Molten Spike - 2
Artifact - Equipment (C)
Equiped creature gains +1/+0, and First Strike
Whenever equiped creature deals damage to a player, deal that much damage to target creature.
Equip 3
Glacial Spike -3
Artifact - Equipment (U)
Equiped creature gains +2/+0, and First Strike
Whenever equiped creature deals combat damage to a creature, remove that creature from the game. At the end of that creatures controlers Next turn, return all creatures removed from the game this way.
Equip 4
Storm Spike - 4
Artifact - Equipment (R)
Equiped creature gains +3/+0 and First strike.
Whenever equiped creature deals combat damage to a player, equiped creature deals that much damage to all creatures as well.
Equip 5
Bravecast Energizer :1mana::symw::symw:
Creature — Human Wizard
Whenever you play a white spell, creatures you control get +0/+1 until end of turn. A sigul in the sky keeps the soldier alive.
2/3
Barriercast Energizer :2mana::symu::symu:
Creature — Vedalken Wizard
Whenever you play a blue spell, tap target creature. A wall in the way keeps the monsters at bay.
1/4
Voidcast Energizer :2mana::symb:
Creature — Zombie Wizard
Whenever you play a black spell, target player discards a card. A vision of hells can cost one his spells.
1/1
Reincast Energizer :3mana::symr::symr:
Creature — Orc Wizard
Whenever you play a red spell, you may gain control of target creature until end of turn. A thunderous rein is the best way to train.
2/2
Clawcast Energizer :3mana::symg:
Creature — Elf Wizard
Whenever you play a green spell, put a 2/2 green Bear creature token into play. A vicious disguise will bring two to your eyes.
2/2
Light Warlord - 3WWW
Creature - Warlord
Vigilance
White creatures you control get +1/+1. 2WW: Prevent the next 5 damage that would be dealt to target white creature this turn.
Whenever Light Warlord attacks, untap all white creatures you control.
3/3
Liquid Warlord - 3UUU
Creature - Warlord
Flying
Blue creatures you control get +1/+1. 2UU: Return target blue creature to its owner's hand.
Whenever Liquid Warlord attacks, blue creatures you control gain flying until end of turn.
3/3
Death Warlord - 3BBB
Creature - Warlord
Black creatures you control get +1/+1. B: Regenerate Black Warlord. 2BB: Return target black creature from your graveyard to play.
Whenever Death Warlord attacks, black creatures you control gain "B: Regenerate this creature" until end of turn.
3/3
Fire Warlord - 3RRR
Creature - Warlord
First Strike
Red creatures you control get +1/+1. 2RR: Target red creature deals damage equal to its power to another target creature or player.
Whenever Fire Warlord attacks, red creatures you control gain First Strike until end of turn.
3/3
Jungle Warlord - 3GGG
Creature - Warlord
Trample
Green creatures you contol get +1/+1. 2GG: Target green creature gets +3/+3 until end of turn.
Whenever Jungle Warlord attacks, green creatures you control gain Trample until end of turn.
3/3
Sun-storm Jurkalth 2WWW
Creature- Elemental Beast
Whenever an enchantment you control goes to a graveyard from play, you may remove a +1/+1 counter from Sun-storm Jurkalth. If you do, you gain 2 life.
:1mana:, sacrifice an enchantment: Put a +1/+1 counter on Sun-storm Jurkalth. Its soul radiates the pure, holy light of a thousand stars.
3/4
Ice-torrent Jurkalth 2UUU
Creature- Elemental Beast
Whenever a spell you play is countered, you may remove a +1/+1 counter from Ice-torrent Jurkalth. If you do, tap target creature.
:1mana:, counter the next spell you play: Put a +1/+1 counter on Ice-torrent Jurkalth Its eyes shine with the cold power of a thousand blizzards.
3/4
Shadow-swirl Jurkalth 2BBB
Creature- Elemental Beast
Whenever a creature goes to a graveyard from play, you may remove a +1/+1 counter from Shadow-swirl Jurkalth. If you do, you lose 1 life and target player discards a card.
:1mana:, sacrifice a creature: Put a +1/+1 counter on Shadow-swirl Jurkalth. Its heart emanates the venomous darkness of a thousand sins.
4/3
Fire-storm Jurkalth 2RRR
Creature- Elemental Beast
Whenever a land you control is put into a graveyard from play, you may remove a +1/+1 counter from Fire-storm Jurkalth. If you do, Fire-storm Jurkalth deals 1 damage to each creature.
:1mana:, sacrifice a land: Put a +1/+1 counter on Fire-stom Jurkalth. Its breath burns with all the fury of a thousand infernos.
4/3
Vine-whirl Jurkalth 2GGG
Creature- Elemental Beast
Whenever a card in your graveyard leaves the graveyard, you may remove a +1/+1 counter from Vine-whirl Jurkalth. If you do, target creature gets +2/+2 until end of turn.
:1mana:, remove a card in your graveyard from the game: Put a +1/+1 counter on Vine-whirl Jurkalth. Its claws glow with the vitality of a thousand jungles.
3/4
i bet youd find my god-summoners a little bit too crazy, so ill just use some more normal ones.
Rope 2WW
Enchantment 2W: Deal 1 damage to target attacking or blocking creature. 1W: Prevent the next 1 damage that would be dealt to target creature or player. 1W: Target creature cant attack or block this turn unless its controller pays 2.
Towel 3UU
Enchantment 1U: Put the top card of target player's library into their graveyard. 2U: Counter target spell unless its controller pays <2> 2U: Return target creature to its owners hand 2U: Tap target permanent. 4U: Put a 1/1 blue towel vermin creature token with flying into play.
Wire 3BB
Enchantment 2B, tap an untapped creature you control: Destroy target creature with power X or less, where X is the power of the tapped creature. 2B: Target player loses 1 life.
Whip 2RR
Enchantment 1R: Target creature you control gets +1/-1 until end of turn. 2R: Deal 1 damage to target creature. 3R: Target creature gains first strike and haste until end of turn
Vine 2GG
Enchantment 2G: Target creature gets +1/+1 and gains trample until end of turn. 3G: return target land card in your graveyard to your hand 4G: Until end of turn, creatures you control can block as though they had flying.
hehehe cycle of super-guildmage enchantments
Private Mod Note
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R&Ds sets: Jupiter(codname... not finished)
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Quote from Poukis »
DAMN YOU ZOOMBINIMATT!!! We thought the exact SAME card. EXACTLY! SAME MANA COST!!!
Elena, Abjurer4W
Legendary Creature -- Human Cleric W, Remove an artifact or enchantment card in your graveyard from the game:
The next time a source of your choice would deal damage this turn,
prevent that damage. 2W, Remove an artifact or enchantment card in your
hand from the game: Target creature you control is indestructible
until end of turn.
2/5
Lleywen, Illusionist4U
Legendary Creature -- Human Wizard U, Remove an instant or sorcery card in your
graveyard from the game: Counter target spell
unless its controller pays 1. 2U, Remove an instant or sorcery card in your
hand from the game: Counter target spell.
3/4
Elowyn, Necromancer4B
Legendary Creature -- Human Witch B, Remove a creature card in your graveyard
from the game: Target creature gets +2/+1
until end of turn. 2B, Remove a creature card in your hand
from the game: Destroy target nonblack creature.
4/3
Myrael, Invoker4R
Legendary Creature -- Human Shaman R, Remove an instant or sorcery card in your
graveyard from the game: Myrael deals 2 damage to target
creature. 2R, Remove an instant or sorcery card in your
hand from the game: Destroy target artifact or nonbasic land.
5/2
Kazary, Enchantress4G
Legendary Creature -- Human Druid G, Remove a creature or enchantment card in your graveyard from the game:
Target creature gets +2/+2 until end of turn. 2G, Remove a creature or enchantment card in your
hand from the game: Return target card from your graveyard to your hand.
3/3
Poukis 24/30
Flavor/Originality: 9 The names are pretty good for the colors they represent, as are the effects. Affecting the game from the graveyard is pretty original, the first time with instants.
Ballance: 8 Three color spells should be good. These seem a little weak, well a better way to put it, is they are very conditional. If in the grave and a card with the same name. They are not bad effects.
Design: 3 This is where the cards suffer the most. They are not concise. The counters are a bit messy and not the easiest things to keep track of what is affecting what. Unecessarily busy effects. Not one effect stands out in my mind.
As a Cycle: 4 besides the design trouble the flavor and idea of the cycle is fine. I just think the effects should be simplified. You went out side the box on thinking... then smashed the box and burned it.
Power of the Wise :symg::symw::symu:
Instant
If a creature you control dealt combat damage to an opponent this turn, tap two target permanents and put an oppression counter on each of those permanents. As long as Power of the Wise is in your graveyard, permanents with oppression counters can't untap.
Power of the Cunning :symw::symu::symb:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a link counter on target non-land permanent. As long as Power of the Cunning is in your graveyard, whenever a permanent with the same name as a permanent with link counters comes into play, you may draw 3 cards.
Power of the Cruel :symu::symb::symr:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a curse counter on target non-land permanent. As long as Power of the Cruel is in your graveyard, if a player would draw a card, he or she reveals it instead. If that card has the same name as a permanent with a curse counter, remove that card from the game.
Power of the Thoughtless :symb::symr::symg:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a rage counter on target creature. As long as Power of the Thoughtless is in your graveyard, permanents with rage counters must attack each turn if able and get "Whenever this permanent becomes tapped, it deals 3 damage to its controller".
Power of the Furious :symr::symg::symw:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a tribe counter on target creature you control. As long as Power of the Furious is in your graveyard, creatures with tribe counters get +1/+1 for each other creature you control.
Lord_Kaos 23/30
Flavor/Originality: 6 Interesting cycle revolving on common, uncommon, and rare. I just wish the cards themselves were a little more exciting, and the naming showed a progression of power more. Something like Spark Spike, Fire Spike, Inferno Spike... for example.
Ballance: 8 Definitely not over powered. I think the equip costs are a little high.
Design: 4 Good design. only thing that jumped out at me was equiped should be equipped.
As a Cycle: 5 good cycle, I like that you took a different route.
Molten Spike -
Artifact - Equipment (C)
Equiped creature gains +1/+0, and First Strike
Whenever equiped creature deals damage to a player, deal that much damage to target creature.
Equip
Glacial Spike -:3mana:
Artifact - Equipment (U)
Equiped creature gains +2/+0, and First Strike
Whenever equiped creature deals combat damage to a creature, remove that creature from the game. At the end of that creatures controlers Next turn, return all creatures removed from the game this way.
Equip
Storm Spike -
Artifact - Equipment (R)
Equiped creature gains +3/+0 and First strike.
Whenever equiped creature deals combat damage to a player, equiped creature deals that much damage to all creatures as well.
Equip
Rath 28/30
Flavor/Originality: 8 cute little rhymes. Good stuff
Ballance: 10 Spot on. Creatures tend to be well ballance by the fact that there is a lot of ways to kill them. Nice that the better effects have good costs and power/tough ratios.
Design: 5 Excellent
As a Cycle: 5
Bravecast Energizer :1mana::symw::symw:
Creature — Human Wizard
Whenever you play a white spell, creatures you control get +0/+1 until end of turn. A sigul in the sky keeps the soldier alive.
2/3
Barriercast Energizer :2mana::symu::symu:
Creature — Vedalken Wizard
Whenever you play a blue spell, tap target creature. A wall in the way keeps the monsters at bay.
1/4
Voidcast Energizer :2mana::symb:
Creature — Zombie Wizard
Whenever you play a black spell, target player discards a card. A vision of hells can cost one his spells.
1/1
Reincast Energizer :3mana::symr::symr:
Creature — Orc Wizard
Whenever you play a red spell, you may gain control of target creature until end of turn. A thunderous rein is the best way to train.
2/2
Clawcast Energizer :3mana::symg:
Creature — Elf Wizard
Whenever you play a green spell, put a 2/2 green Bear creature token into play. A vicious disguise will bring two to your eyes.
2/2
Eledin 27/30
Flavor/Originality: 9
Ballance: 8 I think they might be a little unballanced in limited. Not that limited does not have its bombs.
Design: 5
As a Cycle: 5
Light Warlord - :3mana::symw::symw::symw:
Creature - Warlord
Vigilance
White creatures you control get +1/+1.
:2mana::symw::symw:: Prevent the next 5 damage that would be dealt to target white creature this turn.
Whenever Light Warlord attacks, untap all white creatures you control.
3/3
Liquid Warlord - :3mana::symu::symu::symu:
Creature - Warlord
Flying
Blue creatures you control get +1/+1.
:2mana::symu::symu:: Return target blue creature to its owner's hand.
Whenever Liquid Warlord attacks, blue creatures you control gain flying until end of turn.
