Card Creation League - December Round 3: "Great, now look what you all done."
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 auras and materials were added into the Elemental seal, instantly dissolving into magical, multicolored mist as it entered the seal's diameter.
"Yes... you all have done well", said the old man with a small smile on his face.
"...Huh... oh, you have got to be--"
CRAAAAAAAAAAAAAAAAAAAASH
Apprently, due to the imbalance of elemental properties among the groups combined, the seal was sputtering magical energies at an uncontrolable rate, and the air becomes thick with rich mana.
"Oh my." said the old man with now a small frown on his face.
"You folks done it now."
The old man comes from behind you all, facing the maelstrom of magic that is about to consume the entire building.
"Listen. The time for testing your elements has come to a close. The time for testing how well you can branch your horizons with the situations of life or death begins this very instant.
Look onto your comrades at your times of crisis. See into their minds and learn their skills, and use those skills to suppress your own creations. Using your very own professions to your own creations will only fuel it... make the maelstrom fear change by targeting your own creations within to counteract it.
Or else you all will probably, maybe, sort of die."
Challenge: Using any number of elements of your team that does NOT include your own, make any one card.
Example: My team has the following:
Fire (Wind/Water)
Light (Dark/Time)
Creation (Destruction/Absorption)
Spiritual (Fire/Water)
If I'm the first one, the Fire (Wind/Water), I'm restricted to only the following:
Light/Dark/Time/Creation/Destruction/Absorption/Spiritual
Fire and Water cannot be used, since it was included in the list.
If you have a team mate that is not in this contest (dropped), you are still able to use his or her elements.
Grading will go as such:
Fire grades Water
Water grades Earth
Earth grades Wind
Wind grades Fire
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 *****
So... I have to choose from: Natural/Earth/Water/Force/Creation/Poison/Illusion/Lightning/Ice.
Mathematically, it's not looking good for my survival for the December CCL. Time to "suppress my own creations" and hope for the best.
Ixotic Conformance :3mana::symu::symu::symu:
Tribal Sorcery - Illusion {R}
Turn all nonland, nontoken permanents face-down. (They're 2/2 colorless creatures.) Declarations of individuality were brutally replaced by the din of conformity.
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.
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.
So... I have to choose from: Natural/Earth/Water/Force/Creation/Poison.
No Illusion/Lightning/Ice, due to Deus and Umi dropping.
Huh. I think I can handle that. Just not at this exact moment.
Not necessarily. You are still able to use any team mates elements, regardless of participation or not. I should of made that a bit clearer when I first typed it all out, but yes, you can use Deus and Umi's elements as you wish.
This is one of the reasons I gave you all the option to add an element to your own list. So technically, you are slightly helping your own team mates by providing another option... but it won't always be like that. :]
Any one card for the following elements: Dark/Force/Water-Ice/Artifice/Illusion/Space/Destruction/Wind/Mental.... That's a lot of space to desing. Nice.
Dark+Mental: Memento LossUB
Instant {U}
Kicker 5
Target player puts the top three cards of his or her library into his or her graveyard. If Memento Loss was kicked, that player puts the top thirteen cards of his or her library into his or her graveyard instead.
: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:
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."
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.
Naturalizing Connivance2:symgu::symgu:
Enchantment - (R)
If G was paid: Opponents cannot attack unless they sacrifice an enchantment they control.
If U was paid: During target opponents upkeep, gain control of target creature they control until end of turn unless they pay 2.
If both G and U was paid: During an opponents upkeep, take control of target creature they control unless they sacrifice an enchantment. "There was no way they could get through, at least not with their wizards and soldiers attacking them from within."
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 attacks and isn't blocked, Force Blade deals 5 damage to that player. The damage can't be prevented.
Equip 5
I don't see the Round 2 additional elements, but at the moment I can choose from: Natural, Earth, Water, Space, Illusion, Lightning, Ice, Absorption, Poison.
Looks like a Water/Illusion is in order: Mist Strider2UU
Creature - Elemental Illusion (U)
Mist Strider's power and toughness are each equal to the number of Islands you control.
Whenever Mist Strider becomes the target of a spell or ability, return it to its owner's hand. Even on the brightest day, the mists of Arvabel never truly clear.
*/*
Feedback FamiliarWRR
Creature - Elemental {R}
Trample
Whenever Feedback Familiar deals five or more damage to a player, double its controller's life total.
