Card Creation League - December Round 2: Molding Matter
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Custom Card League Rules Compendium
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
The old man looks at the creations, with a small smile, he tells you all to cease in your creations.
"All right. Enough... Now, please stand away from the Elemental Seal", the old man said with a small, yet stern voice.
He gathers all of the Elementals and creates his own Water Elemental along side with them. With a few hand gestures, the elementals seem very tame... and with a small chant, he makes all of the elementals dissolve into the seal, each with it's corresponding element going into each respective circle within the Elemental Seal.
"Now that we have the essence of life in the Seal, it is time we put raw, unconscious energy into the Seal. Let's see what you all can conjure up... Also, be sure to use this experiance to absorb some of the free energy floating around this area. You may feel a surge of energy of a different element... but this is our goal. I will explain soon enough later."
Round 2 Challenge: Create an Enchantment OR Artifact card. This time, you have the choice to use one, two, or three of your elements that you have and have your card based around the element(s). “Primary” and “Secondary” do not matter for this challenge. In addition, you have an opportunity to choose any different element to use for this challenge, or for future challenges. Even if you are not using it, you are welcome to add it into your list of Elements. This can be either primary (in addition, not to replace) or secondary (in addition).
The Grading Order will be like this:
Water grades Wind
Fire grades Earth
Wind grades Water
Earth grades Fire
Team Earth
Blackbull - Natural (Earth/Water) (Top 3)
82
DeusofCalamity - Space (Illusion/Mental) (Top 3)
40
Gerrard’s Mom - Force (Mental/Creation) (Top 3)
35
Umi_no_Samui - Lightning (Ice/Force) (Top 3)
10
Eventide - Absorption (Mental/Space) (Top 3)
58
PsiJet - Poison (Absorption/Creation) (Top3)
55
Team Fire
GilGaladTheChef - Darkness (Ice/Wind) ???
0
Monkey Playing MTG - Space (Creation/Destruction) (Top 3)
10
Earth
Lightning
Water
Fire
Ice
Wind
Dark
Light
Space/Reality
Time
Creation
Destruction
Force
Mental
Spiritual/Aura
Restoration/Healing
Natural/Nature
Artifice/Animation
Absorption/Draining
Illusion/Mimicry
Poison/Miasma
I have also done the best I can to make an accurate ranking list for each element in correspondence to the five mana types. This may help you when you are designing cards based on my criteria. Copy/Paste/Save.
Earth
White **
Blue *
Black **
Red *****
Green ****
Water
White *
Blue *****
Black ***
Red *
Green **
Wind
White **
Blue *****
Black *
Red **
Green ****
Fire
White *
Blue *
Black ***
Red *****
Green **
Ice/Snow
White *
Blue *****
Black *
Red ***
Green **
Lightning
White ***
Blue **
Black **
Red *****
Green *
Time
White *
Blue *****
Black **
Red ***
Green *
Poison/Miasma
White *
Blue ***
Black *****
Red *
Green ****
Dark
White *
Blue *
Black *****
Red **
Green **
Light
White *****
Blue *
Black *
Red **
Green **
Absorption
White ***
Blue **
Black *****
Red *
Green ***
Metal/Artifice
White ****
Blue *****
Black **
Red ***
Green **
Space/Reality
White ***
Blue *****
Black *
Red **
Green *
Natural
White **
Blue **
Black ***
Red ***
Green *****
Healing/Restoration
White ****
Blue *
Black ***
Red *
Green *****
Aura/Spiritual
White *****
Blue **
Black *
Red **
Green ****
Mental/Psychic
White *
Blue *****
Black ***
Red ***
Green *
Force (Non-Elemental)
White **
Blue ***
Black **
Red ****
Green *****
Mimicry/Illusion
White *
Blue *****
Black ***
Red **
Green ***
Destruction
White *
Blue **
Black ****
Red *****
Green ***
Creation
White *
Blue **
Black ***
Red ****
Green *****
The Submission Deadline is at December 11th.
The Critique Deadline will be at December 13th.
Also, if you have not sent out Top 3's, please so in your submission post.
Primary Elements: Natural & Creation
Secondary Elements: Earth & Water
The following is a tribute to my new aquired element:
Resonance Totem3
Artifact R
Whenever a nonmana activated ability of a colored permanent is activated, if that ability has T in its cost, its controller may add one mana of any of that permanent’s colors to his or her mana pool. It brings you back the essence of your actions.
Illus: Roberto Campus
Having been lost in this foreign land - or rather, foreign time - for a while now, the cryptic, dream-induced message was not ignored by Galt. Although skeptical, he was genuinely surprised that someone from the past was able to detect his abilities to manipulate time. Did this mean there were time mages around?
Perhaps, if he went, he would be able to find a spell that would let him return to his own time. If not, there also a chance that he could acquire further knowledge regarding time manipulation, which was the reason as to why he had gone to past in the first place. In any case, he had nothing to lose, and so he set off toward the Great Athenaeum of the Stars, or whatever it was called.
Chronosphere2UU
Enchantment {R}
At the beginning of your upkeep, you may choose any number of target permanents and/or suspended cards. For each permanent or card chosen this way, if that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it.
Capacitor Charm1UR
Tribal Instant - Elemental {U}
Choose one — Untap up to two target artifacts; or tap target artifact, and it doesn’t untap during its controller’s next untap step; or Capacitor Charm
deals three damage to target player or creature. Electricity: It it runs through your nerves and through the nerves of machines.
