Venser's Ambulator :1mana::symu::symw:
Legendary Artifact (R)
:2mana:, Exile Venser's Ambulator: Exile target creature you control.
:0mana:: Return Venser's Ambulator and all cards exiled with it to the battlefield under their owners' control. Use this ability only if Venser's Ambulator is exiled.
Kehdi, Bold Cadet1WW
Legendary Creature - Human Soldier {MR} 1W: Kehdi, Bold Cadet deals damage equal to his power to target creature blocking or blocked by Kehdi, Bold Cadet. Activate this ability only once each turn.
Whenever a creature dealt damage by Kehdi this turn dies, put two loyalty counter on Kehdi, then transform him.
/////////////////////////////////////////////////////////// Kehdi the Tactician Prodigy
Planeswalker - Kehdi
[+1]: Until your next turn, target creature can’t attack.
[-1]: Put an +1/+1 counter on Kehdi, then transform him.
[-2]: Choose one—You choose how each creature blocks this turn; or you choose which creatures attack until your next turn.
Private Mod Note
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Magic Level 2 Judge Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
Nidorrim, Gateway of Demise - 4
Legendary Artifact (MR) ,T, Discard a card: Put a Black 5/5 Horror Creature token named Phyrexian Obliterator with Trample and : "Whenever a source deals damage to Phyrexian Obliterator, that source's controller sacrifices that many permanents." onto the battlefield. "I fear my curiosity may have sentenced my world to the same fate as others."
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Cornerstone of Passage - 4
Artifact (R)
When Cornerstone of Passage enters the battlefield, return exiled creatures to the battlefield under your control.
Whenever a creature gets exiled, you take control of it.
Planeswalk5
Sorcery (R)
Exile all planar cards in the command zone.
Choose a planar card you own from outside the game and put it into your command zone. "As I was dueling, the ground warped beside me, reality distorted. After a moment of silence we were in a vast, untouched world."
Unknown planeswalker
At the beginning of your upkeep put a charge counter on Reality Egg.
Sacrifice Reality Egg: Put an artifact, creature, enchantment, or land card with converted mana cost X or less from outside the game into play, where X is the number of charge counters on Reality Egg.
Critiques: Ninja Caterpie- I love the flavor of this card, but I wish it did more especially for a rare. CrazyMatt - The ability is solid but it may be a little under costed. I really don't like the flavor, the name is very clunky. ChaoticSpark - I'm just going to assume that it works, I feel very overwhelmed by the complexity of this card. PsiJet - I really like what this card does, but at the same time it's overly complex " half the casting cost." also should say cmc. Jimmy Groove - I love the name, the flavor text is bland in comparison and I don't entirely see how the name connects to the ability. This reminds me very much of Proteus staff, i like it. Koopa - The name fits though it is not very flavorful. I think it is broken and I don't find it very interesting. Krey - I think the name and ability are assume, the card gels. But I don't think the flavor text is very strong. NotoriousLynx - I simultaneously love and hate it because I'm not 100% positive what it does or that it works, and it just plane confuses me.( get my pun ) Viperion - This is very similar to Koopa's card, but I don't think it is as broken. I really like the flavor text.
Planeswalk5
Sorcery (R)
Exile all planar cards in the command zone.
Choose a planar card you own from outside the game and put it into your command zone. "As I was dueling, the ground warped beside me, reality distorted. After a moment of silence we were in a vast, untouched world."
Unknown planeswalker
That's not planeswalking, that's obliterating the multiverse. Not that there's anything wrong with that.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Man did I struggle with this one. How do you determine what's on another plane?
'Course, I'm not big on the flavour/background of Magic anyway... give me mechanics any day of the week
Wish Portal5
Legendary Artifact (Mythic Rare) WUBRG, T: Choose a card you own from outside the game, reveal that card, and put it into your hand. You lose life equal to that card’s converted mana cost. I’m still not sure what purpose this gateway serves; however the corpses surrounding it do concern me greatly.
Well. I have 100 minutes to complete my entry. HOLDER!
Wurmhole Generator3
Artifact {R} T: Search your library for three cards and put them into your hand. Then shuffle your library. Activate this only if another player controls a permanent named Wurmhole Generator. "It will allow you to travel through the cosmos and search for vast riches. It's a scientific marvel."
"Thats spectacular! Start it up!"
"Uh... yea. You see.... we can't..."
"Why the heck not??"
"We need another one on the other side..."- Vedalken Scientist
Ninja Caterpie - Really average, I don't think Wandering Eye minus body needs to be rare.
CrazyMatt - This just feels like you're looking at your own memories, so I'm not sure how this would help you see new planes. It's a fun combo piece, although a part of me wishes it could fetch exiled cards as well.
Rudyard - Planes are never actually on the battlefield. This looks like a complicated way to introduce planechase into a non-PC game, which is cool, but not mythic (legendary may not be a bad move either, this would just be a mess in multiples).
PsiJet - I guess so, although flavorwise it does feel a bit odd with the rounds requirement. It's also got a lot of issues - if my Spined Wurm and Nantuko Husk both go pop, I get reanimate four-drops for BB? Wow. Also, traps usually count opponents only.