Sacrifice Feedback Familiar at the beginning of the next end step.
5/1 It seeks only to complete the circuit.
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.
Natural, Time, Artifice, Creation, Illusion, Space, Lightning, Ice
Timesap Metalwright2UU
Artifact Creature- Elemental Construct (R)
Whenever a time counter is removed from a suspended card, you may put a +1/+1 counter on ~. T, remove 2 +1/+1 counters from ~: Put an artifact from your hand onto the battlefield.
2/2
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
Fire/Time/Space Creation Phoenix Seal2RR
Enchantment - Aura (R)
Enchant permanent
Whenever enchanted permanent becomes tapped, it deals 2 damage to its controller. 3RR: Return Phoenix Seal to the battlefield attached to target permanent. Activate this ability only if Phoenix Seal is in the graveyard
Available Elements: Natural/Destruction/Time/Space/Light/Force/Fire/Mental/Spirit/Aura/Absorption
Time/Fire Creation Timefire2RR
Enchantment (R)
Vanishing 3
Whenever you remove a time counter from Timefire, you may put a blaze counter on target permanent.
At the beginning of each players' upkeep, permanents that player controls deal damage to that player equal to the number of blaze counters on them. 5: Put a time counter on Timefire.
Time/Light Creation Century Beacon6
Artifact (M)
When Century Beacon enters the battlefield, choose a color. Century Beacon is the chosen color.
Whenever Century Beacon becomes tapped, tap all permanents that share a color with it. Whenever Century Beacon becomes untapped, untap all permanents that share a color with it. 5: Tap or untap Century Beacon.
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.
Round 3:
Future Technologies1UU
Sorcery (U)
Search your deck for an artifact card and exile it with 4 time counters on it. If it doesn't have suspend, it gains suspend. "The tools to destroy you don't exist yet... that doesn't mean I can't use them."
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.
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
Round 2 Enchantment
Astral Form :symw::symw::symw::symw: (Spirituality)
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. You choose the color of mana lost. Her only escape was leaving her material body.
Round 3
Primeval Age 2WWGG (Time/Space/Destruction)
Sorcery
Destroy all permanents except for basic lands, then shuffle all graveyards into their owner's libraries. The plane was reset to an earlier, simpler time... where nothing but possibility exists.
My Elements:
Primary: Wind
Secondary: Lightning, Ice
My Signature Spell: Tornado's Path :2mana::symu::symu::symu:
Sorcery (R)
For each 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.
The Wind/lightning Creature: Thunderstorm Elemental :2mana::symu::symu:
Creature - Elemental Spirit (R)
Flying
:symr:.: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.
The Wind/Ice Tribal Spell: Freezing Blast :symu::symr:
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.
The New Element: Aura of Devastation :2mana::symr::symr:
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.
Space - Illusion
Spatial RefractionUUXX
Sorcery (R)
Exile X creatures you control and put X time counters on them, those creatures gain suspend. For each creature exiled this way put an X/X colorless illusion creature token onto the battlefield. In the blink of the eye the army was gone and their shadows rose up and continued the battle, moments later the army appeared in the middle of the fight and victory was theirs.
Astral Assimilation2WU
Instant U
Counter target spell, then reveal your hand. You gain 3 life for each card with converted mana cost equal to that spell's converted mana cost revealed this way. "Where my own thoughts get me rich, others' ones eriches me." Goloth, merchant of ideas
I would like it much more if the second was a "may" ability, just in case I don't want to show my opponent my entire hand. Otherwise it's fine.
No card.
Excellent. Elegant and balanced.
No card.
I see the illusion-force thing without Tribal, and I don't know why you felt the need to use it. This strikes me as overpowered, hitting artifacts, planeswalkers, enchantments and creatures, most likely with no way to bring them back again. In current Magic (where not many cards interact with face-down cards) I don't like this card.
You have some real templating issues. Since this enchantment is staying around, you should use counters in some way to remind the players which effects are being applied. Also, there's no timespan on the first effect (if I sack one enchantment, I can attack until end of turn? Forever?) and also, opponents don't attack, creatures do. I don't know when the second targeting effect happens, either. Can I target each opponent during their upkeep? When I play it do I choose a target, then wait till their upkeep? And this is confused further by the both effect, which says "an opponent," not "target opponent."