Reconstructing Golem1UW
Artifact Creature - Elemental Golem {U}
Vanishing 3
When Reconstructing Golem is put into a graveyard from the battlefield, if it had no time counters on it, return it it to play with three time counters on it.
Reconstructing Golem gets +1/+1 for each time counter on it. It breaks down only to rebuild itself once more. 1/1
Time/Space
Inverse Hourglass3UUU
Art: As sand runs up the hourglass, in the background you can see all manner of backward time, such as water in a cup returning to the jug or an old man becoming youthful.
Artifact {R}
:symtap:, Sacrifice Inverse Hourglass: Return each permanent that came into play this turn to it's owner's hand, then each player returns to the battlefield all artifact, creature, enchantment, and land cards in his or her graveyard that were put there from the battlefield this turn. "I'd rather you hadn't done that."
Elements:
Primary: Time
Secondary: Light, Reality, Draining (new element)
Elements: Reality, Draining Lotus BlightBB
Enchantment - Aura {R}
Enchant opponent
Enchanted opponent cannot tap lands for mana.
Pay 1 life: Add one mana of any color to enchanted opponent's mana pool. Only enchanted opponent may activate this ability. The weaveborn know one can move beyond manabonds and integrate the spirit into the plane itself. They also know such techniques are not always wise.
One-Way Forcefield1GWU
Enchantment (R)
Cumulative upkeep - Discard a card
You can't be attacked.
You and permanents you control can't be the target of spells or abilities opponents control.
(Force/Creation Elemental) Solidification Elemental3U
Creature - Elemental (R) ,T, Exile a card from your hand: Put an X/X colorless Elemental creature token onto the battlefield, where X is the converted mana cost of the exiled card.
2/4
(Force/Mental Spell) Essence Block2WU
Tribal Instant - Elemental (U)
You may return a white or blue Elemental you control to its owner's hand rather than pay Essence Block's mana cost.
Choose one - Counter target spell, or prevent all damage that would be dealt to you this turn.
(Artifice/Force artifact) Force Blade5
Artifact - Equipment (R)
Whenever equipped creature becomes blocked by a creature, Force Blade deals 5 damage to the blocking creature. The damage can't be prevented.
Whenever equipped creature deals combat damage to a player, Force Blade deals 5 damage to that player. The damage can't be prevented.
Equip 5
I drew from the sheath of existence an invisible blade, one that could strike down almost any potential threat. Holding the cool, firm hilt, I could sense its inner intricacy, the subtleties of its ethereal forging. The patterns sparked my mind with the possibilities of ordered, perfect machines.
Primaries: Creation and Nature
Secondaries: Healing and Absorption
Thornleaf’s Evolution3GG
Sorcery (R)
For each non legendary creature token on the battlefield you control, put a token that's a copy of that creature onto the battlefield.
Absorbfield Elemental3GGW
Creature — Elemental (R)
Absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
When Absorbfield Elemental enters or leaves the battlefield, put two 1/3 green Elemental creature tokens with defender and absorb 3 onto battlefield.
4/5
Lifemantle Sprout3GW
Tribal Instant — Elemental (U)
Elemental presence 1GW(You may cast this card for its presence cost if you control an Elemental.)
Put two 1/1 green Saproling creature tokens onto battlefield. Then, you gain 2 life for each creature you control.
Since it's an Elemental subtheme, without artifice and sticking to nature, there'll be no artifact. So, I'll make an enchantment (aura?).
Elements used: Creation, Nature and Absorption Nature's Awakening2GGW
Enchantment -- Aura {R}
Enchant Forest or Plains
When ~ enters the battlefield, put two 1/1 green Saproling creature tokens onto battlefield.
Enchanted land is a green and white 4/5 Elemental creature with reach, absorb 2 and "T: Add G or W to your mana pool." It's still a land.
:sympw::sympu::sympb::sympr::sympg:
They say life is a rainbow. However they're wrong. Life is only GREEN and RED. Green is money and greed. Red is war and blood.
Stay Veautiful!
For a better word. For a cleaner word. For a REAL world. Wikileaks: Information wants to be free. :symw::symu::symb::symr::symg:
Primary Elements: Absorbtion; Time (added Round 2) Secondary Elements: Mental; Space
Round 2 Submission (Team Earth)
Time Syphon :2mana::symu::symu::symb:
Artifact {MR}
Cumulative Upkeep - Skip your next turn. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of each opponent's turn, that player may skip his or her turn.
At the beginning of each opponent's upkeep, that player exiles the top X cards from his or her library, where X is twice the number of age counters on Time Syphon.
Whenever a player skips his or her turn, put an age counter on Time Syphon.
When Time Syphon leaves the battlefield, take an extra turn for each age counter on it. Some years are forever lost to history. Others return when least expected.
Prior Entries
Bloodstained Progress :1mana::symw::symb::symb:
Enchantment {R}
Whenever a permanent enters the battlefield under an opponent's control, that player loses 1 life and you gain 1 life. "Someone always pays the price for 'moving forward.'" -- Anonymous
Yilirin Oracle :1mana::symu::symu::symg:
Creature - Elemental Wizard {R}
Whenever an opponent draws a card, put a +1/+1 counter on Yilirin Oracle.
:symu::symu:, Remove two +1/+1 counters from Yilirin Oracle: Target player draws a card.
{2/2} They gain their strength from the ideas of others, then share that power with those they deem worthy.