Jimmy Groove - I really like this. It's pushing a lot, but a legendary mythic artifact that requires a heavy mana investment has to be worth it, I guess. It makes Proteus Staff/Polymorph decks that much more slick, and can be very bad removal if need be. Love the alternate reality vibes.
Krey - Fascinating little toy. Reminds me of Soothsaying, and looks fair.
Koopa - Expensive as it is, I'm scared of what this can do (especially in comparison with things like Jayemdae Tome, which aren't actually terrible). Neat though.
NotoriousLynx - I'm not entirely sure of the flavor this is shooting for, but it's a neat little combo enabler.
Viperion - The immediate comparison I want to make here is Legacy Weapon. I'd say the life loss makes it unusable, and feels oddly black-centric, and simply upping the casting cost would have made this a good card. The flavor text is a bit of a miss here.
Incredibly annoying to play against and tricky to remove. Text to help newbies has always bothered me on mythic rares, and I'm pretty sure Heritage Druid says "untapped" because you can technically tap tapped creatures. I love that you bothered to write an accompanying paragraph of flavour for it, though. Why it's black, I have no idea.
Despite the hatred he cops, I love Venser heaps. Should exile permanents so it can exile itself. Still cool, though. The coloured mana cost bothers me, too.
Seems overcosted to me, but the effect is great. Cranial Extraction has always been one of my favourite cards.
EDIT: Actually, this isn't as awful as I first thought. I still hate the mana cost, though.
Thought Transference1UB
Sorcery (U)
Target player draws a card and another target player discards a card. "I wouldn't recommend it." - Kallist Rhoka
Heh, this is what Jace did, is it not? Except I don't really see how it really lets you get onto other planes. It's nice and balanced (I daresay even going down to UB wouldn't make it too powerful), but I don't see how it fits the theme... Well, mechanically at least. If you just changed the flavour text, it would have nothing to do with planeswalking. :|
Planar Escape1WU
Sorcery (R)
Split Second
Play Planar Escape only during your first main phase.
Until the beginning of your next upkeep you cannot attack or be attacked.
Until the beginning of your next upkeep, you, permanents and spells you control have hexproof and you cannot target other players or permanents or spells they control.
Bonus flavor text that wouldn't fit in the card: "There's no stronger shield to put between your enemy and you than the blind eternities."
This is a pretty cool top-down design. You run away from everything for a turn by switching planes. It's in the right colours and all, except I just find it's a bit clunky. It's a good idea, but it suffers from Ice Cauldron syndrome; it's hard to convert this idea into a card properly. Not saying your card's nearly as bad as Cauldron, but it's clunky. Just keep that in mind.
Casual glance - 1GU
Instant - (U)
Search target player's library for a land card and put it onto the battlefield under your control and tapped. Then that player shuffles his or her library. Suddenly Snar’khi stole a glance at something ... external. This was not of this world.
I like this card. Stealing opponent's lands... they're lands from another planeswalker, which works so cool. Well, a few problems though. The name makes no sense with the mechanics. Flavour text works with it, but the mechanics should relate to the name too. Also, instant seems a little bit powerful. Especially because you can use it on yourself and be certain of finding a good land. In fact, I would rather have it "target opponent", because then it'd be more actually planeswalker rather than just tutoring. It also weakens the power level a bit (so that, y'know, you can't just chuck it into 12post and call it a day).
Explanation: Those in power (planeswalkers) always want more power. And what's more powerful to a planeswalker than be given a planeswalker spark so he can make a planeswalker that works for him? Trading a planeswalker a spark for his services (e.g. planeswalk) is too good of a deal for any planeswalker to pass up, so loyalty means nothing (which explains stealing a planeswalker from your opponents deck).
Bottled Spark 1
Artifact (R)
During your upkeep, put a charge counter on Bottled Spark.
Remove X charge counters, T, Sacrifice Bottled Spark: Search any player's deck for a planeswalker card with a converted mana cost of X or less and put it onto the battlefield under your control. Shuffle the deck afterwards.
Cycle 3
I like this idea, but it's a bit clunky and takes a while. Turn 5, yeah, okay, you can get yourself a JTMS or a Koth, but, IDK. In current standard, it'd go well with proliferate, I suppose. It feels too slow for me. It fits with the theme fine though.
Trying a self-styled planeswalker as no-one seems to have done that yet.
Xabrin Rimeshade - 1UR Planeswalker - Xabrin
Whenever you cast an instant or sorcery spell you may put a loyalty counter on Xabrin Rimeshade.
[+1]: Draw a card, then discard a card.
[-3]: Copy target instant or sorcery spell, you may choose new targets for the copy (you may discard a card to use this ablity as an instant).
[-8]: You gain an emblem with "instant and sorcery spells you control cost X less to cast where X is the number of instant and sorcery cards in your graveyard".
[3]
I was wondering when someone would do this. Becoming a planeswalker is a pretty good way of showing you can do something with other planes, haha. I like the way you've made yourself an instant-sorcery guy, kinda izzety. None of the abilities are too powerful, which is good, and I like how the first ability synergises with the ulti, in that if you pitch instants/sorceries, it powers it up. Also like that Chandra Ablaze powers it up. She needs more love.
Portal Worm2U
Creature - Worm (R)
Flying 2UU: Put Portal Worm on top of its owner's library. At the beginning of the next end step, that player reveals the top card of his or her library. If it's an artifact or creature card, that player may put it onto the battlefield.