Very nice design. I enjoy the fact that you went and branched out into lesser used mechanics. It seems perfectly costed, balanced, and given the correct rarity. Nice card.
Interesting card. Cards that use the S always catch my eye because the design space for that mechanic remains wide open. The card itself seems balanced but perhaps is a tad overcosted. I know repeated removal is good and I could see Timmy loving a card like this and Jimmy could want to try to cheat it out. The nature element seems a little forced. I know that a snowstorm is "natural" but had you just chosen Ice and Destruction that would have been more than enough. Also, the mana cost seems really weird. Sure Destruction is more Red aligned but this is also a snow storm and the actual destroy effect comes from a Snow mana ability. It seems awkward but its not awful.
The card seems decent but I am disappointed with how much design space you had and you choose to do a standard run of the mill... mill card Regardless I am not here to judge you on that. I am here to judge you one your card. The card seems balanced and it has an appropriately rarity. I don't know if the black is needed but I guess black does have it's share of the milling mechanic so I can't complain. It just seems recent mill cards have all been mono-u. It's fine though. The cards is fine but overall unexciting.
Critic for TEAM WATER Fun note: 4/6 of the team have names with a "_" instead of a common spacement. Fun note n.2: 1/2 of my team is out.
Fun note n.3: Haters gonna hate.
Oh noes, where is Jimmy? No submission
Lightning+Spirit? Smells like Boros here. Ummm, a bit overcosted: the drawback is powerful. A sacrifice at the end step is a good drawback. Also, this creature requires a blocker, if not, the players's life will double, after the damage is dealt. But, it has it can deal damage to it's controller or to a friendly player, can see a nice space on the field. Can see some space as a finisher. For me, if you want that mana cost, add lifelink to it. If not, change to 1RW.Needs haste. Also, a lifelink would fir very well here. 7.9/10. Would be 8+, but lacks haste
No, nothing here, sir. Let's roll back to base. No submission
Triple element design. Nice. Oops, four elements: it haz creationz. First, I would change the name: Phoenix Seal seems like you'll release a phoenix, try something like Phoenix Curse. Dunno. The damage ability is cool: 2 damage whenever enchanted creature is tapped is enough, but could be 3. The time/space elements are very visible on its secondary ability--returns. With that, I can feel the phoenix insed the aura, also, it's a very common phoenix mechanic. Very good card. 8.5/10.
Out? Just a ph... sad. No submission
Three elements, all visible on this card. However, there are mistakes. First of all, it's "shuffle" not "Shuffle"!!! tl;dr. So, it's basically a "Shuffle all cards that aren't basic lands nor indestructible into their owner's libraries." The text could be simpler, or not. Too much expensive. Try 3WG or less, since all players benefit. 6.9/10.
----
1. Darkfire_Games
2. Phyrexian Editor
3. Pstmdrn(oh gosh, another hard name)
: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:
Lightning+Spirit? Smells like Boros here. Ummm, a bit overcosted: the drawback is way too powerful. Both of them are. Also, this creature requires a blocker, if not, the opponent's life will double, after the damage is dealt. However, could see some space as a finisher. For me, if you want that mana cost, add lifelink to it. If not, change to :1mana::symr::symw:. 7/10.
Just a note: It doubles YOUR life total ("its controller's") if it deals 5, NOT your opponent's. It's not a drawback at all.
Private Mod Note
():
Rollback Post to RevisionRollBack
"You live and learn. At any rate, you live." -Douglas Adams
: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:
Shiniryuu - Very nice Glimpse/Archive Trap variant. The kicker feels very nice here. This feels more rare to me than uncommon, but I think this could be a powerful uncommon. There's no flavor text
Ryder052 - The card fits well into red and into the chosen elements. Nice to see entwine. Good cost for the effects. No flavor text
Shinen - The card fits well with the elements. Very flavorful. Very well costed and the cost of the activated ability is right, the snow mana is a nice touch that adds flavor to this card. The flavor text is well done.
1. Shinen
Since both cards are variants of previous cards, and very nicely done, this was very hard to do. If I could make it a tie I would.
2. Shinryuu
3. Ryder52
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
Team Wind Round 3
Honestly, I didn't care for any of the cards, and I had different issues with each. The fact that all three submissions deal with time counters didn't help. In addition, this round's submissions had no relation to suppressing or counteracting the previous submissions. Since there are only three contestants and all three failed to the same degree in my opinion, RPTS, Koopa and Krey all get the same score from me. Do with that what you will.