Syphon Spirit :1mana::symw::symb:
Tribal Instant - Elemental {U}
Exile target non-Elemental creature. You gain life equal to its power. Visitors are always welcome to the lands of the Yilirin, especially at harvest time.
I updated in the old thread (because according to the OP in that thread, we still have another 12 hours til crits are due) but here's my top three again for last round.
1. Eventide
2.Gerrrard's Mom
3. BlackBull
Team Wind
Primary: Fire
Secondaries: Wind and Destruction
Stoke the Fires :1mana::symr::symr::symr:
Enchantment (R)
Whenever another source you control deals damage, put a charge counter on ~.
Remove a charge counter from ~: Add to your mana pool.
Remove 2 charge counters from~: Add to your mana pool.
Remove 10 charge counters from ~: ~ deals 5 damage to target creature or player. Fanned flames promote larger fires, both in the heart and in the hearth
Wildfire Cyclone3RRR
Creature - Elemental (R)
Haste
When ~ attacks, defending player chooses one for each creature he or she controls- tap that creature, or ~ deals 3 damage to that creature. When there's fire in the air, its either duck or get burned.
6/3
BrushfireRRR
Tribal Sorcery- Elemental (C)
Destroy target land.Then if you control an elemental, that land's controller sacrifices a permanent.
Tornado Glass 2
Artifact (U)
~ comes into play tapped. ,T, sacrifce ~: Destroy target permanent. Once the jar shatters, glass shards are the least of your worries.
Neurosis BBB
Enchantment-R
Creatures have "At the beginning of your upkeep, discard a card or sacrifice this creature." The king's advisor filled his head with nasty thoughts, so that he would never trust another again.
Insanity Elemental2URR
Creature - Elemental (R)
At the beginning of your upkeep, Insanity Elemental deals X damage divided as you choose among any number of creatures or players and X damage to you, where is X is the number of cards in your hand minus two.
3/4
Wings of FancyUU
Tribal Instant - Elemental (U)
Target elemental creature gains flying until end of turn.
Willpower-As you cast this spell, copy it for each card in your hand. You may choose new targets for the copy.
Primal AscensionXGGG
Enchantment-Aura (MR)
Enchant Player
Shroud
Enchanted player is a X/X green Elemental creature with trample and shroud.
Whenever the enchanted player attacks you may pay GGG. If you do, destroy target land.
Whenever the enchanted player would be removed from the battlefield, sacrifice this enchantment instead.
Round 1:
Burning Whipvine1RG
Creature - Plant Elemental (U)
Double strike
Wither (Deals damage to creatures in the form of -1/-1 counters.) "It strikes you once, it strikes you twice,
it strikes you dead, heed this advice." - Elven parable
1/4
Birth by Bark1G
Tribal Instant - Plant Elemental (C)
Put 2 1/1 green Plant Elemental creature tokens with reach onto the battlefield. DO NOT SHAKE THE TREES!
Round 2:
Orb of the World5
Legendary Artifact (MR) 1R,T: Destroy target land. 1G,T: Search your library for a land and put it onto the battlefield tapped. 1RG,T, Sacrifice Orb of the World: Destroy target land and search your library for a land and put it onto the battlefield tapped. Normally a weapon is forged from the earth.
However, the earth was forged from this weapon.
Fetid Skin
Enchantment - Aura (R)
During your upkeep, put a fetid counter on enchanted creature.
Enchanted creature gains +X/+X and infect, where X is equal to the number of fetid counters on it.
Its skin reeked of death, causing the downfall of even the hardiest of warriors.
Poison + Absorption
Putrid Bogger2BB
Creature - Elemental (R)
Poisonous 2 BB: Regenerate ~.
2/6 "The swamp had risen to take revenge on those that it felt were tresspassing."
Poison + Creation
Living Boils1BBB
Tribal Sorcery - Elemental (U)
Put X 1/2 black boil token creatures on the battlefield that have "If ~ is destroyed, target player gets a poison counter.", where X is equal to the number of poison counters you have. "His skin fell off, creating more of a defense than even we could have imagined."
Current:
Living Needle5
Artifact (R)
Equip 2
Whenever equipped creature deals damage, put X 1/1 artifact creatures named “Needle” on the battlefield, where X is equal to the damage dealt. 3, Unattach Living Needle: Living Needle becomes a 1/1 creature and gains +1/+1 for each artifact creature named “Needle” you control.
Strobe Lightning StormXXURG
Instant (M)
Choose X -- Strobe Lightning Storm deals 4 damage to target creature or player; or target opponent puts the top ten cards of his or her library into his or her graveyard; or put five 2/2 green Wolf creature tokens onto the battlefield. (You may choose each more than once.) "It's always entertaining to watch. Even I never know what it's going to do." --Jeremiah of the Storm
CARD 1 Lightning/Ice Creature Coldstrike Elemental3UR
Creature - Elemental (R)
Haste, first strike
Whenever Coldstrike Elemental deals combat to a creature, tap that creature. It doesn't untap during its controller's next untap step.
Whenever Coldstrike Elemental deals combat damage to a player, that player skips his or her next untap step.
{4/3}
CARD 2 Lightning/Creation Sorcery Swift Storm4RG
Tribal Sorcery - Elemental (U)
Put three 2/2 red and green Elemental creature tokens onto the battlefield. Those creatures gain haste until end of turn.
If you cast another Elemental spell this turn, put +1/+1 counters on all creatures that entered the battlefield under your control this turn.
Lightning Artifact Sturmrod2
Artifact - Equipment (R)
Equipped creature has "R,T: This creature deals 2 damage to target creature. Tap that creature."