2/2
This is an interesting idea, although I don't really get it. Okay, it bounces itself. Usually just a blink effect, unless you happen to play a deck-fixing spell and put a Blightsteel on top or something. It teleports. Something like that. Seems balanced. I just want to point out though, it's a Worm. Worms are the little guys that are like the ones we know. They also don't fly. IDK, did you mean Wurm? Little nitpick, is all.
Dreams of Other Worlds1UU
Enchantment (R)
Whenever an activated ability of a planeswalker is activated, you may draw a card. Whenever I sleep, I see through their eyes, these voyagers of the eternities. I know not why these visions come to me, but fear I must learn something from them to protect our world from the horrors I have seen on others.
First thing, I think the wording should be: "Whenever a player activates an ability of a planeswalker..." DW about that though. It's a neat card, the flavour being that you can take thoughts from planeswalkers doing their stuff, I guess? It's a solid card. Nice, balanced mana cost.
Planeswalk5
Sorcery (R)
Exile all planar cards in the command zone.
Choose a planar card you own from outside the game and put it into your command zone. "As I was dueling, the ground warped beside me, reality distorted. After a moment of silence we were in a vast, untouched world."
Unknown planeswalker
I don't really play Planechase, so IDK, but would 5 mana not be a liiittle bit high for just planeswalking? :| The flavour of planeswalking is, well, spot on. Because you planeswalk. Lol.
Takaline
Holy boogers, this card is powerful. Turn one, this kid. Turn 2 you can already Walkerfy it for 3 and turn 3 you can already use its abilities to start pumping out elves. The idea is sweet, capturing the idea of an ascension powered by mana. The planeswalker abilities kinda work together, the first two providing tonnes of mana while the ulti makes it last forever. It's good, but I have to say it's a bit too powerful IMO.
Heh, this is what Jace did, is it not? Except I don't really see how it really lets you get onto other planes. It's nice and balanced (I daresay even going down to UB wouldn't make it too powerful), but I don't see how it fits the theme...
It most certainly is. Jace was attempting to take Kallist's mind with him to another plane, and find him a new body on arrival (it obviously did not work).
Book of History
Artifact (R)
If a card would be put into your graveyard from anywhere, you may exile that card. If you do, put a charge counter on Book of History.
:2mana:,:symtap:, Sacrifice Book of History: You may choose a nonland card with converted mana cost equal to the number of charge counters on Book of History you own from outside the game, reveal that card, and put it into your hand. "The man demands to regain everything he lost, but it won't be as easy as he thinks."
This is certainly an interesting card, but I don't see how it meets the challenge. I also feel that it can easily become overpowered, especially considering that it costs 0 and can be played in multiples. 4/10
Chaotic Spark5UR
Enchantment MR
At the beginning of your upkeep, you may choose three plane cards you own outside the battlefield, reveal one at random, then put that card into command. If you do, return each other plane card in command to the bottom of its owner's planar deck if able, or if not able, to outside the game. Otherwise, you may activate a chaos ability of a plane card in command. (Each player controls all plane cards in command during his or her turn.)
I'm not a fan of planescards. This is quite convulted, and wizard (nowadays) tends to stay away from logistical nightmares (then again, they did print dual sided cards). 4/10
Since the best way to view another plane without too many problems is to view it's remains:
Graverobber Trap4BB
Sorcery - Trap (R)
If two or more creatures were put in a graveyard this turn, you may pay BB instead of paying Graverobber Trap’s mana cost.
Put up to three target creatures with a casting cost of X or less from a graveyard on the battlefield under your control, where X is equal to half of the casting cost, rounded down, of the creatures put in a graveyard this turn.
This card reallly doesn't feel like it involves observing a plane in any sort of way, even with the explanation that you'd given it. Too convulted for my tastes. 3/10
Alternity Key6
Legendary Artifact (MR) ,T: Target permanent's owner sacrifices it. That player searches his or her library for a permanent card that shares a type with the sacrificed permanent and puts that card onto the battlefield, then shuffles his or her library. "What may be, will be." - Urvon the Infinite
Overpowered. You didn't say subtype, so I could sacrifice a creature for another creature. With mana ramp, this gives you a turn 4 -insertanycreatureyouwant-. Turn four Progenitus? Sure. Turn four Emrakul, the Aeons Torn? Sure. So on and so forth. Love the concept though ,and could be easily fixed. 4/10
Chronal Lenses3
Artifact (U) X,:symtap:: Look at the top X cards of target player's library. For each U used to pay this ability you may put a card revealed this way at the bottom of that player's library. With these lenses the future is open like a book to me!
I love this card. Very cool indeed, feels very blue and is very powerful. I feel that it's a bit too good for 3 mana and at uncommon. 6/10
Bag of Wishes6
Legendary Artifact (MR) ,T: You may choose a card you own from outside the game, reveal that card, and put it into your hand. When you reach into the bag, you never know what you are going to get! Or where you got it from.
Very cool, but easily abuseable. Cool concept. 4/10
Cornerstone of Passage - 4
Artifact (R)
When Cornerstone of Passage enters the battlefield, return exiled creatures to the battlefield under your control.