Round 3: "Great, now look what you all done."
* 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
Round 2
The auras and materials were added into the Elemental seal, instantly dissolving into magical, multicolored mist as it entered the seal's diameter.
"Yes... you all have done well", said the old man with a small smile on his face.
"...Huh... oh, you have got to be--"
CRAAAAAAAAAAAAAAAAAAAASH
Apprently, due to the imbalance of elemental properties among the groups combined, the seal was sputtering magical energies at an uncontrolable rate, and the air becomes thick with rich mana.
"Oh my." said the old man with now a small frown on his face.
"You folks done it now."
The old man comes from behind you all, facing the maelstrom of magic that is about to consume the entire building.
"Listen. The time for testing your elements has come to a close. The time for testing how well you can branch your horizons with the situations of life or death begins this very instant.
Look onto your comrades at your times of crisis. See into their minds and learn their skills, and use those skills to suppress your own creations. Using your very own professions to your own creations will only fuel it... make the maelstrom fear change by targeting your own creations within to counteract it.
Or else you all will probably, maybe, sort of die."
Challenge: Using any number of elements of your team that does NOT include your own, make any one card.
Example: My team has the following:
Fire (Wind/Water)
Light (Dark/Time)
Creation (Destruction/Absorption)
Spiritual (Fire/Water)
If I'm the first one, the Fire (Wind/Water), I'm restricted to only the following:
Light/Dark/Time/Creation/Destruction/Absorption/Spiritual
Fire and Water cannot be used, since it was included in the list.
If you have a team mate that is not in this contest (dropped), you are still able to use his or her elements.
Grading will go as such:
Fire grades Water
Water grades Earth
Earth grades Wind
Wind grades Fire
Team Earth
Blackbull - Natural (Earth/Water) (T3 Submitted)
82 + 36 = 118
DeusofCalamity - Space (Illusion/Mental) DROPPED
40
Gerrard’s Mom - Force (Mental/Creation) (T3 Submitted)
35 + 82 = 117
Umi_no_Samui - Lightning (Ice/Force) ???
10
Eventide Sojourner - Absorption (Mental/Space) (T3 Submitted)
58 + 27 = 85
PsiJet - Poison (Absorption/Creation) (T3 Submitted)
55 + 91 = 146
Team Fire
GilGaladTheChef - Darkness (Ice/Wind) ???
0
Monkey Playing MTG - Space (Creation/Destruction) ???
10
Doom_Lich - Artifice (Ice/Illusion) DROPPED
0
Shiniryuu - Creation (Healing/Absorption) (T3 Submitted)
85 + 71 = 156
Ryder052 - Ice (Natural/Creation) (T3 Submitted)
75 + 93 = 168
Shinen - Mental (Force/Wind) (T3 Submitted)
50 + 50 = 100
Team Wind
Koopa - Natural (Creation/Destruction) (T3 Submitted)
100 + 36 = 136
Brasil_dude101 - Time (Artifice/Lightning) DROPPED
45
Mzc87 - Artifice (Fire/Lightning) ???
9 + 0 = 9
MagicProfessor28 - Creation (Illusion/Space) ???
27 + 0 = 27
Krey - Wind (Lightning/Ice) (T3 Submitted)
18 + 91 = 119
Rocket Powered Turbo Slug - Fire (Wind/Destruction) (T3 Submitted)
45 + 82 = 127
Team Water
Jimmy_Groove - Natural (Creation/Destruction)
59 + 18 = 57
Phyrexian Editor - Time (Space/Light) (T3 Submitted)
59 + 55 = 114
Void_nothing - Force (Time/Fire) ???
14
Darkfire_Games - Lightning (Ice/Creation) (T3 Submitted)
59 + 82 = 141
Lord_of_13 - Space (Mental/Time) ???
14
Pstmdrn - Spirit/Aura (Creation/Absorption) (T3 Submitted)
35 + 64 = 99
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 17th.
The Critique Deadline will be at December 19th.
Mathematically, it's not looking good for my survival for the December CCL. Time to "suppress my own creations" and hope for the best.