Equip 2
Lightning/Ice/Creation Artifact Coldstrike Machine5
Artifact
Whenever another source deals damage to a creature or player, you may put a charge counter on Coldstrike Machine. ,T: Coldstrike Machine deals 1 damage to target creature or player. T, Remove a charge counter from Coldstrike Machine: Choose one -- Coldstrike Machine deals 2 damage; or draw a card; or put a 1/1 red Elemental creature token onto the battlefield.
Ice/Creation Enchantment Blizzard Herd2UU
Enchantment (R)
Your maximum hand size is reduced by two.
Whenever a spell or an ability you control counters a spell, you may put a 4/4 blue Elemental creature token with flying onto the battlefield.
I POSTED MY TOP 3 ON THE ORIGINAL THREAD. I STILL HAD 3 HOURS TO DEADLINE AT TIME OF POSTING. TOP 3 HERE
Leyline of Utopia:2mana::symw::symg:
Enchantment
If Leyline of Utopia is in your opening hand, you may put it onto the Battlefield.
Lands you control produce one mana of any color when tapped for mana.
Creature spells you control cannot be countered. Harmony can only come when there is unity between body and spirit.
Previous Entries
Elemental (Spirituality/Creation)
Living Essence :2mana::symw::symg:
Creature - Elemental Spirit U
When Living Essence enters the Battlefield, untap target creature.
:symgw::symgw:, Sacrifce Living Essence: Put a 1/1 white spirit creature token with flying into play for each untapped land you control.
2/3
Tribal Spell (Spiritual/Absorption)
Primordial Pulse :2mana::symg::symg:
Tribal Instant - Elemental U
Drain all mana from target player's mana pool. Put an X/X green elemental spirit creature token onto the battlefield, where X is the number of mana drained. "The land seemed to have a better use for my spell." -- Ralgin, Wizard Adept
Astral Form WWWW
Enchantment R
Prevent all combat damage dealt to you.
Mana does not drain from your mana pool at the end of phases and steps.
Your mana pool becomes your life total. Damage and life loss are subtracted from your mana pool. Her only escape was leaving her material body.
Deatheater BloomBG
Enchantment (R)
Whenever a creature card is put into your graveyard from the battlefield, put a fungus counter on Deatheater Bloom, then put a 1/1 green Saproling creature token onto the battlefield for each fungus counter on Deatheater Bloom.
As fair warning to those I might be judging for this contest, I want to point out that not knowing which of your Elements are involved in card ideas will make me subtract points. I've had the flu all week, and a killer sinus headache is apparently moving in for the weekend. Making me guess makes me cranky.
Ryder, that would mean you. Or Jimmy Groove and pstmdrn, if I was judging Water this Round.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
Tornado's Path2UUU
Sorcery (R)
For each R used to cast Tornado's Path, it deals 2 damage to all creatures.
Retun all non-land permanents to their owner's hand. Those that could stand the fury of the tornado, remain only to be blow away by the mighty winds.
Thunderstorm Elemental2UU
Creature - Elemental Spirit (R)
Flying R.:symq:,: Thunderstorm Elemental deals 3 damage to target creature blocking it.
3/3 It may be just wind, but don't forget about the lightning.
Freezing BlastUR
Tribal Instant - Elemental (U)
Freezing Blast deals 2 damage to target creature. Tap that creature and it does not untap during its controller's next untap step. Where there were attackers, now stood an army of ice statues.
New Element - Destruction
This card's elements - Lightning + Destruction
Aura of Devastation2RR
Enchantment - Aura (R)
Enchant creature
Whenever the enchanted creature deals damage to an opponent that opponent sacrifices a creature, artifact or land. Thunder roared around the beast, lightning fell and cracked the earth and burned any thing standing be it metal or flesh.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Let's start. Artifact with Creation as element... weird, yet, nice. The mana generation fits well the element you picked. However, you could work better on the wording. Something like this: "Whenever a player activates a nonmana ability of a colored permanent, if that ability has in its cost, its controller may add one mana of any of that permanent’s colors to his or her mana pool." Moreover, the rarity is a bit over. For the actual cost, incommon would be great. If you dropped to 2 or even 1 it would fit the rare slot. The reason is simple: too much requeriments. It needs, at the same time, to have a nonmana ability activated and it must have T on its cost. Also, it works for all players, not just for you. My, my. 6/10.
Where are you Deus. Oh gosh.... No submission. Fail
Artifice with power. Well, the artifice element is justified with the Artifact type. Hehe. And the power element is also achieved with the abilities. However, there resides the problem. 5 damage to the blocking creature whenever equipped creature blocks and a bonus 5 damage to a player whenever equipped creature deals combat damage to aplayer is a bit -- read, too much -- OP. Ever with the 5 cost for both mana cost and equip cost, it's a dat powerful. I wouldn't see it printed soo soon. If it was 3 damage, it would be great. Also, too much power demands too much responsability. Needs a drawback. 7.5/10.
Sorry you had to drop. Hope you do well on your finals. Dropped
Wow, three elements! Hard to rate, but it's nice... The time element is justiifed by the comulative cost. Exiling the top X cards fits the mental element. The absorption element is hidden, but you can feel it on its third ability (after the cumulative upkeep). Well, that's said. Whitout the cumulative upkeep, the card would be too much powerful. Even with it, the card is still OP. Its basically makes the game freeze as long as you wants. If an opponent wants to play, it need to pay. If you wants to play, you get a great bonus. It's TOO MUCH. 6.3/10.