Whenever a creature gets exiled, you take control of it.
Extremely broken. This is ridiculously overpowered. 2/10
Wish Portal5
Legendary Artifact (Mythic Rare) WUBRG, T: Choose a card you own from outside the game, reveal that card, and put it into your hand. You lose life equal to that card’s converted mana cost. I’m still not sure what purpose this gateway serves; however the corpses surrounding it do concern me greatly.
Hey, instead of an overpowered card, we have an underpowered one for a change! It's still underpowered though. Total 10 mana to use it, 5 from all colors, AND you lose life. Not to mention it's incredibly restrictive. Hell this makes Progenitus more expensive than it already is.
Hyral- I really like the idea of suspending yourself by putting time counters on yourself, but the execution's a bit clumsy. Preventing all damage you would deal is pointless because you cannot be the source of damage, as a player. This also doesn't specifically keep me from attacking or blocking, targeting other people's stuff with free spells, etc. My point is that you cannot make an exhaustive list of things a missing player wouldn't do/be affected by and fit it all on one card, so it ends up looking like a clunky list of restrictions that still doesn't totally communicate the flavor. Better options for this card are either to take the Chronomantic Escape route and pick one mechanical representation of the "I'm gone" flavor or to take the Time Stop route and represent a complex action with a simple sentence backed up by reminder text ("Exile target player", for example).
lcd- The way this reads right now, I'm not sure if I can look at the card before I go to pay X, which is a problem because I have to look at the card to know what X is and whether I can pay it. A cleaner wording would be "Look at the top card of target player's library, then exile it face down. You may play that card by paying X, where X is its converted mana cost." I'm not sure whether a duration should be spelled out also, but I'd err on the side of making it clear to the player when you can cast the card. As far as concept, it's an oft-repeated effect that seems at home in blue, with the X twist that makes it more playable.
MagicBrains- I'm torn on this one. I think that the most straightforward execution of the challenge is to create a card that interacts with Planechase planes, and I enjoy Planechase and wouldn't be sorry to see cards printed specifically for it, but I realise that I'm in the minority there. For the purposes of this card, let's pretend it's in a new Planechase product (along the vein of Command Tower in the Commander product), because it would never get printed in anything else. Even with that established, though, I don't think I'd enjoy this card as written. Having multiples out leads to a lot of tedious die rolling with the plus abilities and being able to planeswalk at will multiple times makes the excitement of flipping up a new plane less meaningful. The key here is "multiple"- both abilities would be fine in moderation, but the "can have as many as you want" clause tips them over the edge. I love the ultimate, though- through your automaton, you absorb the characteristics of the plane. I, for one, would be trying to collect emblems from every plane I could.
Gerrard's Mom- I really like this concept, and "rider and mount" is a resonant fantasy concept that Wizards hasn't been able to quite pin down yet. I also like that it's colorless with a colored activation- anyone can ride, but it takes a skilled mage to really use it. By "share the abilities below", I assume you mean the abilities on the card with "ride". This makes things easier to keep track of (the card is the same, just bigger), but takes away a little of the resonance by not allowing the passengers to contribute their abilities to the fight, which would seem especially strange on, say, a horse with ride. It also takes away a little of the Johnny/Timmy appeal of "building the uber-awesome creature of doom".
Also, the rules don't currently allow for creatures to be attached to other creatures, so you'd have to discuss changing that with the rules manager.
yewlas- I like the flavor of "this creature narrowly avoided death because the spark awoke in its hour of need", and this is an area of design space that is very well suited to the transform mechanic. I'm a little concerned about the power level of this card, though. You couldn't put it in a set with too many early sac outlets or too much cheap burn or you run the risk of players reliably having a 4-loyalty planeswalker on turn three that just made two chump blockers for itself and is repeatable creature removal. On the other hand, the ultimate seems a little underpowered. Yes, it only takes three turns to ultimate, so it can't be too powerful, but I'd rather see a little more buildup for a little more payoff. Also, it feels wierd that a goblin planeswalker would care about the long term enough to give an emblem.
Doom Lich- A living planeswalker spark is a cool idea, but please please please make this attach only at sorcery speed. Trying to attack into this as-written is an absolute nightmare and it will single-handedly create stale, clogged boards. I'm also not sure what's black about this card, mechanically. Finally, I understand the flavor from the blurb, but it doesn't come across in the card at all. This is an artifact licid, and nothing about the licid ability says "now I can planeswalk".
Timothy, Mimeslayer- I'd like having a more expensive, reuseable Synod Sanctum, and this stirs those same Johnny juices while providing a clear conceptual idea of what's going on- the creature gets in the ambulator and is whisked away to safety. White/Blue is the perfect color combination for this, especially with the tie to Venser. My only criticism is that this essentially reads "2: trigger the enters the battlefield/leaves the battlefield ability of target creature you control", which seems a bit too powerful seeing as good ETB abilities are a major tool for making creatures playable. You could not, for instance, ever print this is the same standard as the Titans. I'd suggest delaying the return until end of turn and compensating by putting the "exile Venser's Ambulator" as part of the effect rather than the cost. That way it's not ridiculously broken with ETB creatures, but Melvin can feel good about the rules trick and Johnny is still satisfied.
