms of service: one in life, and one in death.
-:symu::symr: Suspension- "Time Lord"
- Merfolk Mill- "Millf**k"
Extended:
-:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin"
-:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute"
Vintage:
-:symb: Discard- "A Hymn to Empty Hands"
Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
Artifact (common)
T:Put a bucket counter on ~.
T,Remove a bucket counter from ~: Add Uto your mana pool.
Soulbind - U,Remove ~ in your graveyard from the game: Add BBto your mana pool.
The old wells were known to sink into the ground after a few years time, but still found some use even then.
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Artifact
Energize X—X (As Meditation Vat comes into play, you may pay X. If you do, Meditation Vat comes into play with X charge counters.)
T, Tap target Ooze creature you control: For each Ooze creature you control tapped this way this turn, look at the top or bottom card of your library. Then put that card on the top or bottom of your library.
Remove a charge counter from Meditation Vat: Untap Meditation Vat.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Secrets from the Mastermind X1UU
Instant (R)
Draw X cards, then put X slime counters on target creature.
Soulbind - 1UU, Remove Secrets from the Mastermind from the game: Counter target spell unless its controller pays 2 for each slime counter on target creature. Play this ability only if this is in your graveyard.
"I show them the secrets. They can do whatever they want with them."
- Malari, Ooze Mastermind
I tried to make an ooze giving an advice to a human, or something like that. As they're king's advisors, I thought it would be cool if a ooze could help a king with knowledge and secrets then the king could use the secrets taught by the ooze to make what he wants with it, or, in better words, disrupt other kings' plans! and about the slime counters... c'mon, oozes are disgusting! and maybe this kind of counter could be better explored in the set, I don't know...
Ruboric Underworld
Land
:symtap:: Add to your mana pool.
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you may pay :2mana:. If you do, destroy target land. Otherwise, put that card into your graveyard.
Rubor foretold its own demise.
Instant [Uncommon]
Target player discards two cards.
If you control at least three creatures, draw two cards then discard a card.
Replicate UU
One looks into the mind of others and speaks a word of wisdom.
Thanks to spiderboy4 for the awesome sig.
Land (R)
:symtap:: Add to your mana pool.
:symtap:, Sacrifice ~: Search your library for a nonbasic land and put it into play tapped.
Ruborian planners can make room for anything.
Soulless' Fall 4W
Sorcery
Destroy all oozes in play. They can't be regenerated.
Soulbind –W, Remove Soulless' Fall from the game: Destroy target Ooze. It can't be regenerated. Play this ability only if Soulless' Fall is in your graveyard.
"they don't belive in anything. They doesn't deserve to live."
-Geran, Ooze hunter
Soul Meditation :1mana::symu:
Enchantment
Soulbind costs you up to less to play.
Soulbind - :2mana::symu::symu:, Remove ~ from the game: Draw four cards and skip your next turn. Play this ability only if ~ is in your graveyard.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Artifact - Fortification
Fortified land is all basic land types.
Prophecy - At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card was revealed this way, until end of turn, if fortified land is tapped for mana, it produces twice that much mana. Otherwise, put that card into your graveyard.
Fortify 1
Level 1 DCI Judge
Check out my Commons Cube.
Shared Toughts 1UU
Instant
As an additional cost to play Shared Tought discard a card.
Search your library for a card with the same converted mana cost as the discarded card. Shuffle your library after searching.
Soulbind – 1UU, Remove Shared Toughts from the game: Draw two cards, then discard a card from your hand. Play this ability only if CARDNAME is in your graveyard.
"When you ask the Oozes you may get what you think you want, something similar to what you want or something else."
Render:
Sorcery
Each player draws 3 cards.
Soulbind - :4mana::symu::symb:, Remove Oozy Conspiracy from the game: Each player discard his or her hand. Target player loses life equal to the number of cards discarded this way. Play this ability only if Oozy Conspiracy is in your graveyard.
"The Oozes are planning something diabolical.. They would never be so good to us." - Last words of Ruborian king.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Weathering GG
Instant
Destroy target artifact or enchantment.
Soulbind - G, remove Weathering from the game: Gain 1 life for each artifact and enchantment card in target player’s graveyard. Play this ability only if Weathering is in your graveyard.
Level 1 DCI Judge
Check out my Commons Cube.
Enchantment (uncommon)
Creatures you control have first strike.
Creatures with multiple instances of first strike have double strike.
In Rubor, some armies are made out of people who became soldiers, while some armies are made of soldiers who became better soldiers.
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
The first post has been edited to include a spoiler hiding links to each entry just under the CCL banner. This may make critiques easier if you choose to use it.
Interested in the CCL? Contact lgmhorus for info.
My blog
1st: PhatJacob (^^)
2nd Asrama (nice idea)
3rd Autum Willow (the tron dream)
Team Concrete Task:
You will design a noncreature permanent. This will be some sort of thing that might be commonly (or uncommonly (or rarely)) seen anywhere on Rubor. Build a permanent. (no instant, no sorcery).
Critiques Criteria:
Originality 3/3 = Have we seen this before???
Balance 3/3 = Could this one be banned if printed???
Flavor 2/2 = Does this card fits with the current setting???
Team Concrete Card Critiques:
Morningstar81
Originality: 3/3
Balance: 2/3
Flavor: 2/2
Total: 7/8
Comments: Interesting card. Fits well with the setting provided. This would have function better as a legendary land. The idea that you can get your opponent cards could be worked as a win condition in a mill deck, and not counting that you could get the control card and have mana to use it.