Artifice/Animation with Creation. It's a rhyme. Nice desing. Nice and playable. Would see it printed on a set (dunno which). The creation element is achieved with the token making. The animation is achieved easily with the second ability. The artifice element don't need justification...it's an artifact. The first ability is nice and reasonable. You get a 1/1 token for each damage dealt by equiped creature. Fits well a red/green aggro deck. Nice. The second one is good. However, need a better wording. Try "Living Needle becomes a 1/1 artifact creature and gains "Living Needle gets +1/+1 for each artifact creature named Needle you control."" Also, it's a permanent effect. It would be great if it was "until end of turn." 8.7/10
:sympw::sympu::sympb::sympr::sympg:
They say life is a rainbow. However they're wrong. Life is only GREEN and RED. Green is money and greed. Red is war and blood.
Stay Veautiful!
For a better word. For a cleaner word. For a REAL world. Wikileaks: Information wants to be free. :symw::symu::symb::symr::symg:
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Round 2: Molding Matter
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
Sign-ups
Round 1
The old man looks at the creations, with a small smile, he tells you all to cease in your creations.
"All right. Enough... Now, please stand away from the Elemental Seal", the old man said with a small, yet stern voice.
He gathers all of the Elementals and creates his own Water Elemental along side with them. With a few hand gestures, the elementals seem very tame... and with a small chant, he makes all of the elementals dissolve into the seal, each with it's corresponding element going into each respective circle within the Elemental Seal.
"Now that we have the essence of life in the Seal, it is time we put raw, unconscious energy into the Seal. Let's see what you all can conjure up... Also, be sure to use this experiance to absorb some of the free energy floating around this area. You may feel a surge of energy of a different element... but this is our goal. I will explain soon enough later."
Round 2 Challenge: Create an Enchantment OR Artifact card. This time, you have the choice to use one, two, or three of your elements that you have and have your card based around the element(s). “Primary” and “Secondary” do not matter for this challenge.
In addition, you have an opportunity to choose any different element to use for this challenge, or for future challenges. Even if you are not using it, you are welcome to add it into your list of Elements. This can be either primary (in addition, not to replace) or secondary (in addition).
The Grading Order will be like this:
Water grades Wind
Fire grades Earth
Wind grades Water
Earth grades Fire
Team Earth
Blackbull - Natural (Earth/Water) (Top 3)
82
DeusofCalamity - Space (Illusion/Mental) (Top 3)
40
Gerrard’s Mom - Force (Mental/Creation) (Top 3)
35
Umi_no_Samui - Lightning (Ice/Force) (Top 3)
10
Eventide - Absorption (Mental/Space) (Top 3)
58
PsiJet - Poison (Absorption/Creation) (Top3)
55
Team Fire
GilGaladTheChef - Darkness (Ice/Wind) ???
0
Monkey Playing MTG - Space (Creation/Destruction) (Top 3)
10
Doom_Lich - Artifice (Ice/Illusion) DROPPED
0
Shiniryuu - Creation (Healing/Absorption) (Top 3)
85
Ryder052 - Ice (Natural/Creation) (Top 3)
75
Shinen - Mental (Force/Wind) (Top 3)
50
Team Wind
Koopa - Natural (Creation/Destruction) (Top 3)
100
Brasil_dude101 - Time (Artifice/Lightning) (Top 3)
45
Mzc87 - Artifice (Fire/Lightning)
9
MagicProfessor28 - Creation (Illusion/Space)
27
Krey - Wind (Lightning/Ice) (Top 3)
18
Rocket Powered Turbo Slug - Fire (Wind/Destruction) (Top 3)
45
Team Water
Jimmy_Groove - Natural (Creation/Destruction)
59
Phyrexian Editor - Time (Space/Light) (Top 3)
59
Void_nothing - Force (Time/Fire) (Top 3)
14
Darkfire_Games - Lightning (Ice/Creation) (Top 3)
59
Lord_of_13 - Space (Mental/Time) (Top 3)
14
Pstmdrn - Spirit/Aura (Creation/Absorption) (Top 3)
35
Earth
Lightning
Water
Fire
Ice
Wind
Dark
Light
Space/Reality
Time
Creation
Destruction
Force
Mental
Spiritual/Aura
Restoration/Healing
Natural/Nature
Artifice/Animation
Absorption/Draining
Illusion/Mimicry
Poison/Miasma
I have also done the best I can to make an accurate ranking list for each element in correspondence to the five mana types. This may help you when you are designing cards based on my criteria. Copy/Paste/Save.
Earth
White **
Blue *
Black **
Red *****
Green ****
Water
White *
Blue *****
Black ***
Red *
Green **
Wind
White **
Blue *****
Black *
Red **
Green ****
Fire
White *
Blue *
Black ***
Red *****
Green **
Ice/Snow
White *
Blue *****
Black *
Red ***
Green **
Lightning
White ***
Blue **
Black **
Red *****
Green *
Time
White *
Blue *****
Black **
Red ***
Green *
Poison/Miasma
White *
Blue ***
Black *****
Red *
Green ****
Dark
White *
Blue *
Black *****
Red **
Green **
Light
White *****
Blue *
Black *
Red **
Green **
Absorption
White ***
Blue **
Black *****
Red *
Green ***
Metal/Artifice
White ****
Blue *****
Black **
Red ***
Green **
Space/Reality
White ***
Blue *****
Black *
Red **
Green *
Natural
White **
Blue **
Black ***
Red ***
Green *****
Healing/Restoration
White ****
Blue *
Black ***
Red *
Green *****
Aura/Spiritual
White *****
Blue **
Black *
Red **
Green ****
Mental/Psychic
White *
Blue *****
Black ***
Red ***
Green *
Force (Non-Elemental)
White **
Blue ***
Black **
Red ****
Green *****
Mimicry/Illusion
White *
Blue *****
Black ***
Red **
Green ***
Destruction
White *
Blue **
Black ****
Red *****
Green ***
Creation
White *
Blue **
Black ***
Red ****
Green *****
The Submission Deadline is at December 11th.