Ryder052- Multikicker works very well on this card, as Cranial Extraction is a card that gets much better when repeated, and I can definitely see fans of this effect "living the dream" of getting every non-land card from their opponent's library. I do wish that this was Cranial Extraction, though, because naming the card creates an additional strategic minigame, and multikicking gets even better when searching their library gives you meaningful information for the second time around. The connection to "discovering planar travel" isn't really there, though, because this spell is more about forgetting than discovering. You could say that you're discovering what was in your opponents head while rummaging around, so maybe it can work, but it's pretty tenuous.
DeusofCalamity- While this is a pretty flavorful representation of a double-sided wormhole generator, this card is either going to be totally broken or totally useless, which is not a good thing because neither option creates a fun gameplay experience. If both players control a wormhole generator, the game slows to a crawl for several reasons. First, both players are repeatedly shuffling from their generators, which eats time. Second, each player now has a huge number of options to choose from, and making that choice takes time. Finally, each player also has to try to predict what their opponent is getting, which requires time "in the tank". On the other hand, if no one else has a wormhole generator, it does nothing and feels like a wasted card. If you could build some kind of intermediate functionality into it and tone down the two extremes, it would be a much more enjoyable card.
My ratings:
#1: Timothy, Mimeslayer
#2: Gerrard's Mom
#3: Ryder052
CrustaceanCrusader - This ultimately does not give you a view or allow you to 'travel' to another plane, it merely states that one person draws, another discards, but yet you see nothing in between. This does not fit the challenge.
Maokun - Wordy card is wordy. It definitely has a white feel to it, but I'm also having a difficult time seeing the blue (albeit the 'shroud' effect). Overall it feels like a 'world' pacifism.
Lordschuft - I'm not sure how I'd feel about someone else rummaging through my library to be honest, but that's just personal opinion. On the actual note of your card, it's an interesting effect, but I believe the rarity should be up one more as this is quite a powerful card.
Shaddock86 - This isn't a rare. This is a MYTHIC rare. It's extremely powerful and if you happen to play Modern, it's easy to proliferate this to death. It should cost quite a bit more, at least 4.
Rimeshade - I am glad to see someone thinking outside the box. Planeswalkers are the epitimy of viewing and travelling to other planes! With that said, I'm unfortunately disappointed in the overall abilities of it. The ultimate ability should REALLY be more for such a thing (free cancels, timewalks, etc...). If you make it through to the next round, I am hoping to see something more balanced.
ced395 - I ultimately don't see how this really does anything except bouncing your own creature back and forth from your library. How does it allow you to view or visit another plane?
CodGod - Interesting how this allows you to view your 'own' plane. I believe also the wording could be "Whenever an ability of a planeswalker is activated". I do see it as a very blue card, but probably also not a rare.
Prophylaxis - I don't plane the planechase aspect, but I have seen it. With this however, I am lost. Are you saying that all cards in ALL command zones are exiled? And by choose, I am guessing you mean "search your planar deck" kind of effect. As you can see, this can be quite confusing and needs to be better worded.
Takaline - Interesting use of the transform mechanic. Your lucky I've read what happens with it. With that, it's way to powerful. If a person uses 10 mana to transform, then it's an automatic 10 loyalty counter on Ascendant. The abilities should have also been higher if such is the case.
Top 3
1. Lordschuft
2. CodGod
3. Rimeshade
@Brofaux: The challenge is "Observe OR Visit", and by rummaging through their graveyard is a way to visit and observe.
Legendary Artifact (R)
:2mana:, Exile Venser's Ambulator: Exile target creature you control.
:0mana:: Return Venser's Ambulator and all cards exiled with it to the battlefield under their owners' control. Use this ability only if Venser's Ambulator is exiled.
Kehdi, Bold Cadet 1WW
Legendary Creature - Human Soldier {MR}
1W: Kehdi, Bold Cadet deals damage equal to his power to target creature blocking or blocked by Kehdi, Bold Cadet. Activate this ability only once each turn.
Whenever a creature dealt damage by Kehdi this turn dies, put two loyalty counter on Kehdi, then transform him.
///////////////////////////////////////////////////////////
Kehdi the Tactician Prodigy
Planeswalker - Kehdi
[+1]: Until your next turn, target creature can’t attack.
[-1]: Put an +1/+1 counter on Kehdi, then transform him.
[-2]: Choose one—You choose how each creature blocks this turn; or you choose which creatures attack until your next turn.
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
Legendary Artifact (MR)
,T, Discard a card: Put a Black 5/5 Horror Creature token named Phyrexian Obliterator with Trample and : "Whenever a source deals damage to Phyrexian Obliterator, that source's controller sacrifices that many permanents." onto the battlefield.
"I fear my curiosity may have sentenced my world to the same fate as others."
Amazing banners made by Brofaux.
Artifact (R)
When Cornerstone of Passage enters the battlefield, return exiled creatures to the battlefield under your control.
Whenever a creature gets exiled, you take control of it.
Sorcery (R)
Exile all planar cards in the command zone.
Choose a planar card you own from outside the game and put it into your command zone.
"As I was dueling, the ground warped beside me, reality distorted. After a moment of silence we were in a vast, untouched world."
Unknown planeswalker
Enchantment (R)
At the beginning of your upkeep put a charge counter on Reality Egg.
