Hello to all, hope you are enjoying the holidays or whatever else you may be doing now. Since it looks like nobody else is able to host on short notice, I'll try to fill in this month. I'll try to get some story going, but it might be sparse.
Arcanum is the lifeblood magically rich and highly cultured plane of Calibar. It is a naturally formless material which is produced in myriad ways, dripping from trees in the depths of great rainforests, bubbling up from the oceans, or found in solid chunks in mountain mines. It is superbly responsive to the arcane currents of magic, however, and the Calibari have learned to shape it to provide themselves with vestments and implements of a quality not seen on other planes. They can also use arcanum in more subtle ways, forming attachments to emotions, ideas, and other unseen objects.
You are a novice shaper of arcanum, hoping to become a student at the great magical academy known as the Lycaeum. Prospective students gather from all regions, with all sorts of magical inclinations, but they must demonstrate their aptitude and creativity to begin their studies.
This month we will be exploring Auras. As your entrance examination to the Lycaeum, you must demonstrate your skill with a small amount of arcanum. Design an Aura of any color with converted mana cost 3 or less. It should show us something new to do with Auras - a new keyword or ability word, or something we haven't seen before flavorfully or mechanically. This twist on Auras will be utilized throughout the month, so choose something with room for expansion.
Round 1 will begin at some point on January 2nd, so please post your submission by then to be included in the teams. Have fun!
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.
Prior to Top 8, players have a chance of getting a total of 25 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 23 * X/Y + Additional points, where:
X = Total number of Scoring Points (Judge Points)
Y = Total number of Possible Points (3 * Number of Judges)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
You will notice this is a different system from previous months. It was designed to make "additional points" worth the same amount despite differing team sizes. Depending on how this month works out, this may become the new "normal" system, or it may be a one-time test.
Each player accumulates points from each Scoring Round until the end of Round 3.
You mean a CCL where I don't have to compete against GM? I'm so in.
Everthorn Armor1G
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +2/+2.
Renew 4G(You may cast this from your graveyard for its renew cost.) Druids of the Cillin Woods have developed countless ways to cultivate plant life.
Take that, card disadvantage! Seriously, though, as a mechanic, I know this looks powerful. In an aura-based set, though, I'd intend this to pretty much be used exactly like this- a moderate effect for a decent cost and a much more expensive renew cost. Sort of like a buyback for auras.
Holy AuguryW
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2.
Manifest 1W (1W, exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
Arcana of the Dawn1WU Enchantment - Aura (Rare)
Enchant permanent
Enchanted permanent is indestructible as long as you have an untapped land.
Arcanum 2 - (As you cast this spell from your hand, you may pay its arcanum cost. If you do, when it would be sent to graveyard, exile it instead and undo its arcanum cost.)
Alright this is one crazy idea I've come up with, anywho here goes.
Spark of Life 1G
Hexproof
Enchant non-planeswalker permanent
Enchanted permanent has hexproof.
Incarnate 2GG(2GG: Exile enchanted permanent, if you do, this card becomes a creature with power and toughness equal to the exiled card’s converted mana cost. Add the exiled card’s text to this card.)
What the hell, it's something to do while I wait for FF13-2 to come out. (People may note the obvious reference to Arcanum Wings.)
Sanguine Sigil1B
Tribal Enchantment - Vampire Aura (U)
Enchanted creature has lifelink.
Vampire swap 3B(3B: Exchange this Vampire with a Vampire card in your hand.)
Locket of Lost Thoughts1UU
Enchantment - Aura
Enchant Exiled Card
You may cast enchanted card as though it were in your hand.
When encanted card is cast, you may pay 1UU. If you do, you may have ~ enchant another exiled card. When all seems lost, simply think of something new
I guess OP wants it to be 'keyworded' like "dies" was. What word would you replace ETB with though?
When Aegis Angel is born?
When Huntmaster of the Fells arrives?
When Kitchen Sphinx lands?
When Faerie Imposter busts in?