The Critique Deadline will be at December 13th.
Also, if you have not sent out Top 3's, please so in your submission post.
Now get crackin'.
Secondary Elements: Earth & Water
The following is a tribute to my new aquired element:
Resonance Totem 3
Artifact R
Whenever a nonmana activated ability of a colored permanent is activated, if that ability has T in its cost, its controller may add one mana of any of that permanent’s colors to his or her mana pool.
It brings you back the essence of your actions.
Illus: Roberto Campus
ADDED: Space
Having been lost in this foreign land - or rather, foreign time - for a while now, the cryptic, dream-induced message was not ignored by Galt. Although skeptical, he was genuinely surprised that someone from the past was able to detect his abilities to manipulate time. Did this mean there were time mages around?
Perhaps, if he went, he would be able to find a spell that would let him return to his own time. If not, there also a chance that he could acquire further knowledge regarding time manipulation, which was the reason as to why he had gone to past in the first place. In any case, he had nothing to lose, and so he set off toward the Great Athenaeum of the Stars, or whatever it was called.
Enchantment {R}
At the beginning of your upkeep, you may choose any number of target permanents and/or suspended cards. For each permanent or card chosen this way, if that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it.
Tribal Instant - Elemental {U}
Choose one — Untap up to two target artifacts; or tap target artifact, and it doesn’t untap during its controller’s next untap step; or Capacitor Charm
deals three damage to target player or creature.
Electricity: It it runs through your nerves and through the nerves of machines.
Artifact Creature - Elemental Golem {U}
Vanishing 3
When Reconstructing Golem is put into a graveyard from the battlefield, if it had no time counters on it, return it it to play with three time counters on it.
Reconstructing Golem gets +1/+1 for each time counter on it.
It breaks down only to rebuild itself once more.
1/1
:symtap:, Sacrifice Inverse Hourglass: Return each permanent that came into play this turn to it's owner's hand, then each player returns to the battlefield all artifact, creature, enchantment, and land cards in his or her graveyard that were put there from the battlefield this turn.
"I'd rather you hadn't done that."
To come
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
About the weaveborn and Round 1
Elements:
Primary: Time
Secondary: Light, Reality, Draining (new element)
Elements: Reality, Draining
Lotus Blight BB
Enchantment - Aura {R}
Enchant opponent
Enchanted opponent cannot tap lands for mana.
Pay 1 life: Add one mana of any color to enchanted opponent's mana pool. Only enchanted opponent may activate this ability.
The weaveborn know one can move beyond manabonds and integrate the spirit into the plane itself. They also know such techniques are not always wise.
Team Earth - Adding Artifice/Animation in primary
Secondary: Mental, Creation
One-Way Forcefield 1GWU
Enchantment (R)
Cumulative upkeep - Discard a card
You can't be attacked.
You and permanents you control can't be the target of spells or abilities opponents control.
(Force/Creation Elemental)
Solidification Elemental 3U
Creature - Elemental (R)
,T, Exile a card from your hand: Put an X/X colorless Elemental creature token onto the battlefield, where X is the converted mana cost of the exiled card.
2/4
(Force/Mental Spell)
Essence Block 2WU
Tribal Instant - Elemental (U)
You may return a white or blue Elemental you control to its owner's hand rather than pay Essence Block's mana cost.
Choose one - Counter target spell, or prevent all damage that would be dealt to you this turn.
Force Blade 5
Artifact - Equipment (R)
Whenever equipped creature becomes blocked by a creature, Force Blade deals 5 damage to the blocking creature. The damage can't be prevented.
Whenever equipped creature deals combat damage to a player, Force Blade deals 5 damage to that player. The damage can't be prevented.
Equip 5
I drew from the sheath of existence an invisible blade, one that could strike down almost any potential threat. Holding the cool, firm hilt, I could sense its inner intricacy, the subtleties of its ethereal forging. The patterns sparked my mind with the possibilities of ordered, perfect machines.
Secondaries: Healing and Absorption
Sorcery (R)
For each non legendary creature token on the battlefield you control, put a token that's a copy of that creature onto the battlefield.
Creature — Elemental (R)
Absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
When Absorbfield Elemental enters or leaves the battlefield, put two 1/3 green Elemental creature tokens with defender and absorb 3 onto battlefield.
4/5
Lifemantle Sprout 3GW
Tribal Instant — Elemental (U)
Elemental presence 1GW (You may cast this card for its presence cost if you control an Elemental.)
Put two 1/1 green Saproling creature tokens onto battlefield. Then, you gain 2 life for each creature you control.
Elements used: Creation, Nature and Absorption
Nature's Awakening 2GGW
Enchantment -- Aura {R}
Enchant Forest or Plains
When ~ enters the battlefield, put two 1/1 green Saproling creature tokens onto battlefield.