Sacrifice Reality Egg: Put an artifact, creature, enchantment, or land card with converted mana cost X or less from outside the game into play, where X is the number of charge counters on Reality Egg.
Critiques:
Ninja Caterpie- I love the flavor of this card, but I wish it did more especially for a rare.
CrazyMatt - The ability is solid but it may be a little under costed. I really don't like the flavor, the name is very clunky.
ChaoticSpark - I'm just going to assume that it works, I feel very overwhelmed by the complexity of this card.
PsiJet - I really like what this card does, but at the same time it's overly complex " half the casting cost." also should say cmc.
Jimmy Groove - I love the name, the flavor text is bland in comparison and I don't entirely see how the name connects to the ability. This reminds me very much of Proteus staff, i like it.
Koopa - The name fits though it is not very flavorful. I think it is broken and I don't find it very interesting.
Krey - I think the name and ability are assume, the card gels. But I don't think the flavor text is very strong.
NotoriousLynx - I simultaneously love and hate it because I'm not 100% positive what it does or that it works, and it just plane confuses me.( get my pun )
Viperion - This is very similar to Koopa's card, but I don't think it is as broken. I really like the flavor text.
Top 3:
1)Krey
2)Ninja Caterpie
3)NotoriousLynx
HM)Jimmy Groove
That's not planeswalking, that's obliterating the multiverse. Not that there's anything wrong with that.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
'Course, I'm not big on the flavour/background of Magic anyway... give me mechanics any day of the week
Wish Portal 5
Legendary Artifact (Mythic Rare)
WUBRG, T: Choose a card you own from outside the game, reveal that card, and put it into your hand. You lose life equal to that card’s converted mana cost.
I’m still not sure what purpose this gateway serves; however the corpses surrounding it do concern me greatly.
Viperion
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
The green in Rikka Ascendant's cost is the color marker.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Wurmhole Generator 3
Artifact {R}
T: Search your library for three cards and put them into your hand. Then shuffle your library. Activate this only if another player controls a permanent named Wurmhole Generator.
"It will allow you to travel through the cosmos and search for vast riches. It's a scientific marvel."
"Thats spectacular! Start it up!"
"Uh... yea. You see.... we can't..."
"Why the heck not??"
"We need another one on the other side..."- Vedalken Scientist
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Ninja Caterpie - Really average, I don't think Wandering Eye minus body needs to be rare.
CrazyMatt - This just feels like you're looking at your own memories, so I'm not sure how this would help you see new planes. It's a fun combo piece, although a part of me wishes it could fetch exiled cards as well.
Rudyard - Planes are never actually on the battlefield. This looks like a complicated way to introduce planechase into a non-PC game, which is cool, but not mythic (legendary may not be a bad move either, this would just be a mess in multiples).
PsiJet - I guess so, although flavorwise it does feel a bit odd with the rounds requirement. It's also got a lot of issues - if my Spined Wurm and Nantuko Husk both go pop, I get reanimate four-drops for BB? Wow. Also, traps usually count opponents only.
Jimmy Groove - I really like this. It's pushing a lot, but a legendary mythic artifact that requires a heavy mana investment has to be worth it, I guess. It makes Proteus Staff/Polymorph decks that much more slick, and can be very bad removal if need be. Love the alternate reality vibes.
Krey - Fascinating little toy. Reminds me of Soothsaying, and looks fair.
Koopa - Expensive as it is, I'm scared of what this can do (especially in comparison with things like Jayemdae Tome, which aren't actually terrible). Neat though.
NotoriousLynx - I'm not entirely sure of the flavor this is shooting for, but it's a neat little combo enabler.
Viperion - The immediate comparison I want to make here is Legacy Weapon. I'd say the life loss makes it unusable, and feels oddly black-centric, and simply upping the casting cost would have made this a good card. The flavor text is a bit of a miss here.
TOP 3:
1 - Jimmy Groove
2 - Koopa
3 - Krey
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Gateway critiques Portal
Portal critiques Wormhole
Wormhole critiques Corridor
Corridor critiques Gateway
Critiques are due by Wednesday, September 7th at 6PM pacific.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
1. Marr965
2. Oculus
3. Erimety
HM: AeroMage
In case I don't get critiques in on time, that's my Top 3.
ParaSiempre
Marr965
MDenham
Oculus
AeroMage
Brofaux
dwaynedu
ol MISAKA lo
Eremity
TOPZ (Tenuous)
1) Brofaux
2) Marr965
3) MDenham
This is for me more than it is for anyone else. I sucks at colors.
Hyral - Planar Shift lcd - Planescouting MagicBrains - Automation Experiment Gerrard's Mom - Hapredd's Dromond yewlas - Kud of Ashsoot Mountain // Kud, Myth of Ashsoot
Doom Lich - Manka, the Mechanized Soul Timothy, Mimeslayer - Venser's Ambulator Ryder052 - Dememorise DeusofCalamity - Wurmhole Generator
1) lcd
2) Timothy, Mimeslayer
3) yewlas
#2 Lordschuft
#3 Cod God
Heh, this is what Jace did, is it not? Except I don't really see how it really lets you get onto other planes. It's nice and balanced (I daresay even going down to UB wouldn't make it too powerful), but I don't see how it fits the theme... Well, mechanically at least. If you just changed the flavour text, it would have nothing to do with planeswalking. :|
This is a pretty cool top-down design. You run away from everything for a turn by switching planes. It's in the right colours and all, except I just find it's a bit clunky. It's a good idea, but it suffers from Ice Cauldron syndrome; it's hard to convert this idea into a card properly. Not saying your card's nearly as bad as Cauldron, but it's clunky. Just keep that in mind.