3/3
Death Warlord - :3mana::symb::symb::symb:
Creature - Warlord
Black creatures you control get +1/+1.
:symb:: Regenerate Black Warlord.
:2mana::symb::symb:: Return target black creature from your graveyard to play.
Whenever Death Warlord attacks, black creatures you control gain ":symb:: Regenerate this creature" until end of turn.
3/3
Fire Warlord - :3mana::symr::symr::symr:
Creature - Warlord
First Strike
Red creatures you control get +1/+1.
:2mana::symr::symr:: Target red creature deals damage equal to its power to another target creature or player.
Whenever Fire Warlord attacks, red creatures you control gain First Strike until end of turn.
3/3
Jungle Warlord - :3mana::symg::symg::symg:
Creature - Warlord
Trample
Green creatures you contol get +1/+1.
:2mana::symg::symg:: Target green creature gets +3/+3 until end of turn.
Whenever Jungle Warlord attacks, green creatures you control gain Trample until end of turn.
3/3
void_nothing 27/30
Flavor/Originality: 9 Interesting opposing effects.
Ballance: 9
Design: 4 A little confusing at first read, Perhaps that is the point.
As a Cycle: 5
Sun-storm Jurkalth :2mana::symw::symw::symw:
Creature- Elemental Beast
Whenever an enchantment you control goes to a graveyard from play, you may remove a +1/+1 counter from Sun-storm Jurkalth. If you do, you gain 2 life.
:1mana:, sacrifice an enchantment: Put a +1/+1 counter on Sun-storm Jurkalth. Its soul the radiates pure, holy light of a thousand stars.
3/4
Ice-torrent Jurkalth :2mana::symu::symu::symu:
Creature- Elemental Beast
Whenever a spell you play is countered, you may remove a +1/+1 counter from Ice-torrent Jurkalth. If you do, tap target creature.
:1mana:, counter the next spell you play: Put a +1/+1 counter on Ice-torrent Jurkalth Its eyes shine with the cold power of a thousand blizzards.
3/4
Shadow-swirl Jurkalth :2mana::symb::symb::symb:
Creature- Elemental Beast
Whenever a creature goes to a graveyard from play, you may remove a +1/+1 counter from Shadow-swirl Jurkalth. If you do, you lose 1 life and target player discards a card.
:1mana:, sacrifice a creature: Put a +1/+1 counter on Shadow-swirl Jurkalth. Its heart emanates the venomous darkness of a thousand sins.
4/3
Fire-storm Jurkalth :2mana::symr::symr::symr:
Creature- Elemental Beast
Whenever a land you control is put into a graveyard from play, you may remove a +1/+1 counter from Fire-storm Jurkalth. If you do, Fire-storm Jurkalth deals 1 damage to each creature.
:1mana:, sacrifice a land: Put a +1/+1 counter on Fire-stom Jurkalth. Its breath burns with all the fury of a thousand infernos.
4/3
Vine-whirl Jurkalth :2mana::symg::symg::symg:
Creature- Elemental Beast
Whenever a card in your graveyard leaves the graveyard, you may remove a +1/+1 counter from Vine-whirl Jurkalth. If you do, target creature gets +2/+2 until end of turn.
:1mana:, remove a card in your graveyard from the game: Put a +1/+1 counter on Vine-whirl Jurkalth. Its claws glow with the vitality of a thousand jungles.
3/4
zoombinimatt 24/30
Flavor/Originality: 8 I like the flavor a lot. Nice generic names with effects that represent the abilities well. Only question is "vermin towel creature" ? What in the world is that?
Ballance: 8 Well balanced. A lot of utility in one card, I think some of the casting costs may be a little expensive, considering the activation costs of the cards. (It mostly depends upon the sets availabilty of enchanment removal)
Design: 4 some punctuation and capitalization missing. Pretty standard effects.
As a Cycle: 4 In reality such generic names rarely get made anymore. I think wizards is afraid to waste them on spells that are not iconic. This is a great cycle, but I can't imagine such cards would get the names you gave them. More like Jander's Rope, and Biblof's Towel, or whatever the fantasy names are these days.
Rope :2mana::symw::symw:
Enchantment
:2mana::symw:: Deal 1 damage to target attacking or blocking creature.
:1mana::symw:: Prevent the next 1 damage that would be dealt to target creature or player.
:1mana::symw:: Target creature cant attack or block this turn unless its controller pays :2mana:.
Towel :3mana::symu::symu:
Enchantment
:1mana::symu:: Put the top card of target player's library into their graveyard.
:2mana::symu:: Counter target spell unless its controller pays <2>
:2mana::symu:: Return target creature to its owners hand
:2mana::symu:: Tap target permanent.
:4mana::symu:: Put a 1/1 blue towel vermin creature token with flying into play.
Wire :3mana::symb::symb:
Enchantment
:2mana::symb:, tap an untapped creature you control: Destroy target creature with power X or less, where X is the power of the tapped creature.
:2mana::symb:: Target player loses 1 life.
Whip :2mana::symr::symr:
Enchantment
:1mana::symr:: Target creature you control gets +1/-1 until end of turn.
:2mana::symr:: Deal 1 damage to target creature.
:3mana::symr:: Target creature gains first strike and haste until end of turn
Vine :2mana::symg::symg:
Enchantment
:2mana::symg:: Target creature gets +1/+1 and gains trample until end of turn.
:3mana::symg:: return target land card in your graveyard to your hand
:4mana::symg:: Until end of turn, creatures you control can block as though they had flying.
MikeIs1337357 27/30
Flavor/Originality: 8 Interesting and original. Wraiths seem a little out of flavor outside of black, especially some of the effects they are doing.
Ballance: 9 Pretty well ballanced. Unlike buyback, folks can shock these guys in response to the bounce, etc. These would be power houses in limited.
Design: 5 Good concise design.
As a Cycle: 5 excellent cycle. Good consitancy.
Exiling Wraith - :1mana::symu::symu:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, return target creature to its owners hand.
:1mana::symu::symu: : Return ~ to its owners hand.
1/1
Soulburner Wraith - :3mana::symr:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, ~ deals 3 damage to target creature or player.
:2mana::symr: : Return ~ to its owners hand.
2/1
Fleshreaver Wraith - :2mana::symb::symb:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, destroy target non-black, non-artifact creature.
:2mana::symb::symb: : Return ~ to its owners hand.
2/2
Sundering Wraith - :1mana::symg::symg:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, destroy target artifact or enchantment.
:1mana::symg::symg: : Return ~ to its owners hand.
1/2
Steadfast Wraith - :2mana::symw:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, prevent all damage that would be dealt this turn.
:2mana::symw: : Return ~ to its owners hand.
1/1
Alacar Leoricar 28/30
Flavor/Originality: 8 Pretty original, Remind me a bit of some set way back when, with those wizards that let you discard cards for effects.
Ballance: 10 excellent ballance. The cards turn your cards into useful spells, and have a quick and easy effect. Vey good job on balance.
Design:5 Good design, at first I thought it was a bit much text for 1 card, but for a Legendary creature it makes sense.
As a Cycle:5 Good cycle there is a nice consistancy to the cards.
Elena, Abjurer :4mana::symw:
Legendary Creature -- Human Cleric
:symw:, Remove an artifact or enchantment card in your graveyard from the game:
The next time a source of your choice would deal damage this turn,
prevent that damage.
:2mana::symw:, Remove an artifact or enchantment card in your
hand from the game: Target creature you control is indestructible
until end of turn.
2/5
Lleywen, Illusionist :4mana::symu:
Legendary Creature -- Human Wizard
:symu:, Remove an instant or sorcery card in your
graveyard from the game: Counter target spell
unless its controller pays :1mana:.
:2mana::symu:, Remove an instant or sorcery card in your
hand from the game: Counter target spell.
3/4
Elowyn, Necromancer :4mana::symb:
Legendary Creature -- Human Witch
:symb:, Remove a creature card in your graveyard
from the game: Target creature gets +2/+1
until end of turn.
:2mana::symb:, Remove a creature card in your hand
from the game: Destroy target nonblack creature.
4/3
Myrael, Invoker :4mana::symr:
Legendary Creature -- Human Shaman
:symr:, Remove an instant or sorcery card in your
graveyard from the game: Myrael deals 2 damage to target
creature.
:2mana::symr:, Remove an instant or sorcery card in your
hand from the game: Destroy target artifact or nonbasic land.
5/2
Kazary, Enchantress :4mana::symg:
Legendary Creature -- Human Druid
:symg:, Remove a creature or enchantment card in your graveyard from the game:
Target creature gets +2/+2 until end of turn.
:2mana::symg:, Remove a creature or enchantment card in your
hand from the game: Return target card from your graveyard to your hand.
3/3
Elf Boy 25/30
Flavor/Originality: 8 The copy a creature enchantment is very interesting. The word "Impeckable" does not quite match the effect in my mind, but it is not a bad word for the card either. It seems more like infectious Valor, Greed, etc.
Ballance: 9 Pretty well balanced for the most part.
Design:4 The conditions for enchanting are good and in color, but seem like there could be a simpler set of conditions. Perhaps if enchanted creature deals damage to an opponent make a copy, for the whole cycle, would inprove the cycle
As a Cycle: 4 The base idea is great, I think the cards themselve could use just a little refining.
Impeckable Valor :1mana::symw:
Echantment- Aura
Enchant Creature
Enchanted creature gets +1/+0 and has Vigilance and First Strike.
Whenever enchanted creature deals damage to a creature, put a copy of Impeckable Valor into play enchanting that creature. The knight's valor inspired even the darkest of foes.
Impeckable Skill :2mana::symu:
Enchantment- Aura
Enchant Creature
Enchanted creature can't be the target of spells or abilities.
At end of turn if a creature was the target of a spell or an ability that turn, put a copy of Impeckable Skill into play enchanting that creature. The mage's skill was spread far and wide to those in need.
Impeckable Greed :1mana::symb:
Enchantment- Aura
Enchant Creature
Enchanted creature has "Whenever this creature deals damage to a player, that player discards a card."
Whenever an opponent discards a card, put a copy of Impeckable Greed into play enchanting a creature that player controls. The merchant's greed spread like a disease to those he cheated.
Impeckable Fervor :symg::symg:
Enchantment- Aura
Enchant Creature
Enchanted Creature gets +2/+1 and gains Trample.
Whenever enchanted creature deals damage to a player, put a copy of Impeckable Fevror into play enchanting a creature that player controls. The animal's fury inspire battle wherever he tread.
Impeckable Ruthlessness
Enchantment- Aura
Enchant Creature
Enchanted creature has Haste and gains ":2mana:: This creature gets +1/+0 until end of turn."
Whenever enchanted creature deals damage to a player, put a copy of Impeckable Ruthlessness into play enchanting a creature that player controls. The barbarian's ruthlessness caused unrelenting death.
Double Winners with 28 points
Alacar Leoricar 28/30 with the Sorcerers cycle
Rath 28/30 with the Energizer cycle
void_nothing 27/30
MikeIs1337357 27/30
Eledin 27/30
Elf Boy 25/30
zoombinimatt 24/30
Poukis 24/30
Lord_Kaos 23/30
Rath and Alacar Leoricar
either arm wrestle to determine the next judge, co-judge, or i'll flip a coin if neither of the former options work out for you. Talk it out.
Ah, Rath and I have decided to co-judge. This time, we're going to ask you out there to give us a pair of Legendary Creatures. The best example would be Akroma & Phage. We will judge each separately, and then tally together our scores based on:
Flavor/Innovation (out of 10)
Templating/Design (out of 5)
Balance (out of 10)
and the pair of Legends overall (out of 5)
Both of our scores will be added to decide the winner, for a maximum total score of 60 for the most awesome pair of Legendary rivals since our beloved angel-on-minion pairing of Akroma and Phage.
We will accept 10 submissions, then begin judging. The 11th submission will be rejected, so be quick!
Good Luck to all who submit, and a thank you to erikcu from both Rath and myself for giving props to the best cycles of cards.
Kyrzenth the Blackhearted 3BBBRR
Legendary Creature--Demon
Trample, Protection from White
Whenever another nontoken creature is put into a graveyard from play, put a 2/2 black and red Demon Minion creature token into play.
Sacrifice a Minion: Kyrzenth the Blackhearted deals 2 damage to target creature or player.
11/4
Ahelana, the Pure Archangel 2WWWWW
Legendary Creature--Angel
First Strike, Flying, Haste, Vigilance
Whenever Ahelana, the Pure Archangel deals damage, you gain that much life.
When Ahelana is put into a graveyard from play, you may pay WWWW. If you do, remove all nonwhite creatures from the game.