Enchanted land is a green and white 4/5 Elemental creature with reach, absorb 2 and "T: Add G or W to your mana pool." It's still a land.
They say life is a rainbow. However they're wrong. Life is only GREEN and RED. Green is money and greed. Red is war and blood.
For a better word. For a cleaner word. For a REAL world. Wikileaks: Information wants to be free.
:symw::symu::symb::symr::symg:
Primary Elements: Absorbtion; Time (added Round 2)
Secondary Elements: Mental; Space
Round 2 Submission (Team Earth)
Time Syphon :2mana::symu::symu::symb:
Artifact {MR}
Cumulative Upkeep - Skip your next turn. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of each opponent's turn, that player may skip his or her turn.
At the beginning of each opponent's upkeep, that player exiles the top X cards from his or her library, where X is twice the number of age counters on Time Syphon.
Whenever a player skips his or her turn, put an age counter on Time Syphon.
When Time Syphon leaves the battlefield, take an extra turn for each age counter on it.
Some years are forever lost to history. Others return when least expected.
Prior Entries
Bloodstained Progress :1mana::symw::symb::symb:
Enchantment {R}
Whenever a permanent enters the battlefield under an opponent's control, that player loses 1 life and you gain 1 life.
"Someone always pays the price for 'moving forward.'" -- Anonymous
Yilirin Oracle :1mana::symu::symu::symg:
Creature - Elemental Wizard {R}
Whenever an opponent draws a card, put a +1/+1 counter on Yilirin Oracle.
:symu::symu:, Remove two +1/+1 counters from Yilirin Oracle: Target player draws a card.
{2/2}
They gain their strength from the ideas of others, then share that power with those they deem worthy.
Syphon Spirit :1mana::symw::symb:
Tribal Instant - Elemental {U}
Exile target non-Elemental creature. You gain life equal to its power.
Visitors are always welcome to the lands of the Yilirin, especially at harvest time.
Correct. It was my way to figure out gradings.
2.Gerrrard's Mom
3. BlackBull
Team Wind
Secondaries: Wind and Destruction
Enchantment (R)
Whenever another source you control deals damage, put a charge counter on ~.
Remove a charge counter from ~: Add to your mana pool.
Remove 2 charge counters from~: Add to your mana pool.
Remove 10 charge counters from ~: ~ deals 5 damage to target creature or player.
Fanned flames promote larger fires, both in the heart and in the hearth
Creature - Elemental (R)
Haste
When ~ attacks, defending player chooses one for each creature he or she controls- tap that creature, or ~ deals 3 damage to that creature.
When there's fire in the air, its either duck or get burned.
6/3
Tribal Sorcery- Elemental (C)
Destroy target land.Then if you control an elemental, that land's controller sacrifices a permanent.
Tornado Glass 2
Artifact (U)
~ comes into play tapped.
,T, sacrifce ~: Destroy target permanent.
Once the jar shatters, glass shards are the least of your worries.
Neurosis BBB
Enchantment-R
Creatures have "At the beginning of your upkeep, discard a card or sacrifice this creature."
The king's advisor filled his head with nasty thoughts, so that he would never trust another again.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Sign-up:
Primary Element: Natural/Nature
Secondary Element: Creation
Secondary Element: Destruction
Secondary Element: Earth (New Element)
Primal AscensionXGGG
Enchantment-Aura (MR)
Enchant Player
Shroud
Enchanted player is a X/X green Elemental creature with trample and shroud.
Whenever the enchanted player attacks you may pay GGG. If you do, destroy target land.
Whenever the enchanted player would be removed from the battlefield, sacrifice this enchantment instead.
Round 1:
Burning Whipvine 1RG
Creature - Plant Elemental (U)
Double strike
Wither (Deals damage to creatures in the form of -1/-1 counters.)
"It strikes you once, it strikes you twice,
it strikes you dead, heed this advice." - Elven parable
1/4
Birth by Bark 1G
Tribal Instant - Plant Elemental (C)
Put 2 1/1 green Plant Elemental creature tokens with reach onto the battlefield.
DO NOT SHAKE THE TREES!
Round 2:
Orb of the World 5
Legendary Artifact (MR)
1R,T: Destroy target land.
1G,T: Search your library for a land and put it onto the battlefield tapped.
1RG,T, Sacrifice Orb of the World: Destroy target land and search your library for a land and put it onto the battlefield tapped.
Normally a weapon is forged from the earth.
However, the earth was forged from this weapon.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Primary 1: Poison/Miasma
Primary 2: Artifice/Animation << Added
Secondary 1: Absorption
Secondary 2: Creation
Fetid Skin
Enchantment - Aura (R)
During your upkeep, put a fetid counter on enchanted creature.
Enchanted creature gains +X/+X and infect, where X is equal to the number of fetid counters on it.
Its skin reeked of death, causing the downfall of even the hardiest of warriors.
Poison + Absorption
Putrid Bogger 2BB
Creature - Elemental (R)
Poisonous 2
BB: Regenerate ~.
2/6
"The swamp had risen to take revenge on those that it felt were tresspassing."
Poison + Creation
Living Boils 1BBB
Tribal Sorcery - Elemental (U)
Put X 1/2 black boil token creatures on the battlefield that have "If ~ is destroyed, target player gets a poison counter.", where X is equal to the number of poison counters you have.
"His skin fell off, creating more of a defense than even we could have imagined."
Current:
Living Needle 5
Artifact (R)
Equip 2
Whenever equipped creature deals damage, put X 1/1 artifact creatures named “Needle” on the battlefield, where X is equal to the damage dealt.