When Dread Cacodemon pops in?
When Malfegor shows up?
Aegis of the High Hymns1W
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has protection from converted mana cost 6 or greater.
Enthrone 1W(1W: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Call to Blood :1mana::symb::symb:
Tribal Enchantment - Mercenary Aura (U)
Enchant Mercenary
When Call to Blood enters the battlefield, search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.
Sacrifice Call to Blood: Regenerate target Mercenary.
Aura of Flame 2R
Enchantment - Aura (R)
Enchant creature
Enchanted creature has “Vex — Whenever this creature becomes the target of a spell an opponent controls, it deals X damage to that player, where X is equal to that spells converted mana cost.” "Your suffering shall be the fuel for my rage."
Scaring FlamebladeRR
Enchantment - Aura (U)
Enchant equipment
Enchanted equipment has "Equipped creature gets +2/+0 and has wither". What do you get when you combine fire and swords...
Ephalia's Eyes1U
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature deals combat damage to a player, draw a card.
If enchanted creature would die, instead sacrifice that creature and transform Ephalia's Eyes.
~~~~~~~~~~ Eyes of Ephalia
(U) Enchantment Creature - Elemental (U)
Flying
Whenever Eyes of Ephalia deals combat damage to a player, draw a card. "Ephalia, the everwarden, grant us insight,
That we may divine your secrets and make us whole."
- Book of Shards, Cantos 117
1/1
Cleansing Light1W
Enchantment - Aura (C)
Disenchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature. When it does, the controllers of all other permanents attached to the creature sacrifice them. The disenchanted creature cannot have any other permanents attached to it.)
Disenchanted creature gets +1/+1.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Undeath Wish2BB
Enchantment - Aura (U)
Enchant creature
If enchanted creature would die, return it to its owner's hand instead.
Graveknell 2BB(Whenever a creature enters the battlefield, you may pay 2BB. If you do and Undeath Wish is in your graveyard, return this from your graveyard to the battlefield enchanting it.)
Natural InstinctsGG
Enchantment - Aura
Enchanted creature gets +1/+1 and trample.
Legion G: Each time the Legion cost is paid you may put a copy of this aura on a target creature. When the top of the food chain evoles all the links below must do the same
Strength of the Horde1RR
Tribal Aura - Goblin (U)
Enchant creature
When Strength of the Horde enters the battlefield, if it is enchanting a non-Goblin creature, it deals X damage to that creature, where X is the number of Goblins you control.
Enchanted creature gets +1/+1 for each Goblin you control if it is a Goblin.
Lavaborne Wrath2R
Enchantment - Aura
Enchanted creature gains +1/+0 and First Strike.
If you control more mountains than any opponent enchanted creature gains an additional +2/+0 and the damage dealt by the enchanted creature cannot be prevented. The power of the mountains have run through in my blood.
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
Web of Centuries :2mana::symg:
Enchantment - Aura [Common]
Enchant Creature
Enchanted Creature gains +1/+2 and reach.
Everlasting (When enchanted creature dies, you may enchant another target creature with Web of Centuries rather than have it go to your graveyard.)
Lux Armor W
Enchantment -- Aura (R)
Enchant creature
Enchanted creature has hexproof.
Lethal damage that would be dealt to enchanted creature is dealt to you instead.
For example, if the enchanted creature is 3/3 and someone Lightning Bolts it, all 3 damage is redirected to you. If it is first Shocked, then Gut Shotted, only the 1 damage from Gut Shot is redirected to you, and the creature still has 2 damage on it. If it takes deathtouch damage, all of that damage is redirected to you.
Solid Mana1R
World Enchantment - Aura
Enchant Enchantment
Enchanted Enchantment is a non-enchantment creature with power and toughness equal to its converted mana cost. This does not affect Solid Mana.
Ruling:
Referring back to the old rules about World Enchantments, there can be only one World Enchantment on the battlefield at a time. When a new World Enchantment enters the battlefield, all others are sacrificed. The fact that this is an Aura does not change this.