I like this card. Stealing opponent's lands... they're lands from another planeswalker, which works so cool. Well, a few problems though. The name makes no sense with the mechanics. Flavour text works with it, but the mechanics should relate to the name too. Also, instant seems a little bit powerful. Especially because you can use it on yourself and be certain of finding a good land. In fact, I would rather have it "target opponent", because then it'd be more actually planeswalker rather than just tutoring. It also weakens the power level a bit (so that, y'know, you can't just chuck it into 12post and call it a day).
I like this idea, but it's a bit clunky and takes a while. Turn 5, yeah, okay, you can get yourself a JTMS or a Koth, but, IDK. In current standard, it'd go well with proliferate, I suppose. It feels too slow for me. It fits with the theme fine though.
I was wondering when someone would do this. Becoming a planeswalker is a pretty good way of showing you can do something with other planes, haha. I like the way you've made yourself an instant-sorcery guy, kinda izzety. None of the abilities are too powerful, which is good, and I like how the first ability synergises with the ulti, in that if you pitch instants/sorceries, it powers it up. Also like that Chandra Ablaze powers it up. She needs more love.
This is an interesting idea, although I don't really get it. Okay, it bounces itself. Usually just a blink effect, unless you happen to play a deck-fixing spell and put a Blightsteel on top or something. It teleports. Something like that. Seems balanced. I just want to point out though, it's a Worm. Worms are the little guys that are like the ones we know. They also don't fly. IDK, did you mean Wurm? Little nitpick, is all.
First thing, I think the wording should be: "Whenever a player activates an ability of a planeswalker..." DW about that though. It's a neat card, the flavour being that you can take thoughts from planeswalkers doing their stuff, I guess? It's a solid card. Nice, balanced mana cost.
I don't really play Planechase, so IDK, but would 5 mana not be a liiittle bit high for just planeswalking? :| The flavour of planeswalking is, well, spot on. Because you planeswalk. Lol.
Takaline
Holy boogers, this card is powerful. Turn one, this kid. Turn 2 you can already Walkerfy it for 3 and turn 3 you can already use its abilities to start pumping out elves. The idea is sweet, capturing the idea of an ascension powered by mana. The planeswalker abilities kinda work together, the first two providing tonnes of mana while the ulti makes it last forever. It's good, but I have to say it's a bit too powerful IMO.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
It most certainly is. Jace was attempting to take Kallist's mind with him to another plane, and find him a new body on arrival (it obviously did not work).
Jussayin'.
In case I don't get to crits:
1. ced395
2. Shaddock86
3. lordschuft
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
___________________________________
Top 3:
1. Krey
2. Crazy Matt
3. Koopa
Multicolored millcards in something other than dimir.
lcd- The way this reads right now, I'm not sure if I can look at the card before I go to pay X, which is a problem because I have to look at the card to know what X is and whether I can pay it. A cleaner wording would be "Look at the top card of target player's library, then exile it face down. You may play that card by paying X, where X is its converted mana cost." I'm not sure whether a duration should be spelled out also, but I'd err on the side of making it clear to the player when you can cast the card. As far as concept, it's an oft-repeated effect that seems at home in blue, with the X twist that makes it more playable.
MagicBrains- I'm torn on this one. I think that the most straightforward execution of the challenge is to create a card that interacts with Planechase planes, and I enjoy Planechase and wouldn't be sorry to see cards printed specifically for it, but I realise that I'm in the minority there. For the purposes of this card, let's pretend it's in a new Planechase product (along the vein of Command Tower in the Commander product), because it would never get printed in anything else. Even with that established, though, I don't think I'd enjoy this card as written. Having multiples out leads to a lot of tedious die rolling with the plus abilities and being able to planeswalk at will multiple times makes the excitement of flipping up a new plane less meaningful. The key here is "multiple"- both abilities would be fine in moderation, but the "can have as many as you want" clause tips them over the edge. I love the ultimate, though- through your automaton, you absorb the characteristics of the plane. I, for one, would be trying to collect emblems from every plane I could.
Gerrard's Mom- I really like this concept, and "rider and mount" is a resonant fantasy concept that Wizards hasn't been able to quite pin down yet. I also like that it's colorless with a colored activation- anyone can ride, but it takes a skilled mage to really use it. By "share the abilities below", I assume you mean the abilities on the card with "ride". This makes things easier to keep track of (the card is the same, just bigger), but takes away a little of the resonance by not allowing the passengers to contribute their abilities to the fight, which would seem especially strange on, say, a horse with ride. It also takes away a little of the Johnny/Timmy appeal of "building the uber-awesome creature of doom".