5/8
Glamdew the Fore-Runner 2GG
Legendary Creature
Defender
Glamdew the Fore-Runner may not be the target of spells or abilities.
Glamdew can block as though it has Flying.
When Glamdew comes into play, search your library for a card named Oculi, the Cleansing Eye.
3/5 Glamdew is the seed planted late in the fall of Man's discontent.
Oculi, the Cleansing Eye 3WWW
Legendary Creature
As an additional cost to play Oculi, the Cleansing Eye, sacrifice a creature named Glamdew the Fore-Runner.
As Oculi comes into play if you played it from your hand, choose a color.
Flying, first strike, vigilance
Oculi has protection from the chosen color.
When Oculi comes into play, destroy all other non-land permanents that are not of the chosen color.
5/3 Oculi is the blossom that opens into the spring of Man's repentance.
Edit: Oh geez! When I posted them, I didn't understand that they had to be arch-enemies. I thought that they just were supposed to be a pair of Legends that were connected and that you were using Phage and Akroma as an example because it is just about the only one. Well, I know I won't win for it, but I'm not going to change my cards. Good luck to everyone else!
Oceana, Tide Elemental :1mana::symu:
Legendary Creature - Elemental
All lands become islands in addition to their other types. (This effect does not remove any rules text.) If the water rises enough, everything is an island.
1/3
Smoldar, Desiccation Elemental :1mana::symr:
Legendary Creature - Elemental
All lands become mountains in addition to their other types. (This effect does not remove any rules text.) If the water drops enough, everything is a mountain.
3/1
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Selena, Bearer of Life - 4WW
Legendary Creature - Angel
Flying; Protection from Black
Whenever Selena deals combat damage to a player, you gain that much life.
2W : All damage that would be dealt to target creature this turn is dealt to Selena instead.
"Selena brings salvation to those who embrace life."
4/5
Aneles, Bearer of Death - 4BB
Legendary Creature - Angel
Flying; Protection from White
Whenever Aneles deals combat damage to a player, you may sacrifice a creature. If you do, that player loses half of his or her life rounded up instead.
2B : Target creature cant block Aneles this turn.
"Aneles brings suffering to those who dont embrace death."
5/4
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Find me on MTGO: mushup0rk
Quote from Someone on Volcanic Hammer »
3 damage for 2 mana; it’s like playing 8 Lightning Helixes, except 4 of them have AIDS.
Thalos, the Bearer of truth - 3WG
L. Creature - Human Cleric
Whenever combat damage would be dealt to ~, put that many 1/1 saporling tokens into play instead.
3/3
Kerious, Keeper of Lies - 3UB
L. Creature - Zombie Wizard
Whenever ~ would deal combat damage, draw that many cards, and target opponant discards that many cards instead.
3/3
Zaphod Beeblebrox 3RR
Legendary Creature - Maniac Politician
First Strike
Zaphod Beeblebrox attacks each turn if able.
GU: Zaphod Beeblebrox gets +1/+1 and is unblockable until end of turn.] "Magrathea! It's Magrathea I just know it is!"
5/4
Humma Kavula 3WU
Legendary Creature - Human Spider Cleric 2UR, T: Gain control of target creature you don't own. It gets -2/-0 as long as you control it. Its owner may draw a card. Intelligence and the ability to govern are in truth more powerful than good looks and charm
2/4
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You will visit my website... Gleemax commands you! Stickboarder
R&Ds sets: Jupiter(codname... not finished)
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Quote from Poukis »
DAMN YOU ZOOMBINIMATT!!! We thought the exact SAME card. EXACTLY! SAME MANA COST!!!
Soma, General-King
Legendary Creature - Human Soldier Lord 1WW
Banding.
Damage dealt to Soma, General-King by creatures is reduced to zero. W: Redirect target spell or ability targeting Soma, General-King to another creature you control.
1/1 Soma was not only the most brilliant battlefield commander, any soldier would gladly give his life to him.
Calcos, Dark Lord
Legendary Creature - Human Lord 1BB
Sacrifice a Creature: Regenerate Calcos, Dark Lord and put a +1/+1 counter on Calcos, Dark Lord. B, Remove a +1/+1 counter from Calcos, Dark Lord: target creature blocking or blocked by Calcos, Dark Lord gets -2/-2 until end of turn.
1/1 "I will use any resource I can to vanquish my enemies, and my most loyal subjects are my most valuable resources." Calcos, Dark Lord
Gaduron, Huntsmaster1WG
Legendary Creature - Hound Warrior 2WG : All creatures you control get +3/+3 until end of turn. Play this ability only once each turn.
2/2
Feralis, Lone Stalker1WB
Legendary Creature - Cat Warrior 2WB : ~ gets +X/+X until end of turn where X is equal to 10 minus 1 for each other creature you control. Play this ability only once each turn.
2/2
Kyrzenth Templating/Design 5 Flavour/Innovation 6
He certainly is Black(and red)hearted, and Minions are cool, but the keywords seem glued on as an afterthought. Balance 4
Okay, here's where it gets wacky. 11/4 for 8? Okay it's a legend with a phat bite but... if you've been playing Minions for the last 7 (5 even, less if you've hurt the opponent) turns its an instant win, no need to hit with him. As for the hero sans the Minion-flinging, all I can really say is trample nicely balances the fragile X/4 body.
15/25
Ahelana Templating/Design 5 Flavor/Innovation 5
Another Akroma...(I suspect a C&P) Balance 5
A 5/8 Semi-Akroma for 7 is a bit cheap, especially with Spirit Link. With 8 toughness it's all that hard work to put her out of her misery just to have your board wiped. Shouldn't have Haste for sure. Akroma is a bad example.
15/25
Avg: 15/25
Both together 2
Would certainly be cool watching these two duke it out on the board (but they can't!), but I don't see a connection between them except :symb::symr: vs and the pro-white. Flavour text would be a great way to describe their connection.
17/30
Elf Boy
Glamdew Templating/Design 4
Search for it and? Flavour/Innovation 7
Sexy name but needs a creature type like Elf Druid or Spider Druid. Nicely combines the defensive strength of green. Fore-Runner sounds offensive to me, but I could be wrong. The flavour text is cool. Balance 8
Defender really holds it together, nothing really constructive worthy but is a nice obstacle in Casual games.
19/25
Oculi Templating/Design 4
Tad wordy, even ignoring flavour text. Flavour/Innovation 7
Needs a creature type again. Even though sacrifice isn't white it matches the evolution. The combat enhancements are a bit much though. Balance 8
Defender really holds it together, nothing really tourney worthy but is a nice obstacle in Casual games.
19/25
Avg: 19/25
Both together 5
One evolves from the other, and the flavour text, the names, everything pushes it along. I can see what happened with the Akroma/Phage example but all is well.
24/30
Ericku
Oceana Templating/Design 5
Doesn't exactly need reminder text, where'll all pros here. >_> Flavour/Innovation 9
You'll see in Smoldar this score drop, but now new in my mind it's very flavourful. Isn't mean like Quicksilver Fountain and can fix your mana. Balance 8
Legendary settles any power concerns, and it's not exactly the best set up for Boil, so no brokeness.
22/25
Smoldar Templating/Design 5
C&P Flavour/Innovation 6
I think I've seen this effect before like an inch up on my monitor. I wish the round requirements were a bit more free, we were looking more like flavourful enemies described in flavour text, evolutions like Kamahl and Kamahl, Fist of Krosa or facets like Akroma and Phage and Karona (though only two) Balance 8
Legendary settles any power concerns, and it's not exactly the best set up for um... ...can't remember what kills mountains — Goblin Spelunkers, so no brokeness. All glory to Barrel-Down Sozenkan?
19/25
Avg: 20.5/25
Both Together 4
Flavour text pulls this along, very wise words. Them mirroring each other completely is a turn-off imo and it seems a bit forced.
24.5/30
Elvish Champion
Lalano Templating/Design 5 Flavour/Innovation 6
Bored of spirits, but whatcha gonna do? Rather staple red effect, so little innovation. Balance 5
If you really like it at this cost it should be a 1/1. From turn 3/4 hitting a land a turn is dangerous. Effects like this are usually costed more or restricted. Note how each of those deal with non-basics... that argument served no purpose. Saved by the Legendary status and the fact that it can't attack and blow something up. 2 of these would be retarded.
16/25
Gedukai Templating/Design 5 Flavour/Innovation 7
Bored of spirits, but whatcha gonna do? Not so standard green effect Balance 6
Nothing special, can't attack and use it, much weaker than it's brethren. I couldn't see it played anywhere, combo decks have better tools.
18/25
Avg: 17/25
Both Together 4.5
They're equally costed, their bodies are similar to the difference between Arashi and Jiwari, they're spirits, they have psuedo-Japanese names, winter, summmer, LD, L-Return, I'm deducting half a point though, not because the names have a different number of characters, but you lose half a point because you have space with such little rules text for flavour text.. and nothing :'(
21.5/30
MikeIs1337357
Selena Templating/Design 4
You don't need to space it out, and semicolons have been phased out. Flavour/Innovation 7
Go Angels! Old abilities, new card. The activated ability seems a cross between Razia and Sheild Dancer. Balance 7 Exalted Angel got it's strength from its uncounterable morphing and it's early arival. This is it with bells and whistles — ability bells and a legendary whistle.
18/25
Aneles Templating/Design 5
Won't penalise for the same mistake twice and it's all spelt out the way WotC would anyway (unless they keyword everything =P) Flavour/Innovation 7
The triggered ability is exciting and orginal, only been on Ebonblade Reaper before and he couldn't remove his blockers. Can't block is typically red (if it was fear it'd come under evasion) and this card should be killing things rather than avoiding them. Balance 7
Could see play as a strong finisher but the triggered ability is soo much weaker each time you swing, that it's really not worth it after the first hit even.
19/25
Avg: 18.5/25
Both Together 4
Pro white + Black were mistakes as they swing right pass each other. The formats are similar and it has flavour text, yay.
22.5/30
Lord Kaos
Thalos Templating/Design 4
I'll deduct for the L., that's just laziness Flavour/Innovation 7
This is a new combination, but not all that interesting. Probably due to Phytohydra and Cho-Manno Revolutionary Balance 8
Nothing too dangerous
19/25
Kerious Templating/Design 5
Won't penalise for the same "mistake" twice. Flavour/Innovation 6
Certainly different to most Ophidian clones depending on P/T and such, but really seems like a fatter Dimir Cutpurse. Balance 4
Bah-roken (or approaching). One hit clears their hand and gains you three turns of cards. That's 6-1 card advantage. It also triggers on ANY combat damage, so can't be chumped like the Cutpurse.
15/25
Avg: 17/25 Both Together 4.5
Same cost, same size. Power varies greatly. No flavour text to link them, but their titles are sufficient. The mirror between being dealt damage and dealing damage is cool.
21.5/30
zoombinimatt
Zaphod Beeblebox Templating/Design 5 Flavour/Innovation 5
Well I'm guessing its based of a fictional character of some sort >_> I'm not really a fan of things like this becoming cards. The :symg::symu: activation cost is weird, as theres no (in terms of Magic) connection between these three colors, unless its & its enemies - yet the card is red. Balance 7
Well it's not overpowered, but with enough mana it's a 3 turn clock.
17/25
Humma Kavula Templating/Design 5 Flavour/Innovation 7
That ability is cool! But where's the red fit in :symw::symu: card? The ability could cost :2mana::symw:symu:, as control is blue and white is sometimes good at giving other's draws. White/Blue don't ever get spiders, but if the character demands it... Balance 7
Doesn't really need to specify a creature you don't control. Using the card to draw is a very expensive option.
19/25
Avg: 18/25
Both Together 2.5
Okay they're two characters, :symw::symu: vs but I can't see much beyond that.
20.5/30
Pronigious (I'd like to give you bonus points for pr0n in your name. Tee hee, I'm immature)
Soma ('tis a drug in Brave New World) Templating/Design 3
Put the cost next to the name next time.
Prevent all damage that would be dealt to ~ by creatures
Change the target of a spell or ability which targets ~ to another creature you control.
Flavour/Innovation 7
Ah! Banding. God that brings me back (that's a good thing, I think). This guy is just a beefy Benalish Soldier though. Balance 5
I don't think people would play it as a 1/1.
15/25
Calcos Templating/Design 5 Flavour/Innovation 8
Dark Lords are usually mighty and powerful, but I can see this as a Hell's Caretaker demon growing with sacrifices until he bursts forth with the power of his minions souls to thwart his enemies. Balance 7
The last ability doesn't really need the :symb:, looks a bit on the weak side but once its big, it's crazy.
20/25
Avg: 17.5/25
Both together 4
They mirror each other in P/T and CC, and they treat their cohorts differently, especially shown through the flavour text. There's a larger scale connection missing though.
