Welcome to the February FCC! This month I have chosen a running theme, but with a twist: the theme is that each round will have a challenge based around a certain block concept, but that block concept will be different each round. Before we get to the challenge, some official business:
Reminders:
- When submitting a render, make sure you give proper artist credit.
- Unless requested, do not add notes explaining your card. Let the judge figure it out for himself/herself.
- Even if you submit a render, you are still required to submit your card in text form.
- Judge’s decisions are final. Complain only if your judge either a) misread your card or b) made an error in his/her math or c) judged in a questionable manner.
- Make sure it’s obvious that your card meets the round challenge. “Technically meets the challenge” will NOT be accepted.
- Here’s the point breakdown:
Bonus: 2/2 - 1 point for each criteria, just like normal. As before, cards that do not meet the round criteria may not earn bonus points.
Balance: 10/10 - Judge how the card is balanced; its power level, and whether or not it could make or break a format, i.e. just like it was before.
Flavour: 5/5 - Just like it was before but now also incorporates the flavor contribution of render art choice.
Creativity: 4/4 - Just like it was before.
Quality: 4/4 - Now includes proper use of mana symbols and miscellaneous render issues (such as microtext, art that is clearly not the quality level seen on Magic cards, etc.). Failing to meet the round criteria, or poorly meeting it in the case of a subjective criteria, can earn deductions here.
Additionally, an announcement was made here making some official changes to the way we're running things. If you haven't read it,
1. Round requirements/Bonus points
From now on, a card must obviously meet the round requirement and bonuses to earn credit for them. While judge discretion still applies, if your judge doesn't think it meets it then it doesn't. End of story.
There will be no more arguing about technicalities or walking the line between "creatively meeting" the requirement and "exploiting loopholes". If you are unclear about what is required, then ask ahead of time. If you're unsure whether your approach will be accepted by the judge, ask ahead of time. Otherwise, err on the side of being obvious.
2. Debating
Along those same lines, debating the score your judge gave you is done. Kaput. Over.
For a long time we encouraged this kind of discussion in the spirit of fair judgings and player learning. Unfortunately, over time it has been pushed farther and farther to the point where judgings are almost irrelevant compared to the arguing that occurs afterwards. So it is now done. You may no longer argue anything with your judge that is a matter of opinion. You may ask for clarification if you don't understand a comment or why you got a certain score, and you may ask for feedback and other opinions on your card in the discussion thread if you wish.
It is still necessary, however, to preserve a mechanism for dealing with serious judge errors. If you believe your judge has made a serious factual error, such as misreading your card, or adding scores incorrectly, or applying a benchmark that is obviously wrong, or has failed to apply scores consistently among you and your opponents, you may contact the round moderator. If the mod agrees that your judge made a serious error s/he wil intervene.
3. Artwork
Despite our repeated nudging, many judges seem to be having a tough time striking the balance we're looking for between making art matter and not making it matter too much. Renders are supposed to be an added bonus, not a requirement. They are supposed to help your score and not hurt it except in rare circumstances where renders are truly terrible.
The official rule now is: You should have a very compelling reason to have your judging include more than 1 full point deducted for art-related issues, such as poor art quality or a flavor mismatch. Under no circumstances should a lack of a render automatically result in points deducted (i.e., no rubric should have points dedicated exclusively to renders). Again, renders are meant to make the contest more fun by adding a visual element, not less fun by creating worry over what could possibly be nitpicked to hurt your score.
4. Deadlines for Judges
While we feel judges have generally done a good job at being timely, we see no harm in setting a deadline. From now on, each round will have a specific date we ask judges to be finished by. If, as a judge, you anticipate being unable to meet that deadline simply PM the moderator and let him or her know so that s/he may take over and keep the contest moving along. This is not meant to pressure or punish judges, but simply to help prevent unecessary stagnation and contests that extend excessively into the following month.
5. The Copyright Line
Whenever possible we have striven to allow judges to bring their own point of view to the FCC. Unfortunately, many judges have continued to put far too much importance on nitpicking the copyright line (and players have put far too much importance on the usually tiny deductions associated). It's just been a big headache for everyone and it's silly. So now there is a rule: as long as something reasonable is on the copyright line (i.e., "(C) 2009 Kraj FCC" "2009 Kraj and WotC" "TM and (C) Wizards of the Coast, 1996-2009", etc.) then it is acceptable. The only time a deduction should be made here is if the copyright line is completely unacceptable - as in it says something offensive - or totally blank.