Penguinwriter
Originality: 2/3
Balance: 3/3
Flavor: 1/2
Total: 6/8
Comments: Very nice card. For the mana cost it provides a good ability. The bucket counters are very good and the soulbind ability to provide black mana really fits well with the idea of a well. The only downside is that the flavor of it could be generic to any plane.
SnoopYah
Originality: 2/3
Balance: 3/3
Flavor: 2/2
Total: 7/8
Comments: Really nice use of energize. The card seems well balanced and reminds me of Tendo Ice Bridge. Well it could be like the bridge on the second turn but becomes more useful late in the game. Really good, could use some flavor text.
Dragoon26
Originality: 3/3
Balance: 2/3
Flavor: 2/2
Total: 7/8
Comments: Nice card. The prophecy ability works great with the fortification. The one thing I notice is that by using it you just pay 3 to make the targeted land a painless City of Brass. I’m guessing that it is Rare, since anything else could be overpowering the card.
Solesticio
Originality: 3/3
Balance: 2/3
Flavor: 2/2
Total: 7/8
Comments: Very interesting card. Nice way to exploit a new mechanic. The cost reduction seems very nice and will make a Soulbind deck viable. The soul bind ability seems powerful but the skip a turn balances it a bit. That is that you could time it for when it really benefits you.
PhatJacob07
Originality: 1/3
Balance: 1/3
Flavor: 2/2
Total: 4/8
Comments: This one is merely a Prophecy enabler. The ability is too powerful to be colorless since land destruction is red and splashed in green. Maybe a higher colored cost too destroy the land (2R).
Autumn Willow
Originality: 2/3
Balance: 1/3
Flavor: 2/2
Total: 5/8
Comments: Nice card. The land fetch ability seems a bit overpowered since you are giving any color the ability. Maybe a green (or white) requirement could balance it. The idea fits well with the setting.
L0ng5h0t
Originality: 2/3
Balance: 2/3
Flavor: 2/2
Total: 6/8
Comments: Nice card, the scry mechanic done artifact style seems nice. The ability is subject to the number of oozes you control. It may provide the answer you seek in a rush (using the charge counters) and the slowly method (when there are no counters) can help in the long run. It may be interesting with charge counters enablers (like Core Tapper).
Asrama
Originality: 2/3
Balance: 2/3
Flavor: 2/2
Total: 6/8
Comments: Nice card. Seems like a variant of Rage Reflection. The activation of double strike on multiple instances of first strike is very nice idea. Very nice use of hybrid mana and the flavor is right on the spot.
The Top Three are…
Number 3 -- Snoopyah
Number 2 – Solesticio
…
Number 1 – Dragoon26
-----------
HM: Morningstar81
*Note: All tie-breakers were done by carefully examining each card on how they met the challenge requirements
If this works, it may be a handy way to track rounds and end them, avoiding timezone confusions. If anyone has any problem seeing the countdown or sees a different number than I do, let me know so I can find out what's wrong.
Interested in the CCL? Contact lgmhorus for info.
My blog
Cryptic_Hero: This doesn't seem blue for me. Instant speed, target player discard 2 cards, with replicate? 4/10
BlackBull: 5 mana to destroy all oozes seems too much for me. 5/10
Krey: great card. tutoring this way seems a little black, but it works for me. 8/10
Glorious Gnome: Great synergy. really like the card. 9/10
Blacker_lotus: It's a good idea, but I think it wouldn't work very well. you need a creature, and, for an hard counter, you need to draw a lot of cards, witch is too expensive. 5/10
Tevin: good card too. very balanced, and very flavorful. 8/10
rAYZ: each player discards his hand in an activated ability is too powerful. 4/10
1T4: not much creative. and GGG makes it hard to cast. 5/10
inPhase: not much creative too, but more playable. 5/10
1.Glorious Gnome
2.Tevin
3.Krey
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Why would a Wrath of God against a specific creature type cost more than Wrath of God itself? ---> Because it usually will kill just opponent's creatures?
The card could have costed less 1 mana. ---> Tsabo's Decree again. (Ithas no discarding effect andyou can't choose, but you're giving it a second very useful ability. You have a mass removal spellor a single target one (if you find the way to send it to the grave, not so hard to do in gral, so just one colorless more it's ok.Actually I'm replacing one white for two colorless, making the card splashable.)
the card should be black ---> So strange... I'm not atalking with one of those who defends the evilness in white? (may be I'm not, but I have no time to search in the old threads.) This card represents the belivers' fanatism, who anihilates Oozes cause thei're supposed to be evil (I decided to invent that part since it's not clarified and I think that thename is more than clarifying.)
but not very creative either. ---> No? ok. THat's a relative thing, so I'm not going to argue with you.
BlackBull: Ruborian to say the least. My problem here is that we really dont know how good this would be.
Krey: Good flavor but I dunno how the card really makes sense without it. Then again, that card isn't without it, so I suppose it works.
Glorious Gnome: It is very hard to critique this because there is nothing negative for me to say, really. Great work.
blacker lotus: Soulbind here is dangerously used, which I feel like could sometimes be good or sometimes not, but this time it just didn't work for me.
Tevin: Interesting render choice. That aside, this card seems pretty cool. Nothing grabs me with cool factor about it, though, so it's likely to just slip by.
rAYZ: This is a good card I think, although some aspects of the color mixing feel forced, in that the abilities are pretty monocolor, but just put together on the card.
1T4: I think this is underpowered with its cost, considering what it needs to be any good.
inPhase: A good, balanced, color-pied card that's fun. Yay. This is what I like to see in this kind of challenge for something "routine" or common in Rubor.
1. Glorious Gnome
2. Krey
3. inPhase
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.