21.5/30
Poukis
Joyres Templating/Design 4
The replacement ability is confusing me. You put them into play from play? Flavour/Innovation 8
Never been done before that I know, and I like it in these colours, probably because of the "this turn" clause. Pro-black makes alot of sense if it's the Avatar of the Sun but I still don't like it. Balance 9
Yeah, awesome if you get it out and not a guaranteed win. That's balance.
23/25
Heriss Templating/Design 5
You don't need "all". Flavour/Innovation 6
Flavourfully, it should only be black. Balance 7
Bit on the weak side, maybe should trigger on sorceries/isntants as that's :symu::symb:'s speciality and that way the new creature doesn't miss out on attacking.
18/25
Avg: 20.5/25
Both Together 4.5
Eternal Sun, Darkness, P/T, CC, yada-yada, Nice to see that they don't completely look the same, and that the abilities do completely different things, albeit with creatures. 4
25/30
Sharda
Gaduron Templating/Design 5 Flavour/Innovation 8
A tad bland. To get the 9th point you missed here, you should've had flavour text. (I now see the importance) Balance 7
Rather strong indeed. Playable indeed. Maybe the ability should cost :3mana::symw::symg: or him cost :2mana::symw::symg: or both.
21/25
Feralis Templating/Design 5
You write cards up like I do, wish I could give you a 6. Flavour/Innovation 9
To get the point you missed here, you only really needed flavour text. The lone-stalker thing really stands out in the unique ability. Balance 4
Too strong alone or with 2 other creatures (a 10/10???). How often do you have even 5 creatures on board? You should never overextend, except with Saprolings.
18/25
Avg: 19.5/25
Both Together 4.5
I like how they both have white in them, they are different aspects of white too.
24/30
Note — If I'm ever judge again I'll be using this criteria: Templating /5 (Correct Magicese and the E word - elegance) Flavour /5 (Excite my inner-Vorthos) Originality /5 (Bitz&Pieces or Ingenious?) Eye on the Pie /5 (In the modern color pie? Flavour points will leak through if it bends the pie flavourfully) Balance /10 (Arcbound Ravager or Arcbound jank? Considers where it would see play)
Whew! After a lot of typing, here I am. Sorry for the delay, I was out Thursday evening and much of Friday. As for the scores, I don't find a need for hiding my judgments! Eledin21/30 Kyrzenth Templating/Design 5 Flavor/Innovation 7
His abilities are awesome, especially in BR. Dying for flavor text! Balance 5
Whoa, whoa, whoa! This guy does NOT need Trample! Trample on non-green creatures, even Legendary ones, are rare at best. 11/4 on a vanilla creature for 8 is big, but with Trample tacked on seems too unfair even for BR. Plus, Standardize breaks this guy.
17/25 Ahelana Templating/Design 5 Flavor/Innovation 6
Again, I ask; she's Akroma's little sister? Her Wrath effect eliminates the minions generated and leaves your army untouched, which is cool, but she needs to be able to stand up to them in more ways than just dying. Again, dying for flavor text! Balance 8
She is hard to kill, and hard to stop. That's good. Against her nemesis she needs to be able to smack hard and often. There's just not enough rattlesnake in her to keep the minion tokens at bay, especially when they can just smack you in the head (along with Kyrzenth). But still, she is well balanced for an antithesis for the demon, and when she does die, she goes with a bang.
19/25 Avg. 18/25 Overall 3
Nothing too spectacular. These cards are a bit clunky in execution, but I can see them glaring across from each other (or even together with Tooth and Nail) on the board.
Elf Boy24.5/30 Glamdew Templating/Design 4
Needs a creature type, and your text is incomplete. Most of us assume it's in your hand, but it may be more balanced to be put on top of your library. It's an unknown factor. Flavor/Innovation 8
Good jorb here. A great Spider-like (Elemental?) that evolves into its companion. Flavor texts sync up well. Balance 9
For what this pair of Legends are trying to do, and the fact that it's a 3/5 spider-defender for 4, make it an attractive card. The only issue is that it's hard to kill, making Oculi easy to cast.
21/25 Oculi Templating/Design 4
Again, needs a creature type. You end up getting a similar situation to the red/green Kamahl problem, by having both in play at the same time at some point. Flavor/Innovation 7
Very good flavor! A powerful ending of the world coming from a meager creature before it is awesome, making Selesnya ring its Conclave bells in rejoicing. Balance 3
This is where the card falls flat on its face. Flying, first strike, vigilance, Voice of All, AND Nevi's Disk for all non-pro color cards ALL on a 5/3 for 5 mana?? Gawd, Akroma is heaving with envy! For something that awesome I'd expect to pay eight mana; for five mana, a 3/2 with that awesomeness attached would be good.
20/25 Avg. 20.5/25 Overall 4
This pair is a good pair. They aren't enemies, which is okay, no worries, but the ease of getting the sheer power from Oculi is just a little too easy. When Oculi hits the board, it needs to be special, not just par for the course like Wrath of God. It needs to make Glamdew a liability, and send signals to everyone.
erikcu20/30 Oceana Design/Templating 5
Reminder text is fine, IMO. Flavor/Innovation 8
The idea of an Elemental so powerful that it drowns the land into islands is wonderful. The flavor text says it all. I'd love to see the art for this. Balance 5
This is where it gets a little sticky. If it turned everything into just Islands it'd be fine for 2 mana, even with the 1/3 p/t, but turning all your basics into Dual-lands is nasty.
18/25 Smoldar Design/Templating 5
Copy and paste from above. Flavor/Innovation 7
Again, copy and paste, replacing Island with Mountain. Balance 6
Ditto, save it's a little more balanced due to being a 3/1.
18/25 Avg. 18/25 Overall 2
I see the flavor. I see the beauty, the elegance. But I'm just a little twitchy over the idea of all my lands being Islands and Mountains in addition to their types for such a low cost. If it only had replaced my basic land types, then it would be awesome, and we would really see the battle between these two.
Elvish Champion19.5/30 Lalano Templating/Design 5
I just wish she could do more. Flavor/Innovation 2
LD isn't exactly flavorful unless you have flavor text to back it up! If this card saw print it would be way too empty. Balance 8
A 2/2 for 4 is a bit steep unless you look at her text box, but even then there is a little leeway for more, like haste.
15/25 Gedukai Templating/Design 5
Same as above; where's the love for abilities? Flavor/Innovation 2
This fits the arch-nemesis label to a fine T. However, the absence of flavor only makes them into ability-based opponents. Balance 9
The fact that Gedukai trumps Lalano in power power and toughness and ability makes Gedukai a powerful creature, with a good cost.
16/25 Avg. 15.5/25 Overall 4
All this pair needed to be awesome was flavor.
MikeIs133735726/30 Selena Templating/Design 5 Flavor/Innovation 8
Selena screams protection. She screams protection against creatures and players alike, as well as a hate for black, which is fitting. The flavor text syncs well. Balance 9
Not too big, not too small, just good enough to be a pain in the ass, and just not good enough to be dealt with.
22/25 Aneles Templating/Design 5 Flavor/Innovation 8
Aneles screams "I hate you." She smacks enemies with no regard. She is the perfect antithesis of her counterpart. Balance 7
Her life loss ability is a bit too nasty, but otherwise she is just going to get teeth gnashed at her.
20/25 Avg. 21/25 Overall 5
Very well designed, balanced, and playable pair of enemies. The shame is that they'll never clash on the battlefield!
Lord_Kaos19.5/30 Thalos Templating/Design 4
Is it just me, or does anyone else get a little ticked when people don't bother putting in the extra few seconds to type in the full card name, or even the card type? Flavor/Innovation 4
I'm missing flavor text. Plus I'm having trouble figuring out how the ability ties into his name or creature type. Balance 5
Again, disappointing. A 3/3 for 5 with an awesome ability like this one is enough to make this bah-roken in my book. Not too broken, as it can be spot removed, but still, it's going to attack and/or block every turn for saprolings.
13/25 Kerious Templating/Design 4
Same reason. Type the full card out, please, thanks. Flavor/Innovation 6
Much better--a Zombie Wizard with this ability makes sense, but I'm still missing the flavor text. If it looks like there's enough room on the card for it, put it on! Balance 8
This guy Finkels cards instead of damages. Very cool, and very Dimir, but he can be dealt with.
18/25 Avg. 15.5/25 Overall 4
Thalos is very breakable and needs severe tweaking. I can see the flavor between these two, but what if they go into combat? Thalos would kill Kerious, but Kerious' owner would net cards and Thalos' would lose some; but Thalos' owner gets three saprolings. This would be fair, except Thalos is still alive.
Zoombinimatt26.5/30 Zaphod Beeblebrox Templating/Design 5
Oh! A Maniac Politician! Flavor/Innovation 9
Wow. I am a good fan of Hitchhiker's Guide, and this card fits the flavor of the president of the galaxy very very well. The only problem is that it doesn't fit the abilities JUST right. Balance 8
A creature that needs three colors to work well is nifty, but in that case it could've been a little cheaper. STILL, for monored it is a powerhouse.
22/25 Humma Kavula Templating/Design 5
Love the creature type, fits the character. Flavor/Innovation 9
Fits the character easily, its ability following what happens in Hitchhiker's. His flavor text is excellent. Balance 7
For the costs I'm paying, I expect a little more. Overcosted!
21/25 Avg. 21.5/25 Overall 5
A good pair! It's hard to pull off cards from books. Many props.
Pronigious28/30 Soma Templating/Design 5
Who sees banding anymore, really?? Flavor/Innovation 9
This guy drips with flavor! He's a powerful leader and his abilities show that, especially with the much-unused banding, and his flavor accents it. Balance 9
Gosh, he's a 1/1 for 3 Uncle Istvan with redirection AND banding to take advantage of his Istvan ability.. that sounds VERY good for a Legend, and he's not unkillable.
23/25 Calcos Templating/Design 5
Flavor text does not need to quote itself like that; simple quotations will get the point across. Flavor/Innovation 9
The perfect opposite to Soma, without exactly looking like it; he is almost unkillable with an army, and he flanks Soma's Istvan ability. Balance 9
Wow, he's a 1/1 for 3 with regeneration/growth, and he can flank creatures with Banding, and can outwit Soma if you can tap Soma out of white mana.. that sounds... equally as good!
23/25 Avg. 23/25 Overall 5
This is a very good, balanced pair of Legends that proves that you don't need huge power/toughness or protection to prove that they can go toe to toe.
Poukis27.5/30 Joyres Design/Templating 5 Flavor/Innovation 9
I haven't seen an ability like this before! It just needs a little more.. flavor text? But then again, the ability is so long-winded that it seems cluttered. Balance 9
Whew, a huge angel with a nasty nasty ability tacked on? Bad. A cost you have to pay for it to trigger? Good!
23/25 Heriss Design/Templating 5 Flavor/Innovation 9
I haven't seen anything like this either! I would like flavor again, but if Joyres goes without it, then Heriss can too, I guess. Balance 8
This is the kick in the pants. Joyres got a 9 'cause (she?) had a drawback. Heriss grants automatic fear, which pretty much nullifies the pro-black Joyres has. Plus, shouldn't Heriss have pro-green? White is blue's ally!
22/25 Avg. 22.5/25 Overall 5
This is a good pair of Legendary Avatars, with good flavor in the names and abilities, but Heriss just makes it a little lopsided.. a little.
Sharda26.5/30 Gaduron Design/Templating 5 Flavor/Innovation 7
A good 'pack leader', as the name suggests. Flavor text would have been nice. Balance 9
The cost of his ability is well balanced, but for GW I would have liked to see trample or first strike thrown in.
21/25 Feralis Design/Templating 5 Flavor/Innovation 8
Unique ability! If it's all by itself it gets +10/+0? Nice. Flavor text is missing. Balance 9
Very nice for WB, and very neatly costed. A 2/2 for 3 isn't great, but a 12/2 is nothing to sneeze at.
22/25 Avg. 21.5/25 Overall 5
I would have liked to see flavor text and slight tweaks to make these creatures more fearsome (like trample for Gaduron or fear for Feralis), but I can see the diametric opposition of these two Legends.
Congratulations to Poukis, for his pair of Avatar Legends with a score of 52.5/60, and to all others for their submissions. Good luck to those in the next round!
Artifact - Equipment (C)
Equiped creature gains +1/+0, and First Strike
Whenever equiped creature deals damage to a player, deal that much damage to target creature.
Equip 3
Glacial Spike -3
Artifact - Equipment (U)
Equiped creature gains +2/+0, and First Strike
Whenever equiped creature deals combat damage to a creature, remove that creature from the game. At the end of that creatures controlers Next turn, return all creatures removed from the game this way.