Now, with that out of the way, onto the fun part. This round's block is all about enchantments. And not in the half-assed way Ravnica was, or the "everything about this block other than the supposed theme kicks ass" way of Urza's block. This block features a nifty new keyword originally designed by Fadeblue, tweaked by KavuMonarch, then tweaked by me, and finally perfected by Jaxal1. It is:
Manifest [Cost] (You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Note that this only works with Auras and all cards with this keyword must have an "Enchant [Foo]" ability.
Make and Aura card with Manifest.
Bonuses:
1. Monocolored
2. Converted mana cost of 4 or less
1. Monoclored means the mana cost is one color and one color only. Colorless is not monocolored.
Monocolored can also mean a characteristic-defining ability defines the card as being one and only one color. (See Evermind.)
The card can have any additional costs or activated abilities of any color and still be monocolored.
2. This refers to the mana cost of the card only; the Manifest cost can be whatever you want.
This round will run until Midnight EST, Thursday, February the 5th (when Thursday becomes Friday.) Since the groups are a little large this time, the top 5 players in each group will advance.
Judges, please don't begin judging until the round is over. You may start postings at 12:01am EDT, even if we (Moss_Elemental, Kraj, and Shepherd) are not online then to close the round. Also, please have your judgings complete by midnight Monday the 9th. If you anticipate being unable to finish by then, please PM me as soon as possible.
Judges, please be aware the Manifest wording changed according to discussion. If someone uses old wording just ignore it; ultimately it should function the same way anyway.
Muraganda's Might 1G
Enchantment - Aura U
Enchant creature
Enchanted creature gets +2/+2. If enchanted creature has no abilities, it gets +4/+4 instead.
Manifest 3GG(You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
So often the smallest souls possess the greatest potential.
Artist credit: Jason Chan
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.
Spirit of the Samurai :2mana::symw::symw:
Tribal Enchantment- Samurai Aura [R]
Enchant creature
Enchanted creature gets +3/+3, has bushido 1, and is a Samurai in addition to its other types.
Manifest :3mana::symw::symw: (:3mana::symw::symw:: You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token) "Tenko realized the death of his master was just the beginning, not the end."
Strings of the Marionette2U
Enchantment - Aura {C}
Enchant creature 2: You may tap or untap enchanted creature.
Manifest 2U (You may play this for 2U without choosing a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Day of JudgmentWWW
Enchantment - Aura (Rare)
Enchant creature
When Wrath of the Diety comes into play destroy all nontoken creatures.
Manifest 3WWW Before the hour of reckoning will come the day of judgment. In the end, only the purest will survive. -Ravnica fable
Eternal Mist U
Enchantment - Aura (U)
Enchant creature
Enchanted creature gains shroud. 1U: Return Eternal Mist to its owner's hand.
Manifest 2U(2U: You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.) "From the mist they come"
Treacherous Impulse2B
Enchantment - Aura {C}
Enchant creature
At the beginning of the upkeep of enchanted creature’s controller, Treacherous Impulse deals 1 damage to that player.
Manifest B (You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit creature token.)
Burden of Guilt :3mana::symb:
Enchantment - Aura (C)
Enchant creature
At the beginning of enchanted creature’s controller’s upkeep, that player sacrifices that creature.
Manifest (You may play this for its manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Enchantress' Blessing 2G
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control. 2G: Return Enchantress' Blessing to its owner's hand.
Manifest 3GG(You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Simian Yearnings U
Enchantment - Aura
Enchant creature
Enchanted creature is a 3/3 green Ape creature with no abilities.
Manifest 1GG(1GG: Put a 2/2 colorless Spirit creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
Mythbluster AumakuaGG
Enchantment - Aura (R)
Enchant creature
At the beginning of your upkeep, destroy target enchantment other than Mythbluster Aumakua. If you do, put a +1+1 counter on enchanted creature.