Ixotic Conformance :3mana::symu::symu::symu:
Tribal Sorcery - Illusion {R}
Turn all nonland, nontoken permanents face-down. (They're 2/2 colorless creatures.)
Declarations of individuality were brutally replaced by the din of conformity.
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.
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.
Not necessarily. You are still able to use any team mates elements, regardless of participation or not. I should of made that a bit clearer when I first typed it all out, but yes, you can use Deus and Umi's elements as you wish.
This is one of the reasons I gave you all the option to add an element to your own list. So technically, you are slightly helping your own team mates by providing another option... but it won't always be like that. :]
Any one card for the following elements: Dark/Force/Water-Ice/Artifice/Illusion/Space/Destruction/Wind/Mental.... That's a lot of space to desing. Nice.
Dark+Mental:
Memento Loss UB
Instant {U}
Kicker 5
Target player puts the top three cards of his or her library into his or her graveyard. If Memento Loss was kicked, that player puts the top thirteen cards of his or her library into his or her graveyard instead.
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:
Natural
Earth
Water
Space
Illusion
Mental
Force
Lightning
Ice
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."
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.
Naturalizing Connivance 2:symgu::symgu:
Enchantment - (R)
If G was paid: Opponents cannot attack unless they sacrifice an enchantment they control.
If U was paid: During target opponents upkeep, gain control of target creature they control until end of turn unless they pay 2.
If both G and U was paid: During an opponents upkeep, take control of target creature they control unless they sacrifice an enchantment.
"There was no way they could get through, at least not with their wizards and soldiers attacking them from within."
Winter's Fury 4RR
Snow Enchantment-R
1SS: Destroy target non-snow permanent.
Fire did naught to compare to the wrath of a sudden storm.
Available elements: Ice, Wind, Space, Creation, Destruction, Artifice, Creation, Illusion, Healing, Absorption, Natural.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
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.
(Artifice/Force artifact)
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 attacks and isn't blocked, Force Blade deals 5 damage to that player. The damage can't be prevented.
Equip 5
Looks like a Water/Illusion is in order:
Mist Strider 2UU
Creature - Elemental Illusion (U)
Mist Strider's power and toughness are each equal to the number of Islands you control.
Whenever Mist Strider becomes the target of a spell or ability, return it to its owner's hand.
Even on the brightest day, the mists of Arvabel never truly clear.
*/*
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
About the weaveborn and Round 1
Round 2
Lightning / Spirituality
Feedback Familiar WRR
Creature - Elemental {R}
Trample
Whenever Feedback Familiar deals five or more damage to a player, double its controller's life total.
Sacrifice Feedback Familiar at the beginning of the next end step.
5/1
It seeks only to complete the circuit.
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.
Artifact Creature- Elemental Construct (R)
Whenever a time counter is removed from a suspended card, you may put a +1/+1 counter on ~.
T, remove 2 +1/+1 counters from ~: Put an artifact from your hand onto the battlefield.
2/2
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
Fire/Time/Space Creation
Phoenix Seal 2RR
Enchantment - Aura (R)
Enchant permanent
Whenever enchanted permanent becomes tapped, it deals 2 damage to its controller.
3RR: Return Phoenix Seal to the battlefield attached to target permanent. Activate this ability only if Phoenix Seal is in the graveyard
Available Elements: Natural/Destruction/Time/Space/Light/Force/Fire/Mental/Spirit/Aura/Absorption
Time/Fire Creation
Timefire 2RR
Enchantment (R)
Vanishing 3
Whenever you remove a time counter from Timefire, you may put a blaze counter on target permanent.
At the beginning of each players' upkeep, permanents that player controls deal damage to that player equal to the number of blaze counters on them.
5: Put a time counter on Timefire.
Time/Light Creation
Century Beacon 6
Artifact (M)
When Century Beacon enters the battlefield, choose a color. Century Beacon is the chosen color.
Whenever Century Beacon becomes tapped, tap all permanents that share a color with it. Whenever Century Beacon becomes untapped, untap all permanents that share a color with it.
5: Tap or untap Century Beacon.
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.
Round 3:
Future Technologies 1UU
Sorcery (U)
Search your deck for an artifact card and exile it with 4 time counters on it. If it doesn't have suspend, it gains suspend.
"The tools to destroy you don't exist yet... that doesn't mean I can't use them."
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
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.