Equip 4
Storm Spike - 4
Artifact - Equipment (R)
Equiped creature gains +3/+0 and First strike.
Whenever equiped creature deals combat damage to a player, equiped creature deals that much damage to all creatures as well.
Equip 5
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Creature — Human Wizard
Whenever you play a white spell, creatures you control get +0/+1 until end of turn.
A sigul in the sky keeps the soldier alive.
2/3
Barriercast Energizer :2mana::symu::symu:
Creature — Vedalken Wizard
Whenever you play a blue spell, tap target creature.
A wall in the way keeps the monsters at bay.
1/4
Voidcast Energizer :2mana::symb:
Creature — Zombie Wizard
Whenever you play a black spell, target player discards a card.
A vision of hells can cost one his spells.
1/1
Reincast Energizer :3mana::symr::symr:
Creature — Orc Wizard
Whenever you play a red spell, you may gain control of target creature until end of turn.
A thunderous rein is the best way to train.
2/2
Clawcast Energizer :3mana::symg:
Creature — Elf Wizard
Whenever you play a green spell, put a 2/2 green Bear creature token into play.
A vicious disguise will bring two to your eyes.
2/2
Creature - Warlord
Vigilance
White creatures you control get +1/+1.
2WW: Prevent the next 5 damage that would be dealt to target white creature this turn.
Whenever Light Warlord attacks, untap all white creatures you control.
3/3
Liquid Warlord - 3UUU
Creature - Warlord
Flying
Blue creatures you control get +1/+1.
2UU: Return target blue creature to its owner's hand.
Whenever Liquid Warlord attacks, blue creatures you control gain flying until end of turn.
3/3
Death Warlord - 3BBB
Creature - Warlord
Black creatures you control get +1/+1.
B: Regenerate Black Warlord.
2BB: Return target black creature from your graveyard to play.
Whenever Death Warlord attacks, black creatures you control gain "B: Regenerate this creature" until end of turn.
3/3
Fire Warlord - 3RRR
Creature - Warlord
First Strike
Red creatures you control get +1/+1.
2RR: Target red creature deals damage equal to its power to another target creature or player.
Whenever Fire Warlord attacks, red creatures you control gain First Strike until end of turn.
3/3
Jungle Warlord - 3GGG
Creature - Warlord
Trample
Green creatures you contol get +1/+1.
2GG: Target green creature gets +3/+3 until end of turn.
Whenever Jungle Warlord attacks, green creatures you control gain Trample until end of turn.
3/3
Creature- Elemental Beast
Whenever an enchantment you control goes to a graveyard from play, you may remove a +1/+1 counter from Sun-storm Jurkalth. If you do, you gain 2 life.
:1mana:, sacrifice an enchantment: Put a +1/+1 counter on Sun-storm Jurkalth.
Its soul radiates the pure, holy light of a thousand stars.
3/4
Ice-torrent Jurkalth 2UUU
Creature- Elemental Beast
Whenever a spell you play is countered, you may remove a +1/+1 counter from Ice-torrent Jurkalth. If you do, tap target creature.
:1mana:, counter the next spell you play: Put a +1/+1 counter on Ice-torrent Jurkalth
Its eyes shine with the cold power of a thousand blizzards.
3/4
Shadow-swirl Jurkalth 2BBB
Creature- Elemental Beast
Whenever a creature goes to a graveyard from play, you may remove a +1/+1 counter from Shadow-swirl Jurkalth. If you do, you lose 1 life and target player discards a card.
:1mana:, sacrifice a creature: Put a +1/+1 counter on Shadow-swirl Jurkalth.
Its heart emanates the venomous darkness of a thousand sins.
4/3
Fire-storm Jurkalth 2RRR
Creature- Elemental Beast
Whenever a land you control is put into a graveyard from play, you may remove a +1/+1 counter from Fire-storm Jurkalth. If you do, Fire-storm Jurkalth deals 1 damage to each creature.
:1mana:, sacrifice a land: Put a +1/+1 counter on Fire-stom Jurkalth.
Its breath burns with all the fury of a thousand infernos.
4/3
Vine-whirl Jurkalth 2GGG
Creature- Elemental Beast
Whenever a card in your graveyard leaves the graveyard, you may remove a +1/+1 counter from Vine-whirl Jurkalth. If you do, target creature gets +2/+2 until end of turn.
:1mana:, remove a card in your graveyard from the game: Put a +1/+1 counter on Vine-whirl Jurkalth.
Its claws glow with the vitality of a thousand jungles.
3/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rope 2WW
Enchantment
2W: Deal 1 damage to target attacking or blocking creature.
1W: Prevent the next 1 damage that would be dealt to target creature or player.
1W: Target creature cant attack or block this turn unless its controller pays 2.
Towel 3UU
Enchantment
1U: Put the top card of target player's library into their graveyard.
2U: Counter target spell unless its controller pays <2>
2U: Return target creature to its owners hand
2U: Tap target permanent.
4U: Put a 1/1 blue towel vermin creature token with flying into play.
Wire 3BB
Enchantment
2B, tap an untapped creature you control: Destroy target creature with power X or less, where X is the power of the tapped creature.
2B: Target player loses 1 life.
Whip 2RR
Enchantment
1R: Target creature you control gets +1/-1 until end of turn.
2R: Deal 1 damage to target creature.
3R: Target creature gains first strike and haste until end of turn
Vine 2GG
Enchantment
2G: Target creature gets +1/+1 and gains trample until end of turn.
3G: return target land card in your graveyard to your hand
4G: Until end of turn, creatures you control can block as though they had flying.
hehehe cycle of super-guildmage enchantments
You will visit my website... Gleemax commands you!
Stickboarder
R&Ds sets: Jupiter(codname... not finished)
Saturn(codname... not started)
Uranus(codname... not started)
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, return target creature to its owners hand.
1UU : Return ~ to its owners hand.
1/1
Soulburner Wraith - 3R
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, ~ deals 3 damage to target creature or player.
2R : Return ~ to its owners hand.
2/1
Fleshreaver Wraith - 2BB
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, destroy target non-black, non-artifact creature.
2BB : Return ~ to its owners hand.
2/2
Sundering Wraith - 1GG
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, destroy target artifact or enchantment.
1GG : Return ~ to its owners hand.
1/2
Steadfast Wraith - 2W
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, prevent all damage that would be dealt this turn.
2W : Return ~ to its owners hand.
1/1
Legendary Creature -- Human Cleric
W, Remove an artifact or enchantment card in your graveyard from the game:
The next time a source of your choice would deal damage this turn,
prevent that damage.
2W, Remove an artifact or enchantment card in your
hand from the game: Target creature you control is indestructible
until end of turn.
2/5
Lleywen, Illusionist 4U
Legendary Creature -- Human Wizard
U, Remove an instant or sorcery card in your
graveyard from the game: Counter target spell
unless its controller pays 1.
2U, Remove an instant or sorcery card in your
hand from the game: Counter target spell.
3/4
Elowyn, Necromancer 4B
Legendary Creature -- Human Witch
B, Remove a creature card in your graveyard
from the game: Target creature gets +2/+1
until end of turn.
2B, Remove a creature card in your hand
from the game: Destroy target nonblack creature.
4/3
Myrael, Invoker 4R
Legendary Creature -- Human Shaman
R, Remove an instant or sorcery card in your
graveyard from the game: Myrael deals 2 damage to target
creature.
2R, Remove an instant or sorcery card in your
hand from the game: Destroy target artifact or nonbasic land.
5/2
Kazary, Enchantress 4G
Legendary Creature -- Human Druid
G, Remove a creature or enchantment card in your graveyard from the game:
Target creature gets +2/+2 until end of turn.
2G, Remove a creature or enchantment card in your
hand from the game: Return target card from your graveyard to your hand.
3/3
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Flavor/Originality: 9 The names are pretty good for the colors they represent, as are the effects. Affecting the game from the graveyard is pretty original, the first time with instants.
Ballance: 8 Three color spells should be good. These seem a little weak, well a better way to put it, is they are very conditional. If in the grave and a card with the same name. They are not bad effects.
Design: 3 This is where the cards suffer the most. They are not concise. The counters are a bit messy and not the easiest things to keep track of what is affecting what. Unecessarily busy effects. Not one effect stands out in my mind.
As a Cycle: 4 besides the design trouble the flavor and idea of the cycle is fine. I just think the effects should be simplified. You went out side the box on thinking... then smashed the box and burned it.
Power of the Wise :symg::symw::symu:
Instant
If a creature you control dealt combat damage to an opponent this turn, tap two target permanents and put an oppression counter on each of those permanents. As long as Power of the Wise is in your graveyard, permanents with oppression counters can't untap.
Power of the Cunning :symw::symu::symb:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a link counter on target non-land permanent. As long as Power of the Cunning is in your graveyard, whenever a permanent with the same name as a permanent with link counters comes into play, you may draw 3 cards.
Power of the Cruel :symu::symb::symr:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a curse counter on target non-land permanent. As long as Power of the Cruel is in your graveyard, if a player would draw a card, he or she reveals it instead. If that card has the same name as a permanent with a curse counter, remove that card from the game.
Power of the Thoughtless :symb::symr::symg:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a rage counter on target creature. As long as Power of the Thoughtless is in your graveyard, permanents with rage counters must attack each turn if able and get "Whenever this permanent becomes tapped, it deals 3 damage to its controller".
Power of the Furious :symr::symg::symw:
Instant
If a creature you control dealt combat damage to an opponent this turn, put a tribe counter on target creature you control. As long as Power of the Furious is in your graveyard, creatures with tribe counters get +1/+1 for each other creature you control.
Lord_Kaos 23/30
Flavor/Originality: 6 Interesting cycle revolving on common, uncommon, and rare. I just wish the cards themselves were a little more exciting, and the naming showed a progression of power more. Something like Spark Spike, Fire Spike, Inferno Spike... for example.
Ballance: 8 Definitely not over powered. I think the equip costs are a little high.
Design: 4 Good design. only thing that jumped out at me was equiped should be equipped.
As a Cycle: 5 good cycle, I like that you took a different route.
Molten Spike -
Artifact - Equipment (C)
Equiped creature gains +1/+0, and First Strike
Whenever equiped creature deals damage to a player, deal that much damage to target creature.
Equip
Glacial Spike -:3mana:
Artifact - Equipment (U)
Equiped creature gains +2/+0, and First Strike
Whenever equiped creature deals combat damage to a creature, remove that creature from the game. At the end of that creatures controlers Next turn, return all creatures removed from the game this way.
Equip
Storm Spike -
Artifact - Equipment (R)
Equiped creature gains +3/+0 and First strike.
Whenever equiped creature deals combat damage to a player, equiped creature deals that much damage to all creatures as well.
Equip
Rath 28/30
Flavor/Originality: 8 cute little rhymes. Good stuff
Ballance: 10 Spot on. Creatures tend to be well ballance by the fact that there is a lot of ways to kill them. Nice that the better effects have good costs and power/tough ratios.
Design: 5 Excellent
As a Cycle: 5
Bravecast Energizer :1mana::symw::symw:
Creature — Human Wizard
Whenever you play a white spell, creatures you control get +0/+1 until end of turn.
A sigul in the sky keeps the soldier alive.
2/3
Barriercast Energizer :2mana::symu::symu:
Creature — Vedalken Wizard
Whenever you play a blue spell, tap target creature.
A wall in the way keeps the monsters at bay.
1/4
Voidcast Energizer :2mana::symb:
Creature — Zombie Wizard
Whenever you play a black spell, target player discards a card.
A vision of hells can cost one his spells.
1/1
Reincast Energizer :3mana::symr::symr:
Creature — Orc Wizard
Whenever you play a red spell, you may gain control of target creature until end of turn.
A thunderous rein is the best way to train.
2/2
Clawcast Energizer :3mana::symg:
Creature — Elf Wizard
Whenever you play a green spell, put a 2/2 green Bear creature token into play.
A vicious disguise will bring two to your eyes.
2/2
Eledin 27/30
Flavor/Originality: 9
Ballance: 8 I think they might be a little unballanced in limited. Not that limited does not have its bombs.
Design: 5
As a Cycle: 5
Light Warlord - :3mana::symw::symw::symw:
Creature - Warlord
Vigilance
White creatures you control get +1/+1.
:2mana::symw::symw:: Prevent the next 5 damage that would be dealt to target white creature this turn.
Whenever Light Warlord attacks, untap all white creatures you control.
3/3
Liquid Warlord - :3mana::symu::symu::symu:
Creature - Warlord
Flying
Blue creatures you control get +1/+1.
:2mana::symu::symu:: Return target blue creature to its owner's hand.