Manifest G In Makana, all may find their spirit guide - even those who think them false.
Wonderment2UU
Enchantment - Aura {R}
Enchant creature
At the beginning of your upkeep, look at a number of cards from the top of your library equal to enchanted creature’s power, then put those cards back in any order.
Manifest 2U Curiosity become curious.
Lace of Banality2U
Enchantment - Aura (u)
Enchant nonland permanent
Enchanted permanent has no abilities.
Manifest 3(You may play this for 3 without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Spiritual Domination 3UU
Enchantment - Aura
Enchant Creature
Manifest 1UU(1UU: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
You control enchanted creature. 2UU: Attach Spiritual Domination to a new target creature. Play this ability only anytime you could play a sorcery. The phantom lords always get what they want, even when what they want changes.
Coalescence of Light2W Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +1/+1 for each aura you control and has flying.
Enchanted creature has vigilance and lifelink as long as another aura is enchanting it.
Manifest 3WW
There is a vast, near invisible network that now connects millions of people all over the world to each other. It lets vastly different and distant people share something in common. This wondrous system is.... modern plumbing.
Will of the DryadG
Enchantment - Aura U
Enchant creature
Manifest 3G(You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Whenever you play a spell that doesn’t share a color with enchanted creature, put a +1/+1 counter on enchanted creature.
Will of Vengeance 1WW
Enchantment - Aura {R}
Enchant Creature, Manifest 3WW
Enchanted creature gains +2/+1 and Vigilance. 2, Sacrifice Will of Vengeance and the enchanted creature: Remove target creature from the game.
If Will of Vengeance is in a graveyard at the end of a turn remove it from the game. While Will of Vengeance is removed from the game any player may play Will of Vengeance for Manifest 4.
kudos to Jimmy Groove... i wanted to do just about that...
Havenwood's Grip2GG
Enchantment - Aura
Enchant permanent
Manifest 1GG
Enchanted permanent loses all other abilities and gains ":symtap:: Put a 1/1 green Saproling creature token into play. The fungal nature to prolong life can neither be halted nor derailed. It will grow and that is all. -Thelon of Havenwood
Private Mod Note
():
Rollback Post to RevisionRollBack
-This signature intentionally left blank to increase general intrigue and mystery-
Trance of the Blood Rite R
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gains +1/-1 and Haste.
Manifest 1RR Once the rite is performed, the clan will not readmit the warrior until his bloodlust is sated. Some never return.
Blood Spawn 2BB
Enchantment - Aura (R)
Enchant Creature You Control
During your upkeep, you lose one life and put a token into play that's a copy of the enchanted creature. Then, put a token into play that's a copy of Blood Spawn enchanting that creature.
Manifest 2B
Judge is Jaxal1.
Opponents are a whole lot of other people.
*Edit: Glances over at Ikeda*
Hey, I'm as surprised as you are, MotionPicture13.
Wraithform1BB
Enchantment - Aura U
Enchant creature
When Wraithform comes into play, each opponent discards a card. Then, if its manifest cost was paid, each opponent discards a card.
When enchanted creature is put into a graveyard, return that card to play under your control.
Manifest 3BB(3BB: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.) “If I must return, then it shall be to a world of madness.” —Achillon the Cursed
Artist: Jason Engle
Adjusted a few things. I'll take the next couple of days to think about this now.
The base questions, really, are:
1. Let's say that I have a creature in play. Why would I use the Manifest ability instead of just attaching this Aura to this creature?
2. Converse: Let's say that I have a creature in play. Why would I bother attaching this Aura to this creature when I can just use the Manifest ability?
- Answer: Cost and power difference. (a) If the Manifest ability costs less, you have incentive to play it for Manifest, but (b) if you get a more powerful effect by using it as a regular Aura, you also have incentive to play it as an Aura. Alternatively, you can have (c) the Aura ability cost less, and (d) the Manifest ability cost more but have a more powerful effect.
3. How does a Manifest Aura overcome the traditional issues associated with Auras?
- Answer: This is inherent to the success of (b), because having a more powerful effect means squat if it costs more mana and produces card disadvantage. The effect must therefore either have a very powerful effect (Cruel Mastery approaches this area), or nullify the card disadvantage (Rancor and Dragon Scales come to mind). (c) is less of a concern, as a cheap Aura may be useful simply because of its low cost (e.g. Maniacal Rage).