Also, the rules don't currently allow for creatures to be attached to other creatures, so you'd have to discuss changing that with the rules manager.
yewlas- I like the flavor of "this creature narrowly avoided death because the spark awoke in its hour of need", and this is an area of design space that is very well suited to the transform mechanic. I'm a little concerned about the power level of this card, though. You couldn't put it in a set with too many early sac outlets or too much cheap burn or you run the risk of players reliably having a 4-loyalty planeswalker on turn three that just made two chump blockers for itself and is repeatable creature removal. On the other hand, the ultimate seems a little underpowered. Yes, it only takes three turns to ultimate, so it can't be too powerful, but I'd rather see a little more buildup for a little more payoff. Also, it feels wierd that a goblin planeswalker would care about the long term enough to give an emblem.
Doom Lich- A living planeswalker spark is a cool idea, but please please please make this attach only at sorcery speed. Trying to attack into this as-written is an absolute nightmare and it will single-handedly create stale, clogged boards. I'm also not sure what's black about this card, mechanically. Finally, I understand the flavor from the blurb, but it doesn't come across in the card at all. This is an artifact licid, and nothing about the licid ability says "now I can planeswalk".
Timothy, Mimeslayer- I'd like having a more expensive, reuseable Synod Sanctum, and this stirs those same Johnny juices while providing a clear conceptual idea of what's going on- the creature gets in the ambulator and is whisked away to safety. White/Blue is the perfect color combination for this, especially with the tie to Venser. My only criticism is that this essentially reads "2: trigger the enters the battlefield/leaves the battlefield ability of target creature you control", which seems a bit too powerful seeing as good ETB abilities are a major tool for making creatures playable. You could not, for instance, ever print this is the same standard as the Titans. I'd suggest delaying the return until end of turn and compensating by putting the "exile Venser's Ambulator" as part of the effect rather than the cost. That way it's not ridiculously broken with ETB creatures, but Melvin can feel good about the rules trick and Johnny is still satisfied.
Ryder052- Multikicker works very well on this card, as Cranial Extraction is a card that gets much better when repeated, and I can definitely see fans of this effect "living the dream" of getting every non-land card from their opponent's library. I do wish that this was Cranial Extraction, though, because naming the card creates an additional strategic minigame, and multikicking gets even better when searching their library gives you meaningful information for the second time around. The connection to "discovering planar travel" isn't really there, though, because this spell is more about forgetting than discovering. You could say that you're discovering what was in your opponents head while rummaging around, so maybe it can work, but it's pretty tenuous.
DeusofCalamity- While this is a pretty flavorful representation of a double-sided wormhole generator, this card is either going to be totally broken or totally useless, which is not a good thing because neither option creates a fun gameplay experience. If both players control a wormhole generator, the game slows to a crawl for several reasons. First, both players are repeatedly shuffling from their generators, which eats time. Second, each player now has a huge number of options to choose from, and making that choice takes time. Finally, each player also has to try to predict what their opponent is getting, which requires time "in the tank". On the other hand, if no one else has a wormhole generator, it does nothing and feels like a wasted card. If you could build some kind of intermediate functionality into it and tone down the two extremes, it would be a much more enjoyable card.
My ratings:
#1: Timothy, Mimeslayer
#2: Gerrard's Mom
#3: Ryder052
CrustaceanCrusader - This ultimately does not give you a view or allow you to 'travel' to another plane, it merely states that one person draws, another discards, but yet you see nothing in between. This does not fit the challenge.
Maokun - Wordy card is wordy. It definitely has a white feel to it, but I'm also having a difficult time seeing the blue (albeit the 'shroud' effect). Overall it feels like a 'world' pacifism.
Lordschuft - I'm not sure how I'd feel about someone else rummaging through my library to be honest, but that's just personal opinion. On the actual note of your card, it's an interesting effect, but I believe the rarity should be up one more as this is quite a powerful card.
Shaddock86 - This isn't a rare. This is a MYTHIC rare. It's extremely powerful and if you happen to play Modern, it's easy to proliferate this to death. It should cost quite a bit more, at least 4.
Rimeshade - I am glad to see someone thinking outside the box. Planeswalkers are the epitimy of viewing and travelling to other planes! With that said, I'm unfortunately disappointed in the overall abilities of it. The ultimate ability should REALLY be more for such a thing (free cancels, timewalks, etc...). If you make it through to the next round, I am hoping to see something more balanced.
ced395 - I ultimately don't see how this really does anything except bouncing your own creature back and forth from your library. How does it allow you to view or visit another plane?
CodGod - Interesting how this allows you to view your 'own' plane. I believe also the wording could be "Whenever an ability of a planeswalker is activated". I do see it as a very blue card, but probably also not a rare.
Prophylaxis - I don't plane the planechase aspect, but I have seen it. With this however, I am lost. Are you saying that all cards in ALL command zones are exiled? And by choose, I am guessing you mean "search your planar deck" kind of effect. As you can see, this can be quite confusing and needs to be better worded.
Takaline - Interesting use of the transform mechanic. Your lucky I've read what happens with it. With that, it's way to powerful. If a person uses 10 mana to transform, then it's an automatic 10 loyalty counter on Ascendant. The abilities should have also been higher if such is the case.
Top 3
1. Lordschuft
2. CodGod
3. Rimeshade
@Brofaux: The challenge is "Observe OR Visit", and by rummaging through their graveyard is a way to visit and observe.