Whenever Liquid Warlord attacks, blue creatures you control gain flying until end of turn.
3/3
Death Warlord - :3mana::symb::symb::symb:
Creature - Warlord
Black creatures you control get +1/+1.
:symb:: Regenerate Black Warlord.
:2mana::symb::symb:: Return target black creature from your graveyard to play.
Whenever Death Warlord attacks, black creatures you control gain ":symb:: Regenerate this creature" until end of turn.
3/3
Fire Warlord - :3mana::symr::symr::symr:
Creature - Warlord
First Strike
Red creatures you control get +1/+1.
:2mana::symr::symr:: Target red creature deals damage equal to its power to another target creature or player.
Whenever Fire Warlord attacks, red creatures you control gain First Strike until end of turn.
3/3
Jungle Warlord - :3mana::symg::symg::symg:
Creature - Warlord
Trample
Green creatures you contol get +1/+1.
:2mana::symg::symg:: Target green creature gets +3/+3 until end of turn.
Whenever Jungle Warlord attacks, green creatures you control gain Trample until end of turn.
3/3
void_nothing 27/30
Flavor/Originality: 9 Interesting opposing effects.
Ballance: 9
Design: 4 A little confusing at first read, Perhaps that is the point.
As a Cycle: 5
Sun-storm Jurkalth :2mana::symw::symw::symw:
Creature- Elemental Beast
Whenever an enchantment you control goes to a graveyard from play, you may remove a +1/+1 counter from Sun-storm Jurkalth. If you do, you gain 2 life.
:1mana:, sacrifice an enchantment: Put a +1/+1 counter on Sun-storm Jurkalth.
Its soul the radiates pure, holy light of a thousand stars.
3/4
Ice-torrent Jurkalth :2mana::symu::symu::symu:
Creature- Elemental Beast
Whenever a spell you play is countered, you may remove a +1/+1 counter from Ice-torrent Jurkalth. If you do, tap target creature.
:1mana:, counter the next spell you play: Put a +1/+1 counter on Ice-torrent Jurkalth
Its eyes shine with the cold power of a thousand blizzards.
3/4
Shadow-swirl Jurkalth :2mana::symb::symb::symb:
Creature- Elemental Beast
Whenever a creature goes to a graveyard from play, you may remove a +1/+1 counter from Shadow-swirl Jurkalth. If you do, you lose 1 life and target player discards a card.
:1mana:, sacrifice a creature: Put a +1/+1 counter on Shadow-swirl Jurkalth.
Its heart emanates the venomous darkness of a thousand sins.
4/3
Fire-storm Jurkalth :2mana::symr::symr::symr:
Creature- Elemental Beast
Whenever a land you control is put into a graveyard from play, you may remove a +1/+1 counter from Fire-storm Jurkalth. If you do, Fire-storm Jurkalth deals 1 damage to each creature.
:1mana:, sacrifice a land: Put a +1/+1 counter on Fire-stom Jurkalth.
Its breath burns with all the fury of a thousand infernos.
4/3
Vine-whirl Jurkalth :2mana::symg::symg::symg:
Creature- Elemental Beast
Whenever a card in your graveyard leaves the graveyard, you may remove a +1/+1 counter from Vine-whirl Jurkalth. If you do, target creature gets +2/+2 until end of turn.
:1mana:, remove a card in your graveyard from the game: Put a +1/+1 counter on Vine-whirl Jurkalth.
Its claws glow with the vitality of a thousand jungles.
3/4
zoombinimatt 24/30
Flavor/Originality: 8 I like the flavor a lot. Nice generic names with effects that represent the abilities well. Only question is "vermin towel creature" ? What in the world is that?
Ballance: 8 Well balanced. A lot of utility in one card, I think some of the casting costs may be a little expensive, considering the activation costs of the cards. (It mostly depends upon the sets availabilty of enchanment removal)
Design: 4 some punctuation and capitalization missing. Pretty standard effects.
As a Cycle: 4 In reality such generic names rarely get made anymore. I think wizards is afraid to waste them on spells that are not iconic. This is a great cycle, but I can't imagine such cards would get the names you gave them. More like Jander's Rope, and Biblof's Towel, or whatever the fantasy names are these days.
Rope :2mana::symw::symw:
Enchantment
:2mana::symw:: Deal 1 damage to target attacking or blocking creature.
:1mana::symw:: Prevent the next 1 damage that would be dealt to target creature or player.
:1mana::symw:: Target creature cant attack or block this turn unless its controller pays :2mana:.
Towel :3mana::symu::symu:
Enchantment
:1mana::symu:: Put the top card of target player's library into their graveyard.
:2mana::symu:: Counter target spell unless its controller pays <2>
:2mana::symu:: Return target creature to its owners hand
:2mana::symu:: Tap target permanent.
:4mana::symu:: Put a 1/1 blue towel vermin creature token with flying into play.
Wire :3mana::symb::symb:
Enchantment
:2mana::symb:, tap an untapped creature you control: Destroy target creature with power X or less, where X is the power of the tapped creature.
:2mana::symb:: Target player loses 1 life.
Whip :2mana::symr::symr:
Enchantment
:1mana::symr:: Target creature you control gets +1/-1 until end of turn.
:2mana::symr:: Deal 1 damage to target creature.
:3mana::symr:: Target creature gains first strike and haste until end of turn
Vine :2mana::symg::symg:
Enchantment
:2mana::symg:: Target creature gets +1/+1 and gains trample until end of turn.
:3mana::symg:: return target land card in your graveyard to your hand
:4mana::symg:: Until end of turn, creatures you control can block as though they had flying.
MikeIs1337357 27/30
Flavor/Originality: 8 Interesting and original. Wraiths seem a little out of flavor outside of black, especially some of the effects they are doing.
Ballance: 9 Pretty well ballanced. Unlike buyback, folks can shock these guys in response to the bounce, etc. These would be power houses in limited.
Design: 5 Good concise design.
As a Cycle: 5 excellent cycle. Good consitancy.
Exiling Wraith - :1mana::symu::symu:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, return target creature to its owners hand.
:1mana::symu::symu: : Return ~ to its owners hand.
1/1
Soulburner Wraith - :3mana::symr:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, ~ deals 3 damage to target creature or player.
:2mana::symr: : Return ~ to its owners hand.
2/1
Fleshreaver Wraith - :2mana::symb::symb:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, destroy target non-black, non-artifact creature.
:2mana::symb::symb: : Return ~ to its owners hand.
2/2
Sundering Wraith - :1mana::symg::symg:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, destroy target artifact or enchantment.
:1mana::symg::symg: : Return ~ to its owners hand.
1/2
Steadfast Wraith - :2mana::symw:
Creature - Wraith
You may play ~ whenever you could play an instant.
When ~ comes into play, prevent all damage that would be dealt this turn.
:2mana::symw: : Return ~ to its owners hand.
1/1
Alacar Leoricar 28/30
Flavor/Originality: 8 Pretty original, Remind me a bit of some set way back when, with those wizards that let you discard cards for effects.
Ballance: 10 excellent ballance. The cards turn your cards into useful spells, and have a quick and easy effect. Vey good job on balance.
Design:5 Good design, at first I thought it was a bit much text for 1 card, but for a Legendary creature it makes sense.
As a Cycle:5 Good cycle there is a nice consistancy to the cards.
Elena, Abjurer :4mana::symw:
Legendary Creature -- Human Cleric
:symw:, Remove an artifact or enchantment card in your graveyard from the game:
The next time a source of your choice would deal damage this turn,
prevent that damage.
:2mana::symw:, Remove an artifact or enchantment card in your
hand from the game: Target creature you control is indestructible
until end of turn.
2/5
Lleywen, Illusionist :4mana::symu:
Legendary Creature -- Human Wizard
:symu:, Remove an instant or sorcery card in your
graveyard from the game: Counter target spell
unless its controller pays :1mana:.
:2mana::symu:, Remove an instant or sorcery card in your
hand from the game: Counter target spell.
3/4
Elowyn, Necromancer :4mana::symb:
Legendary Creature -- Human Witch
:symb:, Remove a creature card in your graveyard
from the game: Target creature gets +2/+1
until end of turn.
:2mana::symb:, Remove a creature card in your hand
from the game: Destroy target nonblack creature.
4/3
Myrael, Invoker :4mana::symr:
Legendary Creature -- Human Shaman
:symr:, Remove an instant or sorcery card in your
graveyard from the game: Myrael deals 2 damage to target
creature.
:2mana::symr:, Remove an instant or sorcery card in your
hand from the game: Destroy target artifact or nonbasic land.
5/2
Kazary, Enchantress :4mana::symg:
Legendary Creature -- Human Druid
:symg:, Remove a creature or enchantment card in your graveyard from the game:
Target creature gets +2/+2 until end of turn.
:2mana::symg:, Remove a creature or enchantment card in your
hand from the game: Return target card from your graveyard to your hand.
3/3
Elf Boy 25/30
Flavor/Originality: 8 The copy a creature enchantment is very interesting. The word "Impeckable" does not quite match the effect in my mind, but it is not a bad word for the card either. It seems more like infectious Valor, Greed, etc.
Ballance: 9 Pretty well balanced for the most part.
Design:4 The conditions for enchanting are good and in color, but seem like there could be a simpler set of conditions. Perhaps if enchanted creature deals damage to an opponent make a copy, for the whole cycle, would inprove the cycle
As a Cycle: 4 The base idea is great, I think the cards themselve could use just a little refining.
Impeckable Valor :1mana::symw:
Echantment- Aura
Enchant Creature
Enchanted creature gets +1/+0 and has Vigilance and First Strike.
Whenever enchanted creature deals damage to a creature, put a copy of Impeckable Valor into play enchanting that creature.
The knight's valor inspired even the darkest of foes.
Impeckable Skill :2mana::symu:
Enchantment- Aura
Enchant Creature
Enchanted creature can't be the target of spells or abilities.
At end of turn if a creature was the target of a spell or an ability that turn, put a copy of Impeckable Skill into play enchanting that creature.
The mage's skill was spread far and wide to those in need.
Impeckable Greed :1mana::symb:
Enchantment- Aura
Enchant Creature
Enchanted creature has "Whenever this creature deals damage to a player, that player discards a card."
Whenever an opponent discards a card, put a copy of Impeckable Greed into play enchanting a creature that player controls.
The merchant's greed spread like a disease to those he cheated.
Impeckable Fervor :symg::symg:
Enchantment- Aura
Enchant Creature
Enchanted Creature gets +2/+1 and gains Trample.
Whenever enchanted creature deals damage to a player, put a copy of Impeckable Fevror into play enchanting a creature that player controls.
The animal's fury inspire battle wherever he tread.
Impeckable Ruthlessness
Enchantment- Aura
Enchant Creature
Enchanted creature has Haste and gains ":2mana:: This creature gets +1/+0 until end of turn."
Whenever enchanted creature deals damage to a player, put a copy of Impeckable Ruthlessness into play enchanting a creature that player controls.
The barbarian's ruthlessness caused unrelenting death.
Double Winners with 28 points
Alacar Leoricar 28/30 with the Sorcerers cycle
Rath 28/30 with the Energizer cycle
void_nothing 27/30
MikeIs1337357 27/30
Eledin 27/30
Elf Boy 25/30
zoombinimatt 24/30
Poukis 24/30
Lord_Kaos 23/30
Rath and Alacar Leoricar
either arm wrestle to determine the next judge, co-judge, or i'll flip a coin if neither of the former options work out for you. Talk it out.
Flavor/Innovation (out of 10)
Templating/Design (out of 5)
Balance (out of 10)
and the pair of Legends overall (out of 5)
Both of our scores will be added to decide the winner, for a maximum total score of 60 for the most awesome pair of Legendary rivals since our beloved angel-on-minion pairing of Akroma and Phage.
We will accept 10 submissions, then begin judging. The 11th submission will be rejected, so be quick!
Good Luck to all who submit, and a thank you to erikcu from both Rath and myself for giving props to the best cycles of cards.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Legendary Creature--Demon
Trample, Protection from White
Whenever another nontoken creature is put into a graveyard from play, put a 2/2 black and red Demon Minion creature token into play.
Sacrifice a Minion: Kyrzenth the Blackhearted deals 2 damage to target creature or player.
11/4
Ahelana, the Pure Archangel 2WWWWW
Legendary Creature--Angel
First Strike, Flying, Haste, Vigilance
Whenever Ahelana, the Pure Archangel deals damage, you gain that much life.
When Ahelana is put into a graveyard from play, you may pay WWWW. If you do, remove all nonwhite creatures from the game.
5/8
Legendary Creature
Defender
Glamdew the Fore-Runner may not be the target of spells or abilities.
Glamdew can block as though it has Flying.