4. What does the Manifest ability allow us to do that we couldn't have done till now?
- Answer: (1) It allows us to play Auras when they would otherwise be dead cards in hand (i.e. situations with a lack of targets). (2) It removes the card disadvantage inherent in Auras (as they're not being attached to cards). (3) It puts Auras into the play zone (from the hand zone, in this case).
Idea 1:
Enchant creature
When CARDNAME comes into play, if its Manifest cost was paid, CARDNAME deals 4 damage to target creature or player.
Manifest 3B (3B: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.) Issues: Encourages people to pay the Manifest cost, as opposed to playing it normally. In that sense, it's no different from a creature card that can be used as an enchantment.
Idea 2:
Enchant creature
Enchanted creature gets (bonus).
If enchanted creature is a creature token, it gets (detriment).
Manifest 3B (3B: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.) Issues: Takes away the advantage of the Manifest ability, but it somehow has to make the token-based effect feel different from the Aura-based effect.
Idea 3:
Enchant creature
You may play CARDNAME from your graveyard for its Manifest cost.
Enchanted creature gets (bonus).
Manifest 3B (3B: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.) Issues: Interesting Rancor variant. Nullifies card disadvantage even if you play it without the Manifest cost to begin with. Given a lower mana cost and higher Manifest cost, it's literally an Aura when you first play it, then a creature when you Manifest it. It needs some way to prevent constant reusability, though.
CARDNAME1W
Enchant creature C
Enchanted creature gets +1/+1.
When enchanted creature is put into a graveyard, you may return that card to play under its owner's control.
Manifest 2WW(2WW: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
CARDNAME1U
Enchant creature C
Enchanted creature has flying.
When CARDNAME is put into a graveyard, you may pay 2U. If you do, put a 2/2 colorless Spirit enchantment creature token into play, then return CARDNAME from your graveyard to play attached to that creature.
Manifest 2U(2U: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
CARDNAME1R
Enchantment - Aura C
Enchant creature
When CARDNAME comes into play, CARDNAME deals 2 damage to target creature. Then, if its Manifest cost was paid, you may have CARDNAME deal 2 damage to another target creature.
Enchanted creature has first strike.
Manifest 3RR(3RR: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
Judge: Jaxal1
Good luck to everyone in the Jaxal1 grouping!
Spirit Conduit Enchantment - Aura (U)
Enchant creature
You may play Aura cards with enchant creature as though they had Manifest costs equal to plus their mana costs.
Manifest :1mana::symw: (You may play this for its manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Elephantine Inspiration :1mana::symg:
Enchantment - Aura
Enchant creature
Enchanted creature is a 3/3 green Elephant.
Remove a counter from a creature you control: Attach Elephantine Inspiration to that creature.
Manifest :symg::symg: The spirits manifested whatever forms aided their survival - favouring intelligence and agility. Sometimes they just chose the one thing that could stomp on the rest.
Reminders:
- Unless requested, do not add notes explaining your card. Let the judge figure it out for himself/herself.
- Even if you submit a render, you are still required to submit your card in text form.
- Judge’s decisions are final. Complain only if your judge either a) misread your card or b) made an error in his/her math or c) judged in a questionable manner.
- Make sure it’s obvious that your card meets the round challenge. “Technically meets the challenge” will NOT be accepted.
- Here’s the point breakdown:
Balance: 10/10 - Judge how the card is balanced; its power level, and whether or not it could make or break a format, i.e. just like it was before.
Flavour: 5/5 - Just like it was before but now also incorporates the flavor contribution of render art choice.
Creativity: 4/4 - Just like it was before.
Quality: 4/4 - Now includes proper use of mana symbols and miscellaneous render issues (such as microtext, art that is clearly not the quality level seen on Magic cards, etc.). Failing to meet the round criteria, or poorly meeting it in the case of a subjective criteria, can earn deductions here.
Additionally, an announcement was made here making some official changes to the way we're running things. If you haven't read it,
From now on, a card must obviously meet the round requirement and bonuses to earn credit for them. While judge discretion still applies, if your judge doesn't think it meets it then it doesn't. End of story.