If an Aura is enchanted by Solid Mana, it is no longer attached to whatever it was enchanting. If Solid Mana is enchanting an Aura and then is destroyed, then that Aura gets sacrificed as a state-based effect; it is not enchanting anything and it did not just enter the battlefield.
Because the enchanted card is no longer an enchantment, cards (including Auras) that would affect only enchantments cannot affect it. While this normally affect Solid Mana (causing the target to be illegal), it does not in this case because the card explicitly says so.
What was I thinking?
World enchantments are not used anymore, but they have a lot of room for growth and interest if done correctly. I had an idea for using an aura world enchantment, as the flavor would be making magic of a type that cannot be sustained when other magic of that type were to steal resources from it. So, in this case, a Solid Mana spell would suck the magic from another Solid Mana spell. (Or for that matter, a Serra's Aviary or a Concordant Crossroads).
Private Mod Note
():
Rollback Post to RevisionRollBack
Guns don't kill people. Bullets kill people. Guns just make them move really, really fast.
To post a comment, please login or register a new account.
Arcanum is the lifeblood magically rich and highly cultured plane of Calibar. It is a naturally formless material which is produced in myriad ways, dripping from trees in the depths of great rainforests, bubbling up from the oceans, or found in solid chunks in mountain mines. It is superbly responsive to the arcane currents of magic, however, and the Calibari have learned to shape it to provide themselves with vestments and implements of a quality not seen on other planes. They can also use arcanum in more subtle ways, forming attachments to emotions, ideas, and other unseen objects.
You are a novice shaper of arcanum, hoping to become a student at the great magical academy known as the Lycaeum. Prospective students gather from all regions, with all sorts of magical inclinations, but they must demonstrate their aptitude and creativity to begin their studies.
This month we will be exploring Auras. As your entrance examination to the Lycaeum, you must demonstrate your skill with a small amount of arcanum. Design an Aura of any color with converted mana cost 3 or less. It should show us something new to do with Auras - a new keyword or ability word, or something we haven't seen before flavorfully or mechanically. This twist on Auras will be utilized throughout the month, so choose something with room for expansion.
Round 1 will begin at some point on January 2nd, so please post your submission by then to be included in the teams. Have fun!
Y = Total number of Possible Points (3 * Number of Judges)
Everthorn Armor 1G
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +2/+2.
Renew 4G (You may cast this from your graveyard for its renew cost.)
Druids of the Cillin Woods have developed countless ways to cultivate plant life.
Take that, card disadvantage! Seriously, though, as a mechanic, I know this looks powerful. In an aura-based set, though, I'd intend this to pretty much be used exactly like this- a moderate effect for a decent cost and a much more expensive renew cost. Sort of like a buyback for auras.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Holy Augury W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2.
Manifest 1W (1W, exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
Enchantment - Aura (Rare)
Enchant permanent
Enchanted permanent is indestructible as long as you have an untapped land.
Arcanum 2 - (As you cast this spell from your hand, you may pay its arcanum cost. If you do, when it would be sent to graveyard, exile it instead and undo its arcanum cost.)
Spark of Life 1G
Hexproof
Enchant non-planeswalker permanent
Enchanted permanent has hexproof.
Incarnate 2GG (2GG: Exile enchanted permanent, if you do, this card becomes a creature with power and toughness equal to the exiled card’s converted mana cost. Add the exiled card’s text to this card.)
Sanguine Sigil 1B
Tribal Enchantment - Vampire Aura (U)
Enchanted creature has lifelink.
Vampire swap 3B (3B: Exchange this Vampire with a Vampire card in your hand.)
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Locket of Lost Thoughts 1UU
Enchantment - Aura
Enchant Exiled Card
You may cast enchanted card as though it were in your hand.
When encanted card is cast, you may pay 1UU. If you do, you may have ~ enchant another exiled card.
When all seems lost, simply think of something new
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has protection from converted mana cost 6 or greater.
Enthrone 1W (1W: This loses all enchant abilities and gains enchant player. Attach it to target player.)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Tribal Enchantment - Mercenary Aura (U)
Enchant Mercenary
When Call to Blood enters the battlefield, search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.
Sacrifice Call to Blood: Regenerate target Mercenary.
Aura of Flame 2R
Enchantment - Aura (R)
Enchant creature
Enchanted creature has “Vex — Whenever this creature becomes the target of a spell an opponent controls, it deals X damage to that player, where X is equal to that spells converted mana cost.”
"Your suffering shall be the fuel for my rage."
Enchantment - Aura (U)
Enchant equipment
Enchanted equipment has "Equipped creature gets +2/+0 and has wither".
What do you get when you combine fire and swords...
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature deals combat damage to a player, draw a card.
If enchanted creature would die, instead sacrifice that creature and transform Ephalia's Eyes.
~~~~~~~~~~
Eyes of Ephalia
(U) Enchantment Creature - Elemental (U)
Flying
Whenever Eyes of Ephalia deals combat damage to a player, draw a card.
"Ephalia, the everwarden, grant us insight,
That we may divine your secrets and make us whole."
- Book of Shards, Cantos 117
1/1
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
Vector - creature (When enchanted creature leaves play, you may attach this to target creature.)
Enchantment - Aura (C)
Disenchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature. When it does, the controllers of all other permanents attached to the creature sacrifice them. The disenchanted creature cannot have any other permanents attached to it.)
Disenchanted creature gets +1/+1.
Enchantment - Aura (U)
Enchant creature
If enchanted creature would die, return it to its owner's hand instead.
Graveknell 2BB (Whenever a creature enters the battlefield, you may pay 2BB. If you do and Undeath Wish is in your graveyard, return this from your graveyard to the battlefield enchanting it.)
Enchantment - Aura Curse (R)
Enchant player
Everytime time a spell or ability would target any player, it targets enchanted player instead.
Redirect 5U (You may change the player enchanted by this aura any time you could cast a sorcery spell, by paying it's Redirect cost.)
Enchantment - Aura
Enchanted creature gets +1/+1 and trample.
Legion G: Each time the Legion cost is paid you may put a copy of this aura on a target creature.
When the top of the food chain evoles all the links below must do the same
Tribal Aura - Goblin (U)
Enchant creature
When Strength of the Horde enters the battlefield, if it is enchanting a non-Goblin creature, it deals X damage to that creature, where X is the number of Goblins you control.
Enchanted creature gets +1/+1 for each Goblin you control if it is a Goblin.
Enchantment - Aura
Enchanted creature gains +1/+0 and First Strike.
If you control more mountains than any opponent enchanted creature gains an additional +2/+0 and the damage dealt by the enchanted creature cannot be prevented.
The power of the mountains have run through in my blood.
Enchantment - Aura [Common]
Enchant Creature
Enchanted Creature gains +1/+2 and reach.
Everlasting (When enchanted creature dies, you may enchant another target creature with Web of Centuries rather than have it go to your graveyard.)
Enchantment -- Aura (R)
Enchant creature
Enchanted creature has hexproof.
Lethal damage that would be dealt to enchanted creature is dealt to you instead.
Solid Mana 1R
World Enchantment - Aura
Enchant Enchantment
Enchanted Enchantment is a non-enchantment creature with power and toughness equal to its converted mana cost. This does not affect Solid Mana.
Ruling:
If an Aura is enchanted by Solid Mana, it is no longer attached to whatever it was enchanting. If Solid Mana is enchanting an Aura and then is destroyed, then that Aura gets sacrificed as a state-based effect; it is not enchanting anything and it did not just enter the battlefield.
Because the enchanted card is no longer an enchantment, cards (including Auras) that would affect only enchantments cannot affect it. While this normally affect Solid Mana (causing the target to be illegal), it does not in this case because the card explicitly says so.
What was I thinking?