When Glamdew comes into play, search your library for a card named Oculi, the Cleansing Eye.
3/5
Glamdew is the seed planted late in the fall of Man's discontent.
Oculi, the Cleansing Eye 3WWW
Legendary Creature
As an additional cost to play Oculi, the Cleansing Eye, sacrifice a creature named Glamdew the Fore-Runner.
As Oculi comes into play if you played it from your hand, choose a color.
Flying, first strike, vigilance
Oculi has protection from the chosen color.
When Oculi comes into play, destroy all other non-land permanents that are not of the chosen color.
5/3
Oculi is the blossom that opens into the spring of Man's repentance.
Edit: Oh geez! When I posted them, I didn't understand that they had to be arch-enemies. I thought that they just were supposed to be a pair of Legends that were connected and that you were using Phage and Akroma as an example because it is just about the only one. Well, I know I won't win for it, but I'm not going to change my cards. Good luck to everyone else!
Legendary Creature - Elemental
All lands become islands in addition to their other types. (This effect does not remove any rules text.)
If the water rises enough, everything is an island.
1/3
Smoldar, Desiccation Elemental :1mana::symr:
Legendary Creature - Elemental
All lands become mountains in addition to their other types. (This effect does not remove any rules text.)
If the water drops enough, everything is a mountain.
3/1
Legendary Creature - Spirit
:symtap:: Destroy target land.
2/2
Gedukai, Bringer of Summer 3G
Legendary Creature - Spirit
:symtap:: Return target land card from a graveyard to its owner's hand.
3/3
Note: If you're wondering why Lalano is red, look at Glacial Ray, Yuki-Onna, Frost Ogre, etc.
spanglegluppet dot com
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Alas, I am too good at designing cards, methinks.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Legendary Creature - Angel
Flying; Protection from Black
Whenever Selena deals combat damage to a player, you gain that much life.
2W : All damage that would be dealt to target creature this turn is dealt to Selena instead.
"Selena brings salvation to those who embrace life."
4/5
Aneles, Bearer of Death - 4BB
Legendary Creature - Angel
Flying; Protection from White
Whenever Aneles deals combat damage to a player, you may sacrifice a creature. If you do, that player loses half of his or her life rounded up instead.
2B : Target creature cant block Aneles this turn.
"Aneles brings suffering to those who dont embrace death."
5/4
L. Creature - Human Cleric
Whenever combat damage would be dealt to ~, put that many 1/1 saporling tokens into play instead.
3/3
Kerious, Keeper of Lies - 3UB
L. Creature - Zombie Wizard
Whenever ~ would deal combat damage, draw that many cards, and target opponant discards that many cards instead.
3/3
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Legendary Creature - Maniac Politician
First Strike
Zaphod Beeblebrox attacks each turn if able.
GU: Zaphod Beeblebrox gets +1/+1 and is unblockable until end of turn.]
"Magrathea! It's Magrathea I just know it is!"
5/4
Humma Kavula 3WU
Legendary Creature - Human Spider Cleric
2UR, T: Gain control of target creature you don't own. It gets -2/-0 as long as you control it. Its owner may draw a card.
Intelligence and the ability to govern are in truth more powerful than good looks and charm
2/4
You will visit my website... Gleemax commands you!
Stickboarder
R&Ds sets: Jupiter(codname... not finished)
Saturn(codname... not started)
Uranus(codname... not started)
Legendary Creature - Human Soldier Lord
1WW
Banding.
Damage dealt to Soma, General-King by creatures is reduced to zero.
W: Redirect target spell or ability targeting Soma, General-King to another creature you control.
1/1
Soma was not only the most brilliant battlefield commander, any soldier would gladly give his life to him.
Calcos, Dark Lord
Legendary Creature - Human Lord
1BB
Sacrifice a Creature: Regenerate Calcos, Dark Lord and put a +1/+1 counter on Calcos, Dark Lord.
B, Remove a +1/+1 counter from Calcos, Dark Lord: target creature blocking or blocked by Calcos, Dark Lord gets -2/-2 until end of turn.
1/1
"I will use any resource I can to vanquish my enemies, and my most loyal subjects are my most valuable resources." Calcos, Dark Lord
I'd love input and advice!
Legendary Creature - Hound Warrior
2WG : All creatures you control get +3/+3 until end of turn. Play this ability only once each turn.
2/2
Feralis, Lone Stalker 1WB
Legendary Creature - Cat Warrior
2WB : ~ gets +X/+X until end of turn where X is equal to 10 minus 1 for each other creature you control. Play this ability only once each turn.
2/2
Note: These creatures are humanoid.
Templating/Design 5
Flavour/Innovation 6
He certainly is Black(and red)hearted, and Minions are cool, but the keywords seem glued on as an afterthought.
Balance 4
Okay, here's where it gets wacky. 11/4 for 8? Okay it's a legend with a phat bite but... if you've been playing Minions for the last 7 (5 even, less if you've hurt the opponent) turns its an instant win, no need to hit with him. As for the hero sans the Minion-flinging, all I can really say is trample nicely balances the fragile X/4 body.
15/25
Ahelana
Templating/Design 5
Flavor/Innovation 5
Another Akroma...(I suspect a C&P)
Balance 5
A 5/8 Semi-Akroma for 7 is a bit cheap, especially with Spirit Link. With 8 toughness it's all that hard work to put her out of her misery just to have your board wiped. Shouldn't have Haste for sure. Akroma is a bad example.
15/25
Avg: 15/25
Both together 2
Would certainly be cool watching these two duke it out on the board (but they can't!), but I don't see a connection between them except :symb::symr: vs and the pro-white. Flavour text would be a great way to describe their connection.
Elf Boy
Templating/Design 4
Search for it and?
Flavour/Innovation 7
Sexy name but needs a creature type like Elf Druid or Spider Druid. Nicely combines the defensive strength of green. Fore-Runner sounds offensive to me, but I could be wrong. The flavour text is cool.
Balance 8
Defender really holds it together, nothing really constructive worthy but is a nice obstacle in Casual games.
19/25
Oculi
Templating/Design 4
Tad wordy, even ignoring flavour text.
Flavour/Innovation 7
Needs a creature type again. Even though sacrifice isn't white it matches the evolution. The combat enhancements are a bit much though.
Balance 8
Defender really holds it together, nothing really tourney worthy but is a nice obstacle in Casual games.
19/25
Avg: 19/25
Both together 5
One evolves from the other, and the flavour text, the names, everything pushes it along. I can see what happened with the Akroma/Phage example but all is well.
Ericku
Templating/Design 5
Doesn't exactly need reminder text, where'll all pros here. >_>
Flavour/Innovation 9
You'll see in Smoldar this score drop, but now new in my mind it's very flavourful. Isn't mean like Quicksilver Fountain and can fix your mana.
Balance 8
Legendary settles any power concerns, and it's not exactly the best set up for Boil, so no brokeness.
22/25
Smoldar
Templating/Design 5
C&P
Flavour/Innovation 6
I think I've seen this effect before like an inch up on my monitor. I wish the round requirements were a bit more free, we were looking more like flavourful enemies described in flavour text, evolutions like Kamahl and Kamahl, Fist of Krosa or facets like Akroma and Phage and Karona (though only two)
Balance 8
Legendary settles any power concerns, and it's not exactly the best set up for um... ...can't remember what kills mountains — Goblin Spelunkers, so no brokeness. All glory to Barrel-Down Sozenkan?
19/25
Avg: 20.5/25
Both Together 4
Flavour text pulls this along, very wise words. Them mirroring each other completely is a turn-off imo and it seems a bit forced.
Elvish Champion
Templating/Design 5
Flavour/Innovation 6
Bored of spirits, but whatcha gonna do? Rather staple red effect, so little innovation.
Balance 5
If you really like it at this cost it should be a 1/1. From turn 3/4 hitting a land a turn is dangerous. Effects like this are usually costed more or restricted. Note how each of those deal with non-basics... that argument served no purpose. Saved by the Legendary status and the fact that it can't attack and blow something up. 2 of these would be retarded.
16/25
Gedukai
Templating/Design 5
Flavour/Innovation 7
Bored of spirits, but whatcha gonna do? Not so standard green effect
Balance 6
Nothing special, can't attack and use it, much weaker than it's brethren. I couldn't see it played anywhere, combo decks have better tools.
18/25
Avg: 17/25
Both Together 4.5
They're equally costed, their bodies are similar to the difference between Arashi and Jiwari, they're spirits, they have psuedo-Japanese names, winter, summmer, LD, L-Return, I'm deducting half a point though, not because the names have a different number of characters, but you lose half a point because you have space with such little rules text for flavour text.. and nothing :'(
MikeIs1337357
Templating/Design 4
You don't need to space it out, and semicolons have been phased out.
Flavour/Innovation 7
Go Angels! Old abilities, new card. The activated ability seems a cross between Razia and Sheild Dancer.
Balance 7
Exalted Angel got it's strength from its uncounterable morphing and it's early arival. This is it with bells and whistles — ability bells and a legendary whistle.
18/25
Aneles
Templating/Design 5
Won't penalise for the same mistake twice and it's all spelt out the way WotC would anyway (unless they keyword everything =P)
Flavour/Innovation 7
The triggered ability is exciting and orginal, only been on Ebonblade Reaper before and he couldn't remove his blockers. Can't block is typically red (if it was fear it'd come under evasion) and this card should be killing things rather than avoiding them.
Balance 7
Could see play as a strong finisher but the triggered ability is soo much weaker each time you swing, that it's really not worth it after the first hit even.
19/25
Avg: 18.5/25
Both Together 4
Pro white + Black were mistakes as they swing right pass each other. The formats are similar and it has flavour text, yay.
Lord Kaos
Templating/Design 4
I'll deduct for the L., that's just laziness
Flavour/Innovation 7
This is a new combination, but not all that interesting. Probably due to Phytohydra and Cho-Manno Revolutionary
Balance 8
Nothing too dangerous
19/25
Kerious
Templating/Design 5
Won't penalise for the same "mistake" twice.
Flavour/Innovation 6
Certainly different to most Ophidian clones depending on P/T and such, but really seems like a fatter Dimir Cutpurse.
Balance 4
Bah-roken (or approaching). One hit clears their hand and gains you three turns of cards. That's 6-1 card advantage. It also triggers on ANY combat damage, so can't be chumped like the Cutpurse.
15/25
Avg: 17/25
Both Together 4.5
Same cost, same size. Power varies greatly. No flavour text to link them, but their titles are sufficient. The mirror between being dealt damage and dealing damage is cool.
zoombinimatt
Templating/Design 5
Flavour/Innovation 5
Well I'm guessing its based of a fictional character of some sort >_> I'm not really a fan of things like this becoming cards. The :symg::symu: activation cost is weird, as theres no (in terms of Magic) connection between these three colors, unless its & its enemies - yet the card is red.
Balance 7
Well it's not overpowered, but with enough mana it's a 3 turn clock.
17/25
Humma Kavula
Templating/Design 5
Flavour/Innovation 7
That ability is cool! But where's the red fit in :symw::symu: card? The ability could cost :2mana::symw:symu:, as control is blue and white is sometimes good at giving other's draws. White/Blue don't ever get spiders, but if the character demands it...
Balance 7
Doesn't really need to specify a creature you don't control. Using the card to draw is a very expensive option.
19/25
Avg: 18/25
Both Together 2.5
Okay they're two characters, :symw::symu: vs but I can't see much beyond that.
Pronigious (I'd like to give you bonus points for pr0n in your name. Tee hee, I'm immature)
Templating/Design 3
Put the cost next to the name next time.
Ah! Banding. God that brings me back (that's a good thing, I think). This guy is just a beefy Benalish Soldier though.
Balance 5
I don't think people would play it as a 1/1.
15/25
Calcos
Templating/Design 5
Flavour/Innovation 8
Dark Lords are usually mighty and powerful, but I can see this as a Hell's Caretaker demon growing with sacrifices until he bursts forth with the power of his minions souls to thwart his enemies.
Balance 7
The last ability doesn't really need the :symb:, looks a bit on the weak side but once its big, it's crazy.
20/25
Avg: 17.5/25
Both together 4
They mirror each other in P/T and CC, and they treat their cohorts differently, especially shown through the flavour text. There's a larger scale connection missing though.
Poukis
Templating/Design 4
The replacement ability is confusing me. You put them into play from play?
Flavour/Innovation 8
Never been done before that I know, and I like it in these colours, probably because of the "this turn" clause. Pro-black makes alot of sense if it's the Avatar of the Sun but I still don't like it.
Balance 9
Yeah, awesome if you get it out and not a guaranteed win. That's balance.
23/25
Heriss
Templating/Design 5
You don't need "all".