There will be no more arguing about technicalities or walking the line between "creatively meeting" the requirement and "exploiting loopholes". If you are unclear about what is required, then ask ahead of time. If you're unsure whether your approach will be accepted by the judge, ask ahead of time. Otherwise, err on the side of being obvious.
2. Debating
Along those same lines, debating the score your judge gave you is done. Kaput. Over.
For a long time we encouraged this kind of discussion in the spirit of fair judgings and player learning. Unfortunately, over time it has been pushed farther and farther to the point where judgings are almost irrelevant compared to the arguing that occurs afterwards. So it is now done. You may no longer argue anything with your judge that is a matter of opinion. You may ask for clarification if you don't understand a comment or why you got a certain score, and you may ask for feedback and other opinions on your card in the discussion thread if you wish.
It is still necessary, however, to preserve a mechanism for dealing with serious judge errors. If you believe your judge has made a serious factual error, such as misreading your card, or adding scores incorrectly, or applying a benchmark that is obviously wrong, or has failed to apply scores consistently among you and your opponents, you may contact the round moderator. If the mod agrees that your judge made a serious error s/he wil intervene.
3. Artwork
Despite our repeated nudging, many judges seem to be having a tough time striking the balance we're looking for between making art matter and not making it matter too much. Renders are supposed to be an added bonus, not a requirement. They are supposed to help your score and not hurt it except in rare circumstances where renders are truly terrible.
The official rule now is: You should have a very compelling reason to have your judging include more than 1 full point deducted for art-related issues, such as poor art quality or a flavor mismatch. Under no circumstances should a lack of a render automatically result in points deducted (i.e., no rubric should have points dedicated exclusively to renders). Again, renders are meant to make the contest more fun by adding a visual element, not less fun by creating worry over what could possibly be nitpicked to hurt your score.
4. Deadlines for Judges
While we feel judges have generally done a good job at being timely, we see no harm in setting a deadline. From now on, each round will have a specific date we ask judges to be finished by. If, as a judge, you anticipate being unable to meet that deadline simply PM the moderator and let him or her know so that s/he may take over and keep the contest moving along. This is not meant to pressure or punish judges, but simply to help prevent unecessary stagnation and contests that extend excessively into the following month.
5. The Copyright Line
Whenever possible we have striven to allow judges to bring their own point of view to the FCC. Unfortunately, many judges have continued to put far too much importance on nitpicking the copyright line (and players have put far too much importance on the usually tiny deductions associated). It's just been a big headache for everyone and it's silly. So now there is a rule: as long as something reasonable is on the copyright line (i.e., "(C) 2009 Kraj FCC" "2009 Kraj and WotC" "TM and (C) Wizards of the Coast, 1996-2009", etc.) then it is acceptable. The only time a deduction should be made here is if the copyright line is completely unacceptable - as in it says something offensive - or totally blank.
Now, with that out of the way, onto the fun part. This round's block is all about enchantments. And not in the half-assed way Ravnica was, or the "everything about this block other than the supposed theme kicks ass" way of Urza's block. This block features a nifty new keyword originally designed by Fadeblue, tweaked by KavuMonarch, then tweaked by me, and finally perfected by Jaxal1. It is:
Manifest [Cost] (You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Note that this only works with Auras and all cards with this keyword must have an "Enchant [Foo]" ability.
Make and Aura card with Manifest.
Bonuses:
1. Monocolored
2. Converted mana cost of 4 or less
Monocolored can also mean a characteristic-defining ability defines the card as being one and only one color. (See Evermind.)
The card can have any additional costs or activated abilities of any color and still be monocolored.
2. This refers to the mana cost of the card only; the Manifest cost can be whatever you want.
This round will run until Midnight EST, Thursday, February the 5th (when Thursday becomes Friday.) Since the groups are a little large this time, the top 5 players in each group will advance.
Judges, please don't begin judging until the round is over. You may start postings at 12:01am EDT, even if we (Moss_Elemental, Kraj, and Shepherd) are not online then to close the round. Also, please have your judgings complete by midnight Monday the 9th. If you anticipate being unable to finish by then, please PM me as soon as possible.