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
Round 2 Enchantment
Astral Form :symw::symw::symw::symw: (Spirituality)
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. You choose the color of mana lost.
Her only escape was leaving her material body.
Round 3
Primeval Age 2WWGG (Time/Space/Destruction)
Sorcery
Destroy all permanents except for basic lands, then shuffle all graveyards into their owner's libraries.
The plane was reset to an earlier, simpler time... where nothing but possibility exists.
[Clan Flamingo]
My Elements:
Primary: Wind
Secondary: Lightning, Ice
My Signature Spell:
Tornado's Path :2mana::symu::symu::symu:
Sorcery (R)
For each 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.
The Wind/lightning Creature:
Thunderstorm Elemental :2mana::symu::symu:
Creature - Elemental Spirit (R)
Flying
:symr:.: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.
The Wind/Ice Tribal Spell:
Freezing Blast :symu::symr:
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.
The New Element:
Aura of Devastation :2mana::symr::symr:
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.
Space - Illusion
Spatial Refraction UUXX
Sorcery (R)
Exile X creatures you control and put X time counters on them, those creatures gain suspend. For each creature exiled this way put an X/X colorless illusion creature token onto the battlefield.
In the blink of the eye the army was gone and their shadows rose up and continued the battle, moments later the army appeared in the middle of the fight and victory was theirs.
Astral Assimilation 2WU
Instant U
Counter target spell, then reveal your hand. You gain 3 life for each card with converted mana cost equal to that spell's converted mana cost revealed this way.
"Where my own thoughts get me rich, others' ones eriches me."
Goloth, merchant of ideas
2. Blackbull
1. Gerrard's Mom
Very nice design. I enjoy the fact that you went and branched out into lesser used mechanics. It seems perfectly costed, balanced, and given the correct rarity. Nice card.
Interesting card. Cards that use the S always catch my eye because the design space for that mechanic remains wide open. The card itself seems balanced but perhaps is a tad overcosted. I know repeated removal is good and I could see Timmy loving a card like this and Jimmy could want to try to cheat it out. The nature element seems a little forced. I know that a snowstorm is "natural" but had you just chosen Ice and Destruction that would have been more than enough. Also, the mana cost seems really weird. Sure Destruction is more Red aligned but this is also a snow storm and the actual destroy effect comes from a Snow mana ability. It seems awkward but its not awful.
The card seems decent but I am disappointed with how much design space you had and you choose to do a standard run of the mill... mill card Regardless I am not here to judge you on that. I am here to judge you one your card. The card seems balanced and it has an appropriately rarity. I don't know if the black is needed but I guess black does have it's share of the milling mechanic so I can't complain. It just seems recent mill cards have all been mono-u. It's fine though. The cards is fine but overall unexciting.
Nobody else on Team Fire provided a submission.
1. Ryder
2. Shiniryuu
3. Shinen
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Fun note: 4/6 of the team have names with a "_" instead of a common spacement.
Fun note n.2: 1/2 of my team is out.
Fun note n.3: Haters gonna hate.
For me, if you want that mana cost, add lifelink to it. If not, change to 1RW.Needs haste. Also, a lifelink would fir very well here. 7.9/10. Would be 8+, but lacks haste2. Phyrexian Editor
3. Pstmdrn(oh gosh, another hard name)
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:
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:
GilGaladTheChef - No Card
Monkey Playing MTG - No Card
Shiniryuu - Very nice Glimpse/Archive Trap variant. The kicker feels very nice here. This feels more rare to me than uncommon, but I think this could be a powerful uncommon. There's no flavor text
Ryder052 - The card fits well into red and into the chosen elements. Nice to see entwine. Good cost for the effects. No flavor text
Shinen - The card fits well with the elements. Very flavorful. Very well costed and the cost of the activated ability is right, the snow mana is a nice touch that adds flavor to this card. The flavor text is well done.
1. Shinen
Since both cards are variants of previous cards, and very nicely done, this was very hard to do. If I could make it a tie I would.
2. Shinryuu
3. Ryder52
Honestly, I didn't care for any of the cards, and I had different issues with each. The fact that all three submissions deal with time counters didn't help. In addition, this round's submissions had no relation to suppressing or counteracting the previous submissions. Since there are only three contestants and all three failed to the same degree in my opinion, RPTS, Koopa and Krey all get the same score from me. Do with that what you will.