Flavour/Innovation 6
Flavourfully, it should only be black.
Balance 7
Bit on the weak side, maybe should trigger on sorceries/isntants as that's :symu::symb:'s speciality and that way the new creature doesn't miss out on attacking.
18/25
Avg: 20.5/25
Both Together 4.5
Eternal Sun, Darkness, P/T, CC, yada-yada, Nice to see that they don't completely look the same, and that the abilities do completely different things, albeit with creatures. 4
Sharda
Templating/Design 5
Flavour/Innovation 8
A tad bland. To get the 9th point you missed here, you should've had flavour text. (I now see the importance)
Balance 7
Rather strong indeed. Playable indeed. Maybe the ability should cost :3mana::symw::symg: or him cost :2mana::symw::symg: or both.
21/25
Feralis
Templating/Design 5
You write cards up like I do, wish I could give you a 6.
Flavour/Innovation 9
To get the point you missed here, you only really needed flavour text. The lone-stalker thing really stands out in the unique ability.
Balance 4
Too strong alone or with 2 other creatures (a 10/10???). How often do you have even 5 creatures on board? You should never overextend, except with Saprolings.
18/25
Avg: 19.5/25
Both Together 4.5
I like how they both have white in them, they are different aspects of white too.
Note — If I'm ever judge again I'll be using this criteria:
Templating /5 (Correct Magicese and the E word - elegance)
Flavour /5 (Excite my inner-Vorthos)
Originality /5 (Bitz&Pieces or Ingenious?)
Eye on the Pie /5 (In the modern color pie? Flavour points will leak through if it bends the pie flavourfully)
Balance /10 (Arcbound Ravager or Arcbound jank? Considers where it would see play)
Please judge within the next day, or we will go with Rath's scores and move along. Thanks.
Eledin 21/30
Kyrzenth
Templating/Design 5
Flavor/Innovation 7
His abilities are awesome, especially in BR. Dying for flavor text!
Balance 5
Whoa, whoa, whoa! This guy does NOT need Trample! Trample on non-green creatures, even Legendary ones, are rare at best. 11/4 on a vanilla creature for 8 is big, but with Trample tacked on seems too unfair even for BR. Plus, Standardize breaks this guy.
17/25
Ahelana
Templating/Design 5
Flavor/Innovation 6
Again, I ask; she's Akroma's little sister? Her Wrath effect eliminates the minions generated and leaves your army untouched, which is cool, but she needs to be able to stand up to them in more ways than just dying. Again, dying for flavor text!
Balance 8
She is hard to kill, and hard to stop. That's good. Against her nemesis she needs to be able to smack hard and often. There's just not enough rattlesnake in her to keep the minion tokens at bay, especially when they can just smack you in the head (along with Kyrzenth). But still, she is well balanced for an antithesis for the demon, and when she does die, she goes with a bang.
19/25
Avg. 18/25
Overall 3
Nothing too spectacular. These cards are a bit clunky in execution, but I can see them glaring across from each other (or even together with Tooth and Nail) on the board.
Elf Boy 24.5/30
Glamdew
Templating/Design 4
Needs a creature type, and your text is incomplete. Most of us assume it's in your hand, but it may be more balanced to be put on top of your library. It's an unknown factor.
Flavor/Innovation 8
Good jorb here. A great Spider-like (Elemental?) that evolves into its companion. Flavor texts sync up well.
Balance 9
For what this pair of Legends are trying to do, and the fact that it's a 3/5 spider-defender for 4, make it an attractive card. The only issue is that it's hard to kill, making Oculi easy to cast.
21/25
Oculi
Templating/Design 4
Again, needs a creature type. You end up getting a similar situation to the red/green Kamahl problem, by having both in play at the same time at some point.
Flavor/Innovation 7
Very good flavor! A powerful ending of the world coming from a meager creature before it is awesome, making Selesnya ring its Conclave bells in rejoicing.
Balance 3
This is where the card falls flat on its face. Flying, first strike, vigilance, Voice of All, AND Nevi's Disk for all non-pro color cards ALL on a 5/3 for 5 mana?? Gawd, Akroma is heaving with envy! For something that awesome I'd expect to pay eight mana; for five mana, a 3/2 with that awesomeness attached would be good.
20/25
Avg. 20.5/25
Overall 4
This pair is a good pair. They aren't enemies, which is okay, no worries, but the ease of getting the sheer power from Oculi is just a little too easy. When Oculi hits the board, it needs to be special, not just par for the course like Wrath of God. It needs to make Glamdew a liability, and send signals to everyone.
erikcu 20/30
Oceana
Design/Templating 5
Reminder text is fine, IMO.
Flavor/Innovation 8
The idea of an Elemental so powerful that it drowns the land into islands is wonderful. The flavor text says it all. I'd love to see the art for this.
Balance 5
This is where it gets a little sticky. If it turned everything into just Islands it'd be fine for 2 mana, even with the 1/3 p/t, but turning all your basics into Dual-lands is nasty.
18/25
Smoldar
Design/Templating 5
Copy and paste from above.
Flavor/Innovation 7
Again, copy and paste, replacing Island with Mountain.
Balance 6
Ditto, save it's a little more balanced due to being a 3/1.
18/25
Avg. 18/25
Overall 2
I see the flavor. I see the beauty, the elegance. But I'm just a little twitchy over the idea of all my lands being Islands and Mountains in addition to their types for such a low cost. If it only had replaced my basic land types, then it would be awesome, and we would really see the battle between these two.
Elvish Champion 19.5/30
Lalano
Templating/Design 5
I just wish she could do more.
Flavor/Innovation 2
LD isn't exactly flavorful unless you have flavor text to back it up! If this card saw print it would be way too empty.
Balance 8
A 2/2 for 4 is a bit steep unless you look at her text box, but even then there is a little leeway for more, like haste.
15/25
Gedukai
Templating/Design 5
Same as above; where's the love for abilities?
Flavor/Innovation 2
This fits the arch-nemesis label to a fine T. However, the absence of flavor only makes them into ability-based opponents.
Balance 9
The fact that Gedukai trumps Lalano in power power and toughness and ability makes Gedukai a powerful creature, with a good cost.
16/25
Avg. 15.5/25
Overall 4
All this pair needed to be awesome was flavor.
MikeIs1337357 26/30
Selena
Templating/Design 5
Flavor/Innovation 8
Selena screams protection. She screams protection against creatures and players alike, as well as a hate for black, which is fitting. The flavor text syncs well.
Balance 9
Not too big, not too small, just good enough to be a pain in the ass, and just not good enough to be dealt with.
22/25
Aneles
Templating/Design 5
Flavor/Innovation 8
Aneles screams "I hate you." She smacks enemies with no regard. She is the perfect antithesis of her counterpart.
Balance 7
Her life loss ability is a bit too nasty, but otherwise she is just going to get teeth gnashed at her.
20/25
Avg. 21/25
Overall 5
Very well designed, balanced, and playable pair of enemies. The shame is that they'll never clash on the battlefield!
Lord_Kaos 19.5/30
Thalos
Templating/Design 4
Is it just me, or does anyone else get a little ticked when people don't bother putting in the extra few seconds to type in the full card name, or even the card type?
Flavor/Innovation 4
I'm missing flavor text. Plus I'm having trouble figuring out how the ability ties into his name or creature type.
Balance 5
Again, disappointing. A 3/3 for 5 with an awesome ability like this one is enough to make this bah-roken in my book. Not too broken, as it can be spot removed, but still, it's going to attack and/or block every turn for saprolings.
13/25
Kerious
Templating/Design 4
Same reason. Type the full card out, please, thanks.
Flavor/Innovation 6
Much better--a Zombie Wizard with this ability makes sense, but I'm still missing the flavor text. If it looks like there's enough room on the card for it, put it on!
Balance 8
This guy Finkels cards instead of damages. Very cool, and very Dimir, but he can be dealt with.
18/25
Avg. 15.5/25
Overall 4
Thalos is very breakable and needs severe tweaking. I can see the flavor between these two, but what if they go into combat? Thalos would kill Kerious, but Kerious' owner would net cards and Thalos' would lose some; but Thalos' owner gets three saprolings. This would be fair, except Thalos is still alive.
Zoombinimatt 26.5/30
Zaphod Beeblebrox
Templating/Design 5
Oh! A Maniac Politician!
Flavor/Innovation 9
Wow. I am a good fan of Hitchhiker's Guide, and this card fits the flavor of the president of the galaxy very very well. The only problem is that it doesn't fit the abilities JUST right.
Balance 8
A creature that needs three colors to work well is nifty, but in that case it could've been a little cheaper. STILL, for monored it is a powerhouse.
22/25
Humma Kavula
Templating/Design 5
Love the creature type, fits the character.
Flavor/Innovation 9
Fits the character easily, its ability following what happens in Hitchhiker's. His flavor text is excellent.
Balance 7
For the costs I'm paying, I expect a little more. Overcosted!
21/25
Avg. 21.5/25
Overall 5
A good pair! It's hard to pull off cards from books. Many props.
Pronigious 28/30
Soma
Templating/Design 5
Who sees banding anymore, really??
Flavor/Innovation 9
This guy drips with flavor! He's a powerful leader and his abilities show that, especially with the much-unused banding, and his flavor accents it.
Balance 9
Gosh, he's a 1/1 for 3 Uncle Istvan with redirection AND banding to take advantage of his Istvan ability.. that sounds VERY good for a Legend, and he's not unkillable.
23/25
Calcos
Templating/Design 5
Flavor text does not need to quote itself like that; simple quotations will get the point across.
Flavor/Innovation 9
The perfect opposite to Soma, without exactly looking like it; he is almost unkillable with an army, and he flanks Soma's Istvan ability.
Balance 9
Wow, he's a 1/1 for 3 with regeneration/growth, and he can flank creatures with Banding, and can outwit Soma if you can tap Soma out of white mana.. that sounds... equally as good!
23/25
Avg. 23/25
Overall 5
This is a very good, balanced pair of Legends that proves that you don't need huge power/toughness or protection to prove that they can go toe to toe.
Poukis 27.5/30
Joyres
Design/Templating 5
Flavor/Innovation 9
I haven't seen an ability like this before! It just needs a little more.. flavor text? But then again, the ability is so long-winded that it seems cluttered.
Balance 9
Whew, a huge angel with a nasty nasty ability tacked on? Bad. A cost you have to pay for it to trigger? Good!
23/25
Heriss
Design/Templating 5
Flavor/Innovation 9
I haven't seen anything like this either! I would like flavor again, but if Joyres goes without it, then Heriss can too, I guess.
Balance 8
This is the kick in the pants. Joyres got a 9 'cause (she?) had a drawback. Heriss grants automatic fear, which pretty much nullifies the pro-black Joyres has. Plus, shouldn't Heriss have pro-green? White is blue's ally!
22/25
Avg. 22.5/25
Overall 5
This is a good pair of Legendary Avatars, with good flavor in the names and abilities, but Heriss just makes it a little lopsided.. a little.
Sharda 26.5/30
Gaduron
Design/Templating 5
Flavor/Innovation 7
A good 'pack leader', as the name suggests. Flavor text would have been nice.
Balance 9
The cost of his ability is well balanced, but for GW I would have liked to see trample or first strike thrown in.
21/25
Feralis
Design/Templating 5
Flavor/Innovation 8
Unique ability! If it's all by itself it gets +10/+0? Nice. Flavor text is missing.
Balance 9
Very nice for WB, and very neatly costed. A 2/2 for 3 isn't great, but a 12/2 is nothing to sneeze at.
22/25
Avg. 21.5/25
Overall 5
I would have liked to see flavor text and slight tweaks to make these creatures more fearsome (like trample for Gaduron or fear for Feralis), but I can see the diametric opposition of these two Legends.
Okay, here we go:
Rath's Scores
Poukis 25
erikcu 24.5
Elf Boy 24
Sharda 24
MikeIs1337357 22.5
Elvish Champion 21.5
Pronigious 21.5
Lord_Kaos 21.5
zoombinimatt 20.5
Eledin 17
Alacar Leoricar's Scores
Pronigious 28
Poukis 27.5
zoombinimatt 26.5
Sharda 26.5
MikeIs1337357 26
Elf Boy 24.5
Eledin 21
erikcu 20
Elvish Champion 19.5
Lord_Kaos 19.5
TOTAL
Poukis 52.5
Sharda 50.5
Pronigious 49.5
Elf Boy 48.5
MikeIs1337357 48.5
zoombinimatt 47.5
erikcu 44.5
Elvish Champion 41
Lord_Kaos 41
Eledin 38
Congratulations to Poukis, for his pair of Avatar Legends with a score of 52.5/60, and to all others for their submissions. Good luck to those in the next round!
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