Judges, please be aware the Manifest wording changed according to discussion. If someone uses old wording just ignore it; ultimately it should function the same way anyway.
Good luck, everyone.
Players and Judges
BlackBull
Punkrockanarchymagic
Moss_Elemental
KrtZer0
Solesticio
seratonin
Pseudofate
Soto2
intreped
Etherealuk
SquareDragon
Wurm Mastermind
CedRhetorick
VampyrLestat
Bishop of Hexen
dd2k
V0id
~Gh()$t~
Dumb Luck
fan_of_reds
Marco
DARKING
DanceofMany
Gerrard's Mom
Seeonee
Mr.Quidam
The American Nightmare
Jozan
Emo_Pinata
Barl, Artificer
Jaxal1
.handslikeguns
muchsarcasm
person3412
Roja
Ikeda
Chris The Avatar
Krey
coat3021
MotionPicture13
ArcanePie
Hemlock
Life Weaver
ACM
JqlGirl
Lightyagami121
Cantripmancer
Starling
Kenaron
Dochetwas
DrOctagonopus
JeroenC
blacker_lotus
sp4r7an1337
Kenny "Lan" Karasu
Milldawg
Cryptic_Hero
Nagil
argothian81
Venser_FR
Kraj
frog_master
Maxtermynd
sadsquash
Lanxal
Dragoon26
P E
RainbowBrite
Silent Prophet
Dihydrogen Oxide
Quazifuji
PMega
Fa+blimp
CasualThor
Tahn
markino
Silkenfist
em_en_oh_pee
elathel trom
1know
cannon
MagicProfessor28
Absolutionis
Funghi
The Ice King
FuriouslySleepingIdea
UmbrellaExile
DarienCR
Jimmy Groove
tiny
Vishara
Hyral
berzerker
Socrates
Powerhouse
TerminusEst
Dranoel
DocTran57
Von Kriplespac
Belgareth
Feinx393
Phuzzy
George
Deity of Destruction
Jimmi Smoothhands
WhisperedThunder
rugglesworth
MazerPriest
Pharmalade
PlanesJaywalker
Ace
Taylor
Dragon_of_cleansing_fire
starkiller2
Jau
Azhur
AverageDrafter
Mobiusman
Neon-chan
tutka
Current New Favorite Person™: Mallory Archer
She knows why.
Enchantment - Aura U
Enchant creature
Enchanted creature gets +2/+2. If enchanted creature has no abilities, it gets +4/+4 instead.
Manifest 3GG (You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
So often the smallest souls possess the greatest potential.
Artist credit: Jason Chan
Level 1 DCI Judge
Check out my Commons Cube.
Tribal Enchantment- Samurai Aura [R]
Enchant creature
Enchanted creature gets +3/+3, has bushido 1, and is a Samurai in addition to its other types.
Manifest :3mana::symw::symw: (:3mana::symw::symw:: You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token)
"Tenko realized the death of his master was just the beginning, not the end."
H/W List http://forums.mtgsalvation.com/showthread.php?t=112656
U Twinsanity
WUBRG Reaper King
UBG Dredge
UR Howling Owl
GBU Thief of Time
Enchantment - Aura {C}
Enchant creature
2: You may tap or untap enchanted creature.
Manifest 2U (You may play this for 2U without choosing a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Day of Judgment WWW
Enchantment - Aura (Rare)
Enchant creature
When Wrath of the Diety comes into play destroy all nontoken creatures.
Manifest 3WWW
Before the hour of reckoning will come the day of judgment. In the end, only the purest will survive.
-Ravnica fable
Enchantment - Aura (U)
Enchant creature
Enchanted creature gains shroud.
1U: Return Eternal Mist to its owner's hand.
Manifest 2U (2U: You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
"From the mist they come"
Enchantment - Aura {C}
Enchant creature
At the beginning of the upkeep of enchanted creature’s controller, Treacherous Impulse deals 1 damage to that player.
Manifest B (You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit creature token.)
Good luck to all!
Burden of Guilt :3mana::symb:
Enchantment - Aura (C)
Enchant creature
At the beginning of enchanted creature’s controller’s upkeep, that player sacrifices that creature.
Manifest (You may play this for its manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Artwork credited to Jodimus @ DeviantART.com
Enchantress' Blessing 2G
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control.
2G: Return Enchantress' Blessing to its owner's hand.
Manifest 3GG (You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
-Douglas Adams
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+1 and has fear.
Manifest 3BB
Illus. Waldemar Siwek
This is a first draft; I hope I can make something else, as this seems almost generic, but...this is a busy week.
Also apparently a Fan of BtVS Season 8 (These things have no relation to one another; I just thought I’d say them.)
Simian Yearnings U
Enchantment - Aura
Enchant creature
Enchanted creature is a 3/3 green Ape creature with no abilities.
Manifest 1GG (1GG: Put a 2/2 colorless Spirit creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
Judge: dd2k
Mythbluster AumakuaGG
Enchantment - Aura (R)
Enchant creature
At the beginning of your upkeep, destroy target enchantment other than Mythbluster Aumakua. If you do, put a +1+1 counter on enchanted creature.
Manifest G
In Makana, all may find their spirit guide - even those who think them false.
Artist Credit: Ravenari @ deviantART.com - http://ravenari.deviantart.com/
Wonderment 2UU
Enchantment - Aura {R}
Enchant creature
At the beginning of your upkeep, look at a number of cards from the top of your library equal to enchanted creature’s power, then put those cards back in any order.
Manifest 2U
Curiosity become curious.
I'm third from the left.
Judge: Vishara
Opponents:
Belgareth
berzerker
Dranoel
DocTran57
Deity of Destruction
Feinx393
George
Hyral
Jimmi Smoothhands
Powerhouse
Phuzzy
Socrates
Von Kriplespac
Lace of Banality 2U
Enchantment - Aura (u)
Enchant nonland permanent
Enchanted permanent has no abilities.
Manifest 3 (You may play this for 3 without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Spiritual Domination 3UU
Enchantment - Aura
Enchant Creature
Manifest 1UU (1UU: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
You control enchanted creature.
2UU: Attach Spiritual Domination to a new target creature. Play this ability only anytime you could play a sorcery.
The phantom lords always get what they want, even when what they want changes.
text card (no render)
Coalescence of Light 2W
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +1/+1 for each aura you control and has flying.
Enchanted creature has vigilance and lifelink as long as another aura is enchanting it.
Manifest 3WW
Will of the Dryad G
Enchantment - Aura U
Enchant creature
Manifest 3G (You may play this for it’s manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Whenever you play a spell that doesn’t share a color with enchanted creature, put a +1/+1 counter on enchanted creature.
Art by Tigerzi
Enchantment - Aura {R}
Enchant Creature, Manifest 3WW
Enchanted creature gains +2/+1 and Vigilance.
2, Sacrifice Will of Vengeance and the enchanted creature: Remove target creature from the game.
If Will of Vengeance is in a graveyard at the end of a turn remove it from the game. While Will of Vengeance is removed from the game any player may play Will of Vengeance for Manifest 4.
Heres a render:
Havenwood's Grip 2GG
Enchantment - Aura
Enchant permanent
Manifest 1GG
Enchanted permanent loses all other abilities and gains ":symtap:: Put a 1/1 green Saproling creature token into play.
The fungal nature to prolong life can neither be halted nor derailed. It will grow and that is all. -Thelon of Havenwood
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gains +1/-1 and Haste.
Manifest 1RR
Once the rite is performed, the clan will not readmit the warrior until his bloodlust is sated. Some never return.
Enchantment - Aura (R)
Enchant Creature You Control
During your upkeep, you lose one life and put a token into play that's a copy of the enchanted creature. Then, put a token into play that's a copy of Blood Spawn enchanting that creature.
Manifest 2B
Good luck everyone!
Opponents are a whole lot of other people.
Hey, I'm as surprised as you are, MotionPicture13.
Wraithform 1BB
Enchantment - Aura U
Enchant creature
When Wraithform comes into play, each opponent discards a card. Then, if its manifest cost was paid, each opponent discards a card.
When enchanted creature is put into a graveyard, return that card to play under your control.
Manifest 3BB (3BB: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
“If I must return, then it shall be to a world of madness.” —Achillon the Cursed
Artist: Jason Engle
The base questions, really, are:
1. Let's say that I have a creature in play. Why would I use the Manifest ability instead of just attaching this Aura to this creature?
2. Converse: Let's say that I have a creature in play. Why would I bother attaching this Aura to this creature when I can just use the Manifest ability?
- Answer: Cost and power difference. (a) If the Manifest ability costs less, you have incentive to play it for Manifest, but (b) if you get a more powerful effect by using it as a regular Aura, you also have incentive to play it as an Aura. Alternatively, you can have (c) the Aura ability cost less, and (d) the Manifest ability cost more but have a more powerful effect.
3. How does a Manifest Aura overcome the traditional issues associated with Auras?
- Answer: This is inherent to the success of (b), because having a more powerful effect means squat if it costs more mana and produces card disadvantage. The effect must therefore either have a very powerful effect (Cruel Mastery approaches this area), or nullify the card disadvantage (Rancor and Dragon Scales come to mind). (c) is less of a concern, as a cheap Aura may be useful simply because of its low cost (e.g. Maniacal Rage).
4. What does the Manifest ability allow us to do that we couldn't have done till now?
- Answer: (1) It allows us to play Auras when they would otherwise be dead cards in hand (i.e. situations with a lack of targets). (2) It removes the card disadvantage inherent in Auras (as they're not being attached to cards). (3) It puts Auras into the play zone (from the hand zone, in this case).
Idea 1:
Enchant creature
When CARDNAME comes into play, if its Manifest cost was paid, CARDNAME deals 4 damage to target creature or player.
Manifest 3B (3B: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
Issues: Encourages people to pay the Manifest cost, as opposed to playing it normally. In that sense, it's no different from a creature card that can be used as an enchantment.
Idea 2:
Enchant creature
Enchanted creature gets (bonus).
If enchanted creature is a creature token, it gets (detriment).
Manifest 3B (3B: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
Issues: Takes away the advantage of the Manifest ability, but it somehow has to make the token-based effect feel different from the Aura-based effect.
Idea 3:
Enchant creature
You may play CARDNAME from your graveyard for its Manifest cost.
Enchanted creature gets (bonus).
Manifest 3B (3B: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
Issues: Interesting Rancor variant. Nullifies card disadvantage even if you play it without the Manifest cost to begin with. Given a lower mana cost and higher Manifest cost, it's literally an Aura when you first play it, then a creature when you Manifest it. It needs some way to prevent constant reusability, though.
CARDNAME 1W
Enchant creature C
Enchanted creature gets +1/+1.
When enchanted creature is put into a graveyard, you may return that card to play under its owner's control.
Manifest 2WW (2WW: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
CARDNAME 1U
Enchant creature C
Enchanted creature has flying.
When CARDNAME is put into a graveyard, you may pay 2U. If you do, put a 2/2 colorless Spirit enchantment creature token into play, then return CARDNAME from your graveyard to play attached to that creature.
Manifest 2U (2U: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
CARDNAME 1R
Enchantment - Aura C
Enchant creature
When CARDNAME comes into play, CARDNAME deals 2 damage to target creature. Then, if its Manifest cost was paid, you may have CARDNAME deal 2 damage to another target creature.
Enchanted creature has first strike.
Manifest 3RR (3RR: Put a 2/2 colorless Spirit enchantment creature token into play, then put this card into play attached to it. Play this ability any time you could play a sorcery.)
Good luck to everyone in the Jaxal1 grouping!
Spirit Conduit
Enchantment - Aura (U)
Enchant creature
You may play Aura cards with enchant creature as though they had Manifest costs equal to plus their mana costs.
Manifest :1mana::symw: (You may play this for its manifest cost without a target. If you do, it comes into play attached to a 2/2 colorless Spirit enchantment creature token.)
Art by Jeffrey T. Lowe
Enchantment - Aura
Enchant creature
Enchanted creature is a 3/3 green Elephant.
Remove a counter from a creature you control: Attach Elephantine Inspiration to that creature.
Manifest :symg::symg:
The spirits manifested whatever forms aided their survival - favouring intelligence and agility. Sometimes they just chose the one thing that could stomp on the rest.