3, Unattach Living Needle: Living Needle becomes a 1/1 creature and gains +1/+1 for each artifact creature named “Needle” you control.
Primary: Lightning
Secondaries: Ice, Creation
Strobe Lightning Storm XXURG
Instant (M)
Choose X -- Strobe Lightning Storm deals 4 damage to target creature or player; or target opponent puts the top ten cards of his or her library into his or her graveyard; or put five 2/2 green Wolf creature tokens onto the battlefield. (You may choose each more than once.)
"It's always entertaining to watch. Even I never know what it's going to do." --Jeremiah of the Storm
CARD 1
Lightning/Ice Creature
Coldstrike Elemental 3UR
Creature - Elemental (R)
Haste, first strike
Whenever Coldstrike Elemental deals combat to a creature, tap that creature. It doesn't untap during its controller's next untap step.
Whenever Coldstrike Elemental deals combat damage to a player, that player skips his or her next untap step.
{4/3}
CARD 2
Lightning/Creation Sorcery
Swift Storm 4RG
Tribal Sorcery - Elemental (U)
Put three 2/2 red and green Elemental creature tokens onto the battlefield. Those creatures gain haste until end of turn.
If you cast another Elemental spell this turn, put +1/+1 counters on all creatures that entered the battlefield under your control this turn.
Lightning Artifact
Sturmrod 2
Artifact - Equipment (R)
Equipped creature has "R,T: This creature deals 2 damage to target creature. Tap that creature."
Equip 2
Lightning/Ice/Creation Artifact
Coldstrike Machine 5
Artifact
Whenever another source deals damage to a creature or player, you may put a charge counter on Coldstrike Machine.
,T: Coldstrike Machine deals 1 damage to target creature or player.
T, Remove a charge counter from Coldstrike Machine: Choose one -- Coldstrike Machine deals 2 damage; or draw a card; or put a 1/1 red Elemental creature token onto the battlefield.
Ice/Creation Enchantment
Blizzard Herd 2UU
Enchantment (R)
Your maximum hand size is reduced by two.
Whenever a spell or an ability you control counters a spell, you may put a 4/4 blue Elemental creature token with flying onto the battlefield.
I POSTED MY TOP 3 ON THE ORIGINAL THREAD. I STILL HAD 3 HOURS TO DEADLINE AT TIME OF POSTING. TOP 3 HERE
Leyline of Utopia:2mana::symw::symg:
Enchantment
If Leyline of Utopia is in your opening hand, you may put it onto the Battlefield.
Lands you control produce one mana of any color when tapped for mana.
Creature spells you control cannot be countered.
Harmony can only come when there is unity between body and spirit.
Previous Entries
Elemental (Spirituality/Creation)
Living Essence :2mana::symw::symg:
Creature - Elemental Spirit U
When Living Essence enters the Battlefield, untap target creature.
:symgw::symgw:, Sacrifce Living Essence: Put a 1/1 white spirit creature token with flying into play for each untapped land you control.
2/3
Tribal Spell (Spiritual/Absorption)
Primordial Pulse :2mana::symg::symg:
Tribal Instant - Elemental U
Drain all mana from target player's mana pool. Put an X/X green elemental spirit creature token onto the battlefield, where X is the number of mana drained.
"The land seemed to have a better use for my spell." -- Ralgin, Wizard Adept
Astral Form WWWW
Enchantment R
Prevent all combat damage dealt to you.
Mana does not drain from your mana pool at the end of phases and steps.
Your mana pool becomes your life total. Damage and life loss are subtracted from your mana pool.
Her only escape was leaving her material body.
[Clan Flamingo]
Deatheater Bloom BG
Enchantment (R)
Whenever a creature card is put into your graveyard from the battlefield, put a fungus counter on Deatheater Bloom, then put a 1/1 green Saproling creature token onto the battlefield for each fungus counter on Deatheater Bloom.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Ryder, that would mean you. Or Jimmy Groove and pstmdrn, if I was judging Water this Round.
Primary: Wind
Secondary: Lightning, Ice
Tornado's Path 2UUU
Sorcery (R)
For each R used to cast Tornado's Path, it deals 2 damage to all creatures.
Retun all non-land permanents to their owner's hand.
Those that could stand the fury of the tornado, remain only to be blow away by the mighty winds.
Thunderstorm Elemental 2UU
Creature - Elemental Spirit (R)
Flying
R.:symq:,: Thunderstorm Elemental deals 3 damage to target creature blocking it.
3/3
It may be just wind, but don't forget about the lightning.
Freezing Blast UR
Tribal Instant - Elemental (U)
Freezing Blast deals 2 damage to target creature. Tap that creature and it does not untap during its controller's next untap step.
Where there were attackers, now stood an army of ice statues.
New Element - Destruction
This card's elements - Lightning + Destruction
Aura of Devastation 2RR
Enchantment - Aura (R)
Enchant creature
Whenever the enchanted creature deals damage to an opponent that opponent sacrifices a creature, artifact or land.
Thunder roared around the beast, lightning fell and cracked the earth and burned any thing standing be it metal or flesh.
2. Gerrard's Mom
3. Eventide
They say life is a rainbow. However they're wrong. Life is only GREEN and RED. Green is money and greed. Red is war and blood.
For a better word. For a cleaner word. For a REAL world. Wikileaks: Information wants to be free.
:symw::symu::symb::symr::symg: