Psychic Punishment is... eh... kind of weak. It's main effect, 6 for 5 damage divided as you choose, is alright, maybe a little bit underwhelming for a burn. 6 for 6 at least, I'd say, at least putting it on par with Hex. Okay, not even then. I don't see when anyone would use it, except to maybe split the burn between a player and a creature, but even then- weak.
Cycling is more balanced. Costs 3, and opponents each draw three, but you deal 4 and draw a card. So net card advantage is balanced to your opponent but you get to whack them for 4.
Meh. 6.5/10
Let's do green!
Psychic Gifts 4GG
Instant (Rare)
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Cycling 1GG, each opponent may draw up to 3 cards
When you cycle ~, up to two target creatures gain +3/+3 until end of turn.
Overpowered, maybe, but it does what Green does best.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to PurpleD for the awesome banner!
(Semi-retired)
Discards function are like changing your mind or having a choice for engagements deterred but how in red aggressiveness did a cycle fortifying outwardly causing damages in the same givings (...and since when causing damages are like giving a respite in action by giving opponents draw cards as a aftermatn instead of as the cost?)
A mana cost of 6 with a 3 as the half effort does secure a burn by parity to one target instead of all targets of the full cost but with the gifts to opponents of draw cards must provide the energy first to ultilitized the function of the draw.
Consider life points instead to opponents instead of draw cards for every draw card you recieved while aiming at something else for dispersing aggression like the creatures in play.
Or as a more psychically-bound tendency aggressive tradition:
Cycling :1mana::symr::symr:: Destroy all creatures target opponent control, all opponents gain 3 life points while you draw 1 card for every creature destroy by this cycling function.
Psychic Punishment rating by me? Tis a 4.
Psychic Gifts? Overrunning the costs is my only seen dispute but I like the generous touch. Tis an 8.
Quote:
The following card was originally created in a set of heated exchanges in the "I don't like you game" then noted and brought to the "What's wrong with this card" thread by Kenaron. There it was corrected with rewording ease by Illumination.
Can't resist in submitted this card here after all that attention and preference for its noteworthiness by this team collaborations of "KENARON" and "ILLUMINATIONS."
Ruins of Tourach's Gate
Land
Ruins Of Tourach's Gates is indestructible.
As Ruins Of Tourach's Gates enters the battlefield, tap any number of untapped basic lands you control and put a charge counter on each of those lands then at the beginning of your upkeep, place a charge counter from a basic land you control on this land card and untap this land card. (When you can't pay this card's upkeep cost then sacrifice this card.)
Lands you control with charge counters on them have shroud and don't untap during your untap step.
:symtap:: Add or to your mana pool for each charge counter on a land card in play.
:symwb:: Add :symr:, or to your mana pool.
CREATED BY PRESSINGCHESS, DIRECTED BY KENARON AND EDITED BY ILLUMINATIONS.
Ok, since Cagnazzurra didn't post a challenge and PRessingChess's "Ruins of Tourach's Gate" card isn't associated with any challenge, and thus unratable, I will rate Cagnazurra's card and repeat Jokalhaups' challenge.
Psychic Gifts :4mana::symg::symg:
Instant (Rare)
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Cycling :1mana::symg::symg:, each opponent may draw up to 3 cards
When you cycle ~, up to two target creatures gain +3/+3 until end of turn.
It's actually a little tame. The Cycling "drawback" is probably not worth the pump, even though it's uncounterable, instant speed, and draws you a card... It still gives them three more cards to handle your guys with. That being said, I like the versatility of the card when you hardcast it. I just wish the cycling was more desireable to play... 8/10
Next:
Psychic Purge - 4WW Instant
Exile all creatures and enchantments.
Cycling 1WW, Destroy target enchantment or creature.
When you cycle ~, each opponent gains 8 life.
Next Challenge:
another card in this cycle of a color that hasn't been done. Let's complete the cycle!
All players will either place two cards or half the sum of four or less cards rounded up from their hands on top of their library. If a player has no cards in his/her hand then a randomly chosen opponent of that player with no hand will scry 7 with that player's library instead. Otherwise all players would then discard their remaining hand, scry 3 and draw 5 cards.
Cycling; :symb::symb:, discard this card: All players must discard X cards from their hand then scry X. Where X equals half the sum of the amount of cards rounded up in the player's hand.
When you cycle Illusional Fears all players draw X when the cycling resolves in play.
"Don't even think that way!! Its only wind whisking around the ruins delicate standing buildings' walls. " Eron said grinning at the young shapeshifter.
Ok, now for that something tried elsewhere. this one is a response to one of Lil' Money comments.
Let's try a permanent that can effect land with flash with an unique response ability relating to producing or manipulating mana sum going to any pool.
edit edit: Ok my internet went crazy but I fixed things. Rewriting this post.
Illusional fears is incomprehensibly complicated and definitely not a common. I've been reading it over for a while and have no idea what it does, or why it even ought to exist in the first place.
0/10
pressingchess- your challenge is impossible to design for under the rules, so I'm gonna go for something that is basically the same thing but actually works.
Elven BarbariansRG
Creature- Elf Barbarian.
Flash, split second.
If a blue spell is on the stack, you may play Elven Barbarians without paying its mana cost.
2/2
Next challenge:
a mono green creature that mills (either yourself or an opponent).
Elven Barbarians - Ok, I read the challenge like four times and I still have no idea what it's supposed to be. I'm just going to assume Elven Barbarians meets the challenge... It's a pretty good Blue hate card, though I'd rather it be a bigger guy with a bigger mana cost so you feel like you're really putting a threat on the table against blue. like a 3/3 for three, or a 4/4 for five... I give it a solid 7.
Next:
Explorer of the Wilds - 1G Creature - Human Adventurer
When ~ enters the battlefield, reveal the top card of your library. If it's a forest, put it onto the battlefield, tapped. Otherwise, exile that card and repeat this process.
1/1
Basicall a wood elf that mills until you find the forest instead of just searching for it.
Explorer of the Wilds- Hermit Druid is a notorious troublemaker, and you've gotten around what makes him scary by having the mill effect exile the cards rather than putting them in the graveyard. I think this card is pretty fair and the effect seems splashy and fun.
7.5/10
Enslaved BerserkerRR
Creature- Human Berserker
Haste, double strike.
Whenever Enslaved Berserker deals combat damage, target opponent gains that much life.
Discard a card: Players can't gain life until the beginning of the next end step. As part of his bondage, a magical aura was placed on him to ensure he couldn't damage his captors. Unfortunately, it turns out enough anger can damage anything.
2/1
Berserker - Seems a bit undercosted, having haste and doublestrike. Hua hua, you say, but it gives them life! It's rather cheap to negate that, and even if you don't, this guy trumps a lot of creatures insofar as creature combat goes. Ok, you gain 4 life, and I block your guy. My guy lives yours dies. It's the same reason Plow is so crazy good - in Magic, cards are typically worth more than life points.
But the concept, I do like, it's creative and meets the challenge nicely. I just think he's undercosted. 6/10
There have already been a few monowhite counters, but I'll try to do an original one.
Shield of Light - WW Instant
If a spell would deal damage to you or a creature you control, counter that spell and its controller gains that much life instead. The tenets of the order of light emphasize only this: preserve life.
Shield of Light- not knowing rarity, I'd give it common at best. Its effect is already limited to spells that deal damage- so I'd assume burn- but then you go and heal its controller? It's a already limiting effect that actually benefits your opponent. You pretty much convert burn to life-gain. I'd recommend either removing the "gains that much life" or making it "you gain that much life instead". IMO it's weak, but at least you have the effects on color, so you get 6/10 and a cookie.
Property SeizureB
Sorcery
As an additional cost to play ~, pay 2 life. Search your library for a basic land card, put it onto the battlefield under your control, then shuffle your library. "We didn't know it yet, but our land had been bought out from right under our feet.
Next: A blue burn spell. ;D
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to PurpleD for the awesome banner!
(Semi-retired)
All players must either place two cards or half the sum of four or less cards rounded up from their hands on top of their library. If a player has no cards in his/her hand then a randomly chosen opponent of that player with no hand will scry 7 with that player's library instead. Otherwise all players would then discard their remaining hand, scry 3 and draw 5 cards.
Cycling; :symb::symb:, discard this card: All players must discard X cards from their hand then scry X. Where X equals half the sum of the amount of cards rounded up in the player's hand.
When you cycle Illusional Fears all players draw X when the cycling resolves in play.
"Don't even think that way!! Its only wind whisking around the ruins delicate standing buildings' walls. " Eron said grinning at the young shapeshifter.
1. Half the sum of four or less guarantees a player with less than four cards in their hand will place an effective number of cards on top of the library for the instant to become an advantage for its controller.
2. Its a disrupting of the opponent's strategies instant.
3. The cycling is the real purpose of the card as a no mercy clause on a hellbent condition to an opponent.
As for that challenge?
Let's try a permanent that can effect land with flash with an unique response ability relating to producing or manipulating mana sum going to any pool.
Lil' Money knew. I sent him this example in its unedit version:
Pegaseu Mote
Enchanted Land
Flash.
When the casting cost is paid to play this land card: you may put in play two green/white 2/2 pegasus tokens with flying and unless this Pegaseu Mote land was played at the beginning of its controller's turn then when this land card resolves coming into play, suspend it with one time counter. (You can only play one land during your turns only.)
:3mana::symw::symw::symw:: Split Second. Put in play a 5/5 white angel token with flying and trample.
:symtap:: Add to your mana pool.
"All these high ceilings and glass-less windows in this building, I guess this place wasn't meant for non-flyers," thought Jodah as...
Ancient's Knowledge :symu::symr:
Enchantment
This permanent can't be countered from play and can only be targeted by permanents in play.
All permanents this enchantment controller's controls in play has:
:symtap:: Deals Two Damage to target player or creature. No permanent tapped to use this ability can be untapped at anytime unless you must pay for each permanent to be untap from the conditions to use this ability or this enchantment is remove from play.
How about a blue creature producing burn with non-blue triggered ability with an X effect triggered by a target you don't control.
PRESSINGCHESS: READ THE RULES FOR THIS GAME PLEASE
Wow that card looks to be a mess. Let me see... Ancient's KnowledgeUR
Enchantment
Ancient's Knowledge can't be countered.
Ancient's Knowledge can't be the target of activated abilities from a permanent source.
Permanents you control have "T: This permanent deals 2 damage to target creature or player. This permanent doesn't untap during your untap step." and "You may pay 2 during your upkeep to untap this permanent."
Ok. That's a readable card.
Wow that card looks to be a mess. Your general concept is a permanent Flame Fusillade, it seems. This card costs half as much as Flame Fusillade. It also deals twice as much damage as Flame Fusillade.
...
The untapping restriction is moot. You play this card? you win. End of story. I give it a 5/10 because you actually need 10 permanents to kill somebody with this.
"How about a blue creature producing burn with non-blue triggered ability with an X effect triggered by a target you don't control."
Oh boy.
Hydrostatic Weird2U
Creature - Weird
Whenever an opponent plays a red spell, you may pay R. If you do, Hydrostatic Weird deals X damage to target creature, where X is the converted mana cost of that spell.
1/1
Next challenge: Make a card that puts Psychic Drain to shame.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
PRESSINGCHESS: READ THE RULES FOR THIS GAME PLEASE
Wow that card looks to be a mess. Let me see... Ancient's KnowledgeUR
Enchantment
Ancient's Knowledge can't be countered.
Ancient's Knowledge can't be the target of activated abilities from a permanent source.
Permanents you control have "T: This permanent deals 2 damage to target creature or player. This permanent doesn't untap during your untap step." and "You may pay 2 during your upkeep to untap this permanent."
Ok. That's a readable card.
Wow that card looks to be a mess. Your general concept is a permanent Flame Fusillade, it seems. This card costs half as much as Flame Fusillade. It also deals twice as much damage as Flame Fusillade.
...
The untapping restriction is moot. You play this card? you win. End of story. I give it a 5/10 because you actually need 10 permanents to kill somebody with this.
"How about a blue creature producing burn with non-blue triggered ability with an X effect triggered by a target you don't control."
Oh boy.
Hydrostatic Weird2U
Creature - Weird
Whenever an opponent plays a red spell, you may pay R. If you do, Hydrostatic Weird deals X damage to target creature, where X is the converted mana cost of that spell.
1/1
Next challenge: Make a card that puts Psychic Drain to shame.
Pardon me and thanks for your assistance, its appreciated kind sir, but there's a couple of details you miss or simply misunderstood.
Ancient's KnowledgeUR
Enchantment
Ancient's Knowledge can't be countered.
Ancient's Knowledge can't be the target of activated abilities from a permanent source.
Every permanent you control has "T: Deal 2 damages to target creature or player and this permanent doesn't untap during your untap step while an Ancient Knowledge is in play otherwise you must pay 2 to untap it."
If it is still unclear then dont try, let's move on. Energy is best spent on creative and improving efforts then using it on a futility.
Fasle Sense Of Security :xmana::symg:
Enchantment
When this enchantment comes in play put X counters on it.
You may scry X cards and draw half the sum of x round up from your library, where X equal the sum of life points any opponent gains by drawing one card for the every converted cost of X paid by any opponent while this False Security Enchantment is in play.
The only "detail" missing that I can see is that you specify you can pay 2 at any time to untap a permanent?
I restricted the timing just to keep it from doing things that it shouldn't be able to do.
Oh, and it only restricts untapping when you use that ability. The way I wrote it should work that way. It's odd, but since that's all one ability, the tapping will start when you use it.
Change 'this permanent" to "it" and add the "this effect lasts indefinitely" and I think we're in business.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Hydrostatic Weird- It would be absolutely ridiculous against any deck playing red. Otherwise it's absolutely useless. As such, for it's single purpose, to wreak havoc on red decks, it does a little too well. R to deal anywhere from 2-6 is way overpowered, as it doesn't even require a tap. I'd say 7/10, because although half the time it's useless, the other half it is just way too strong.
Overwhelming Griefx(U/B)(U/B)
Sorcery (R)
If U was paid to play Overwhelming Grief, target player puts the top X cards of their library into their graveyard, and you may draw half of X cards, rounded down.
If B was paid to play Overwhelming Grief, target player discards X cards and loses X life.
(If wording is unclear, basically, if you pay blue they deck X and you draw half of X (X/2). Black should be easy enough to figure out)
Next challenge: a rogue that takes Stinkdrinker Bandit to a whole 'nother level.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to PurpleD for the awesome banner!
(Semi-retired)
Ooh, a post was missed. Let's rate them both, shall we?
False Sense of Security - Lemme try to make sense of this first. The original text in question is:
"When this enchantment comes in play put X counters on it.
You may scry X cards and draw half the sum of x round up from your library, where X equal the sum of life points any opponent gains by drawing one card for the every converted cost of X paid by any opponent while this False Security Enchantment is in play."
That's a little confuzzling. If I may take some liberties in rewording the card as I understand it:
"False Sense of Security enters the battlefield with X counters on it.
Any opponent may pay X, where X is the number of counters on False Sense of Security. If that player does, that player draws X cards and gains X life, then you may scry X cards and draw cards equal to half of X, rounded up."
Still confusing. But if this card works the way I think it does, then I'm not sure it's very strong. It gives your opponent a reusable source of massive card advantage, while gaining him some life. For lack of power, missing the point of the challenge, as well as being confusing, I'm afraid I'm gonna have to give this a 0/10. Sorry.
Next, Cagnazzura's card:
Overwhelming Grief - This might be overpowered. In a straight black deck, this is Mind Shatter with life loss. In a straight blue deck, this is mediocre, but possibly massive card advantage. In a blue-black deck, you get card advantage comparable to Cruel Ultimatum; for the same amount of mana, you mill 5 cards, he discards five cards, loses five life, AND you draw 2 cards. That's ca-razy. I like it though. 8/10.
Whew, now on with the challenge: a rogue that takes Stinkdrinker Bandit to a whole 'nother level. I'm guessing this means one works with the Bandit really well?
Torch Juggler RR
Creature - Goblin Rogue R
Double Strike
Discard a card at random: Torch Juggler gains Intimidate until end of turn. "But boss, I've only got two hands!"
1/1
Next challenge: Since pressingcheese's challenge was skipped, let's do his - make a Land that takes Wither damage.
we're all kind of ignoring pressingchess because he's ignoring the game entirely and just posting whatever.
As far as your card goes, its a nice use of intimidate and definitely plays well with stinkdrinker bandit. I don't know if it's a rare though...this could probably be an uncommon without hurting anything.
7/10
Fragile Dryad1GG
Creature- Dryad
Forestwalk.
Treat all damage dealt to Fragile Dryad as if it had wither. GGG: Fragile Dryad loses all types and abilities and becomes a Forest. (This effect doesn't end at the beginning of the end step).
3/4
Next:
make a monocolored enchantment with Landfall.
Oh, I see. Didn't know that about the dude. Regarding the rarity of my card, I think it's worth a rare. Then again, I'm amazed with all the power creep that's been going on. Maybe my card was a rare in the old days, but is acceptable as an uncommon now?
Fragile Dryad - I can't find anything wrong with it. In fact, I sorta love it. Just one little nitpick, though - shouldn't the reminder text read "This effect lasts indefinitely"? Whatever. It doesn't affect your perfect 10/10.
Your challenge was: make a monocolored enchantment with Landfall.
Ravenous Landscape 1GG
Enchantment 1G, Sacrifice a nontoken creature: Search your library for a basic land card and put it into play tapped. Landfall - Whenever a land enters the battlefield under your control, put two 1/1 green Saproling creatures onto the battlefield.
Next: Make an indestructible creature that can sacrifice itself.
Property Seizure
Sorcery
As an additional cost to play ~, pay 2 life. Search your library for a basic land card, put it onto the battlefield under your control, then shuffle your library. "We didn't know it yet, but our land had been bought out from right under our feet.
It's way too strong for black, being an off-color ability and all. It's a one-drop land fetch, and the 2 life is inconsequential when this means you'll have 3 mana on turn 2.
Broken..... 2/10
Ravenous Landscape:
Ravenous Landscape :1mana::symg::symg:
Enchantment
:1mana::symg:, Sacrifice a nontoken creature: Search your library for a basic land card and put it into play tapped. Landfall - Whenever a land enters the battlefield under your control, put two 1/1 green Saproling creatures onto the battlefield.
At first I thought it was totally broken until I saw "nontoken." This is a great card, splashy, combo-y, and balanced. 8/10
Challenge: Ironhide Boar - 6GG Creature - Boar
Trample
Ironhide Boar is indestructible.
Sacrifice ~: creatures you control get +3/+3, are indestructible, and gain trample until end of turn.
5/5
mts: He also edited his post to put that card in well after cagnazzura rated mine.
Ironhide Boar: Well, Overrun costs 5 mana to play. This costs two more, but you get a 5/5 indestructible trampler in the meanwhile. I want this to cost less, but it is indestructible. I think this is a fair card. Unplayable, but any cheaper and it would be broken in half. 8/10 because it's printable but useless outside of limited.
Steel-Wing Demon6BB
Artifact Creature - Demon
Flying, trample
Steel-Wing Demon gets +2/+2 for each artifact you control.
Sacrifice an artifact: Steel-Wing Demon gets +4/+4 until end of turn.
0/0
Next: Make an Arcane spell?
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
You must have never played Elder Dragon Highlander format...
Steel Wing - A "Build around me" card that makes me want to reanimate him with lots of artifacts in play. The prohibitive cost is appropriate, considering this thing can probably win on the turn it swings, given the right deck. I like then tension in that whenever you sac an artifact, he loses +2/+2 but gains +4/+4 (so it's really only +2/+2) 9/10
Next:
Gemini Collision - 2UU Instant - Arcane
Put a token into play that's a copy of target nonlegendary creature you control. Exile the token at the beginning of the next end step. As long as a red spell is spliced onto ~, that token has haste.
Next Challenge:
Make a card that can be played with two alternate costs. (its normal mana cost, plus two more).
Greed Elemental, played out of your hand, is terrible.
Its Evoke is so-so, but really not that good. 3 mana 2 life for a single card advantage is iffy at best. Unearth might be the only reasonable way to play it, but even then it's underwhelming.
Flavor is pretty good, but on its own it's just really weak. I'll give it a 5.7/10.
As for an insect dragon: Mantis Raptor2RG
Creature - Insect Dragon
Haste, Flying, Poisonous 1 "Does it bite?"
4/3
Next: A land that generates tokens for free.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to PurpleD for the awesome banner!
(Semi-retired)
I'm going to disagree with Cagazzura on Greedy. You can Evoke this guy for one mana more than a Night's Whisper (Which is already a damn good card on its own), and then you can Unearth it and draw again! This guy is AWESOME, especially in reanimator decks, where they can abuse his draw ability over and over again. Had I rated it, I would have given him a 9 or 10, but it's not my turn to rate him, so I won't.
Mantis Raptor -
I think this is too strong for R/G just because of Flying. R doesn't get 4 powered flyers this cheap, not without a drawback, and G even less so. If it had a drawback, like Rathi Dragon, it would be ok. If it didn't have flying, it would be ok. If it cost more mana, it would be ok. 4/10
Squirrel Nest Land T: Add one mana of any color to your mana pool. Each opponent puts a 1/1 green Squirrel creature token into play.
Next:
A double edged sword. Interpret as you wish.
Cycling is more balanced. Costs 3, and opponents each draw three, but you deal 4 and draw a card. So net card advantage is balanced to your opponent but you get to whack them for 4.
Meh. 6.5/10
Let's do green!
Psychic Gifts 4GG
Instant (Rare)
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Cycling 1GG, each opponent may draw up to 3 cards
When you cycle ~, up to two target creatures gain +3/+3 until end of turn.
Overpowered, maybe, but it does what Green does best.
Thanks to PurpleD for the awesome banner!
(Semi-retired)
Discards function are like changing your mind or having a choice for engagements deterred but how in red aggressiveness did a cycle fortifying outwardly causing damages in the same givings (...and since when causing damages are like giving a respite in action by giving opponents draw cards as a aftermatn instead of as the cost?)
A mana cost of 6 with a 3 as the half effort does secure a burn by parity to one target instead of all targets of the full cost but with the gifts to opponents of draw cards must provide the energy first to ultilitized the function of the draw.
Consider life points instead to opponents instead of draw cards for every draw card you recieved while aiming at something else for dispersing aggression like the creatures in play.
Or as a more psychically-bound tendency aggressive tradition:
Cycling :1mana::symr::symr:: Destroy all creatures target opponent control, all opponents gain 3 life points while you draw 1 card for every creature destroy by this cycling function.
Psychic Punishment rating by me? Tis a 4.
Psychic Gifts? Overrunning the costs is my only seen dispute but I like the generous touch. Tis an 8.
Ruins of Tourach's Gate
Land
Ruins Of Tourach's Gates is indestructible.
As Ruins Of Tourach's Gates enters the battlefield, tap any number of untapped basic lands you control and put a charge counter on each of those lands then at the beginning of your upkeep, place a charge counter from a basic land you control on this land card and untap this land card. (When you can't pay this card's upkeep cost then sacrifice this card.)
Lands you control with charge counters on them have shroud and don't untap during your untap step.
:symtap:: Add or to your mana pool for each charge counter on a land card in play.
:symwb:: Add :symr:, or to your mana pool.
CREATED BY PRESSINGCHESS, DIRECTED BY KENARON AND EDITED BY ILLUMINATIONS.
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Ok, since Cagnazzurra didn't post a challenge and PRessingChess's "Ruins of Tourach's Gate" card isn't associated with any challenge, and thus unratable, I will rate Cagnazurra's card and repeat Jokalhaups' challenge.
It's actually a little tame. The Cycling "drawback" is probably not worth the pump, even though it's uncounterable, instant speed, and draws you a card... It still gives them three more cards to handle your guys with. That being said, I like the versatility of the card when you hardcast it. I just wish the cycling was more desireable to play... 8/10
Next:
Psychic Purge - 4WW
Instant
Exile all creatures and enchantments.
Cycling 1WW, Destroy target enchantment or creature.
When you cycle ~, each opponent gains 8 life.
Next Challenge:
another card in this cycle of a color that hasn't been done. Let's complete the cycle!
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Instant [c]
All players will either place two cards or half the sum of four or less cards rounded up from their hands on top of their library. If a player has no cards in his/her hand then a randomly chosen opponent of that player with no hand will scry 7 with that player's library instead. Otherwise all players would then discard their remaining hand, scry 3 and draw 5 cards.
Cycling; :symb::symb:, discard this card: All players must discard X cards from their hand then scry X. Where X equals half the sum of the amount of cards rounded up in the player's hand.
When you cycle Illusional Fears all players draw X when the cycling resolves in play.
"Don't even think that way!! Its only wind whisking around the ruins delicate standing buildings' walls. " Eron said grinning at the young shapeshifter.
Ok, now for that something tried elsewhere. this one is a response to one of Lil' Money comments.
Let's try a permanent that can effect land with flash with an unique response ability relating to producing or manipulating mana sum going to any pool.
Illusional fears is incomprehensibly complicated and definitely not a common. I've been reading it over for a while and have no idea what it does, or why it even ought to exist in the first place.
0/10
pressingchess- your challenge is impossible to design for under the rules, so I'm gonna go for something that is basically the same thing but actually works.
Elven Barbarians RG
Creature- Elf Barbarian.
Flash, split second.
If a blue spell is on the stack, you may play Elven Barbarians without paying its mana cost.
2/2
Next challenge:
a mono green creature that mills (either yourself or an opponent).
Next:
Explorer of the Wilds - 1G
Creature - Human Adventurer
When ~ enters the battlefield, reveal the top card of your library. If it's a forest, put it onto the battlefield, tapped. Otherwise, exile that card and repeat this process.
1/1
Basicall a wood elf that mills until you find the forest instead of just searching for it.
Next -
A monored creature that gains life.
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Hermit Druid is a notorious troublemaker, and you've gotten around what makes him scary by having the mill effect exile the cards rather than putting them in the graveyard. I think this card is pretty fair and the effect seems splashy and fun.
7.5/10
Enslaved Berserker RR
Creature- Human Berserker
Haste, double strike.
Whenever Enslaved Berserker deals combat damage, target opponent gains that much life.
Discard a card: Players can't gain life until the beginning of the next end step.
As part of his bondage, a magical aura was placed on him to ensure he couldn't damage his captors. Unfortunately, it turns out enough anger can damage anything.
2/1
Next:
a mono-white counterspell.
But the concept, I do like, it's creative and meets the challenge nicely. I just think he's undercosted. 6/10
There have already been a few monowhite counters, but I'll try to do an original one.
Shield of Light - WW
Instant
If a spell would deal damage to you or a creature you control, counter that spell and its controller gains that much life instead.
The tenets of the order of light emphasize only this: preserve life.
Next:
A monoblack land fetching spell.
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Property Seizure B
Sorcery
As an additional cost to play ~, pay 2 life. Search your library for a basic land card, put it onto the battlefield under your control, then shuffle your library.
"We didn't know it yet, but our land had been bought out from right under our feet.
Next: A blue burn spell. ;D
Thanks to PurpleD for the awesome banner!
(Semi-retired)
Ancient's Knowledge :symu::symr:
Enchantment
This permanent can't be countered from play and can only be targeted by permanents in play.
All permanents this enchantment controller's controls in play has:
:symtap:: Deals Two Damage to target player or creature. No permanent tapped to use this ability can be untapped at anytime unless you must pay for each permanent to be untap from the conditions to use this ability or this enchantment is remove from play.
How about a blue creature producing burn with non-blue triggered ability with an X effect triggered by a target you don't control.
Wow that card looks to be a mess. Let me see...
Ancient's Knowledge UR
Enchantment
Ancient's Knowledge can't be countered.
Ancient's Knowledge can't be the target of activated abilities from a permanent source.
Permanents you control have "T: This permanent deals 2 damage to target creature or player. This permanent doesn't untap during your untap step." and "You may pay 2 during your upkeep to untap this permanent."
Ok. That's a readable card.
Wow that card looks to be a mess. Your general concept is a permanent Flame Fusillade, it seems. This card costs half as much as Flame Fusillade. It also deals twice as much damage as Flame Fusillade.
...
The untapping restriction is moot. You play this card? you win. End of story. I give it a 5/10 because you actually need 10 permanents to kill somebody with this.
"How about a blue creature producing burn with non-blue triggered ability with an X effect triggered by a target you don't control."
Oh boy.
Hydrostatic Weird 2U
Creature - Weird
Whenever an opponent plays a red spell, you may pay R. If you do, Hydrostatic Weird deals X damage to target creature, where X is the converted mana cost of that spell.
1/1
Next challenge: Make a card that puts Psychic Drain to shame.
If it is still unclear then dont try, let's move on. Energy is best spent on creative and improving efforts then using it on a futility.
Fasle Sense Of Security :xmana::symg:
Enchantment
When this enchantment comes in play put X counters on it.
You may scry X cards and draw half the sum of x round up from your library, where X equal the sum of life points any opponent gains by drawing one card for the every converted cost of X paid by any opponent while this False Security Enchantment is in play.
Next challenge: Land that take withering damages.
I restricted the timing just to keep it from doing things that it shouldn't be able to do.
Oh, and it only restricts untapping when you use that ability. The way I wrote it should work that way. It's odd, but since that's all one ability, the tapping will start when you use it.
Change 'this permanent" to "it" and add the "this effect lasts indefinitely" and I think we're in business.
As for your Psychic Drain shamer-
Overwhelming Grief x(U/B)(U/B)
Sorcery (R)
If U was paid to play Overwhelming Grief, target player puts the top X cards of their library into their graveyard, and you may draw half of X cards, rounded down.
If B was paid to play Overwhelming Grief, target player discards X cards and loses X life.
(If wording is unclear, basically, if you pay blue they deck X and you draw half of X (X/2). Black should be easy enough to figure out)
Next challenge: a rogue that takes Stinkdrinker Bandit to a whole 'nother level.
Thanks to PurpleD for the awesome banner!
(Semi-retired)
False Sense of Security - Lemme try to make sense of this first. The original text in question is:
"When this enchantment comes in play put X counters on it.
You may scry X cards and draw half the sum of x round up from your library, where X equal the sum of life points any opponent gains by drawing one card for the every converted cost of X paid by any opponent while this False Security Enchantment is in play."
That's a little confuzzling. If I may take some liberties in rewording the card as I understand it:
"False Sense of Security enters the battlefield with X counters on it.
Any opponent may pay X, where X is the number of counters on False Sense of Security. If that player does, that player draws X cards and gains X life, then you may scry X cards and draw cards equal to half of X, rounded up."
Still confusing. But if this card works the way I think it does, then I'm not sure it's very strong. It gives your opponent a reusable source of massive card advantage, while gaining him some life. For lack of power, missing the point of the challenge, as well as being confusing, I'm afraid I'm gonna have to give this a 0/10. Sorry.
Next, Cagnazzura's card:
Overwhelming Grief - This might be overpowered. In a straight black deck, this is Mind Shatter with life loss. In a straight blue deck, this is mediocre, but possibly massive card advantage. In a blue-black deck, you get card advantage comparable to Cruel Ultimatum; for the same amount of mana, you mill 5 cards, he discards five cards, loses five life, AND you draw 2 cards. That's ca-razy. I like it though. 8/10.
Whew, now on with the challenge: a rogue that takes Stinkdrinker Bandit to a whole 'nother level. I'm guessing this means one works with the Bandit really well?
Torch Juggler RR
Creature - Goblin Rogue R
Double Strike
Discard a card at random: Torch Juggler gains Intimidate until end of turn.
"But boss, I've only got two hands!"
1/1
Next challenge: Since pressingcheese's challenge was skipped, let's do his - make a Land that takes Wither damage.
As far as your card goes, its a nice use of intimidate and definitely plays well with stinkdrinker bandit. I don't know if it's a rare though...this could probably be an uncommon without hurting anything.
7/10
Fragile Dryad 1GG
Creature- Dryad
Forestwalk.
Treat all damage dealt to Fragile Dryad as if it had wither.
GGG: Fragile Dryad loses all types and abilities and becomes a Forest. (This effect doesn't end at the beginning of the end step).
3/4
Next:
make a monocolored enchantment with Landfall.
Fragile Dryad - I can't find anything wrong with it. In fact, I sorta love it. Just one little nitpick, though - shouldn't the reminder text read "This effect lasts indefinitely"? Whatever. It doesn't affect your perfect 10/10.
Your challenge was: make a monocolored enchantment with Landfall.
Ravenous Landscape 1GG
Enchantment
1G, Sacrifice a nontoken creature: Search your library for a basic land card and put it into play tapped.
Landfall - Whenever a land enters the battlefield under your control, put two 1/1 green Saproling creatures onto the battlefield.
Next: Make an indestructible creature that can sacrifice itself.
It's way too strong for black, being an off-color ability and all. It's a one-drop land fetch, and the 2 life is inconsequential when this means you'll have 3 mana on turn 2.
Broken..... 2/10
Ravenous Landscape:
At first I thought it was totally broken until I saw "nontoken." This is a great card, splashy, combo-y, and balanced. 8/10
Challenge:
Ironhide Boar - 6GG
Creature - Boar
Trample
Ironhide Boar is indestructible.
Sacrifice ~: creatures you control get +3/+3, are indestructible, and gain trample until end of turn.
5/5
Next: Make a creature with this mana cost: 6BB
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Ironhide Boar: Well, Overrun costs 5 mana to play. This costs two more, but you get a 5/5 indestructible trampler in the meanwhile. I want this to cost less, but it is indestructible. I think this is a fair card. Unplayable, but any cheaper and it would be broken in half. 8/10 because it's printable but useless outside of limited.
Steel-Wing Demon 6BB
Artifact Creature - Demon
Flying, trample
Steel-Wing Demon gets +2/+2 for each artifact you control.
Sacrifice an artifact: Steel-Wing Demon gets +4/+4 until end of turn.
0/0
Next: Make an Arcane spell?
You must have never played Elder Dragon Highlander format...
Steel Wing - A "Build around me" card that makes me want to reanimate him with lots of artifacts in play. The prohibitive cost is appropriate, considering this thing can probably win on the turn it swings, given the right deck. I like then tension in that whenever you sac an artifact, he loses +2/+2 but gains +4/+4 (so it's really only +2/+2) 9/10
Next:
Gemini Collision - 2UU
Instant - Arcane
Put a token into play that's a copy of target nonlegendary creature you control. Exile the token at the beginning of the next end step. As long as a red spell is spliced onto ~, that token has haste.
Next Challenge:
Make a card that can be played with two alternate costs. (its normal mana cost, plus two more).
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Greed Elemental
Cost: 6B
Creature - Elemental
Evoke 2B, Unearth 4B
When Greed Elemental comes into play, you lose 2 life and draw two cards.
4/4
Next: An Insect Dragon.
Its Evoke is so-so, but really not that good. 3 mana 2 life for a single card advantage is iffy at best. Unearth might be the only reasonable way to play it, but even then it's underwhelming.
Flavor is pretty good, but on its own it's just really weak. I'll give it a 5.7/10.
As for an insect dragon:
Mantis Raptor 2RG
Creature - Insect Dragon
Haste, Flying, Poisonous 1
"Does it bite?"
4/3
Next: A land that generates tokens for free.
Thanks to PurpleD for the awesome banner!
(Semi-retired)
Mantis Raptor -
I think this is too strong for R/G just because of Flying. R doesn't get 4 powered flyers this cheap, not without a drawback, and G even less so. If it had a drawback, like Rathi Dragon, it would be ok. If it didn't have flying, it would be ok. If it cost more mana, it would be ok. 4/10
Squirrel Nest
Land
T: Add one mana of any color to your mana pool. Each opponent puts a 1/1 green Squirrel creature token into play.
Next:
A double edged sword. Interpret as you wish.
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)