For anyone on Ogard who had wished to hone their skills as a soldier or refine their magical talents, the possibilities were endless; most of the many nations would even pay promising recruits to study under celebrated masters if they wished. The best and brightest then live a life of luxury and fame until they are ready to take their mentor's place. Of course, there's a reason not many people take this offer up - the rest are sent into the Labyrinth, a death sentence for even the most seasoned of veterans. You are by no means the brightest, and your small band of fighters, loyal as they are, are by no means the best.
Everyone on Ogard knows that the various sinkholes that litter the surface are tunnels to the core of the world, where the vast Labyrinth resides. Nobody knows its true origin, although many scholars suspect that the maze was always there and the world simply formed around it. What everyone knows is that in the Labyrinth's core chamber lies a relic of unfathomable power that somehow regulates the existence of the surface world. Every step you takes towards the core chamber you can feel the flow of mana intensifying, and even in the outer tunnels the surge of power through your body is much stronger, much fresher, than anything you've felt on the surface. Every day dozens of victims (or 'brave heroes', as the Surface Magistrates insisted on calling you) from far and wide are sent into the bowels of the world to try penetrate the deadly maze, only to be never heard from again. "Master the Labyrinth, master the world", the saying goes.
Your stomach turns as you set foot in the Gate Vault - like a boat capsizing, the gravity of the room shifts, and what was once a flat tunnel is now a bottomless pit. You can see from the expression of the others that they are just as nervous as you are, and every movement is amplified and echoed through the unnaturally bright cavern. Without a word, one of the warriors approaches the portcullis marking the Labyrinth's entrance - and his gleeful shout soon rings through the cavern. One by one you get up and rush to the door. The sign of the white double-hook is enough to get you all laughing with joy - it appears the first room is one of the few safe rooms cleared. "Nice way to start the end of our lives, eh?" one of the men shouts. You suppose you should start exploring the place while your spirits are still lifted...
Welcome to a CCL like no other! And because it's so different, I'm starting this a lot earlier so you have time to get yourself ready for the real challenges. This month, you will have three factors to consider when making your card:
1 - This is still a CCL, so designing good cards and getting top 3's is as important as ever. Design good cards, make it further in.
2 - Most rooms will have some challenge or obstacle to overcome. You will have quite a lot of freedom in your approach, but it still has to work within the rules of Magic. More on this later.
3 - Keep your fighters alive! This is not necessary and you can finish all challenges without them, but you'll find them very helpful as they give you a lot more breathing room to design fair cards.
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No, this is not Mirrodin in disguise, and no, you won't get a Mirari instead of a trophy this month. Quit asking.
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The Labyrinth mostly works like a game of Magic - that means you can't ride a Champion's Drake over a bunch of goblins or set haunted forests on fire with a Shivan Dragon, but feel free to Nighthaze your way through a swamp full of zombies or Stormcaller's Boon seven squirrels to kill an attacking Lord of the Pit.
For the purposes of the game, you are both a player at 1 life and a legendary 1/1 creature with no types. This will probably not be important; just try not to do anything that might get you killed, but feel free to Giant Growth yourself if the need arises.
Dealing combat damage to your opponent is interpreted as getting through the door. You only have one shot at this, so try to get as many of your team members through as possible (including yourself!) The biggest blocker will always go for you, then the second-biggest will go for your smallest guy, the third-biggest for your second-smallest and so on. If any blockers are left over it wraps back around. Biggest means power, by the way.
Every round is like a totally new game, except for two things: The creatures that made it through the door are the ones you start this round with (counters, auras, effects etc. fall off), and any basic lands you had carry over (again, brand spanking new). Additionally, you can add one basic land of one of your colors to your land cache at the end of every chamber. Note that both creatures and lands will begin the game on the battlefield and untapped.
It always starts on your opponent's (the room's) turn, so be prepared.
If there's any gray zones which require the "opponent" to make a decision, PM me. Don't just assume.
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Lucky for you, you don't have to worry about most of that just now! I'll be away from the 28th of January to the 4th of February though, so if you have any questions ask them now. Here's what you need to do to sign up:
Choose your colors. You get exactly two colors, and a corresponding basic land from each of those colors. Fair warning: BR will probably suffer quite a bit, being a combination not well known for self-preservation, so only take that color pair on if you're feeling super-brave/suicidal.
Choose your troops. You need at least one from both of your colors, and the total power and toughness of your creatures (excluding yourself) cannot exceed 16:
W - 1/1 white Soldier token (total p/t: 2) U - 1/3 blue Merfolk token (total p/t: 4) B - 2/2 black Vampire token (total p/t: 4) R - 3/1 red Elemental token (total p/t: 4) G - 3/3 green Centaur token (total p/t: 6)
Finally, this round's challenge:
Design the safe room that you have just discovered. It should be a land that has in its rules text both mana symbols of the colors you chose.
Signups and Round 1 close Saturday, the 4th of February. Good luck and enjoy the ride!
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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.
UR
1/3 Merfolk x2
3/1 Elemental x2
Island x1
Mountain x1
---------- Arcane Workshop
Land (R) T: Add 1 to your mana pool.
Whenever you cast an instant or sorcery spell, you may put a storage counter on Arcane Workshop. , Remove X storage counters from Arcane Workshop: Add X mana in any combination of U and/or R to your mana pool.
I cannot even begin to fathom how involved this CCL will be.
Swamp
Forest
2x 3/3 Centaur
1x 2/2 Vampire
Gruesome Feasthall
Land {R}
:symtap:: Add to your mana pool. 2GB, :symtap:: You gain 1 life for each creature card in your graveyard. "All the morsels are free,
so enjoy this great treat;
just don't go around and ask
'what's inside of the meat.'"
- Ogard Orphanage Rhyme
My Powers and Friends:
Mountain
Plains
2x 3/1 Elemental
4x 1/1 Soldier
The deeply-tanned young man with the shock of red hair sprinted down the steps to the Gate Vault, and Clara and Slashspark struggled to keep up.
"Damn it, Fitz, some of us have provisions to carry!" shouted the woman in exasperation. The elemental simply shook his head and smoldered in protest.
"No time to be lost!" was the cheerful reply from Fitz Flamecarver, battlemage of uncertain talent and harsh repute. "I'm sure we're not the only ones down here, and at least we ought to catch up to the others to see who's in this crop of hunters."
"Always the same," said Clara. "Bunch of hero-worshipping kids, guilty of nothing but overeagerness or mediocrity, and condemned to death or worse because of it."
Fitz soured a bit. "We're here because my father wanted us to be."
Clara barely had time to brood over the onerous duty imposed on her by the elder Flamecarver - namely, babysitting Fitz in the tunnels of death - because the door Fitz shoved open at the end of the corridor led into a magnificent room.
It was host to a cleansing brazier, of the sort used in Fitz's religious practices, made of dappled red marble and, though not ablaze, full of freshly raked coals. She rolled her eyes when Fitz genuflected, but at least poor Slashspark was more comfortable. And she was at ease too; these things were always enchanted with some sort of barrier. The sort of thing that would help to buy time at a bad moment.
Time to be lost.
Rebuker's Hearth
Land (R)
:symtap:, Discard a red or white card: Add or to your mana pool.
Whenever Rebuker's Hearth becomes tapped, target creature can't attack or block this turn.
Echoing Smokevoid Land (R)
Echoing Smokevoid enters the battlefield tapped. T: Add U to your mana pool. At the beginning of your next precombat main phase, add RRto your mana pool. Echoing Smokevoid doesn't untap during your next untap step. A flash of inspiration vanishes, and a slow, but fiery passion manifests.
Stone of the Steed
Land (R) T: Add 1 to your mana pool. 1WB,T, Sacrifice a creature: Transform Stone of the Steed and attach it to a creature you control. Activate this ability only any time you could cast a sorcery. Legend tells of a place deep in the Labyrinth where escape can be bought on the wings of a ghostly black pegasus, for the right price in blood.
--- Spirit of the Steed
(WB) Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has flying and lifelink.
When Spirit of the Steed is put into a graveyard from the battlefield, return it to the battlefield tapped and transformed.
Riftmire Quag
Land (R)
Riftmire Quag enters the battlefield tapped and doesn't untap during your untap step.
During your upkeep, you may discard a card. If you do, untap Riftmire Quag.
:symtap:: Add 1 to your mana pool. 2UB, :symtap:: Reveal the top three cards of your library and put a 1/1 blue and black bird creature with flying and deathtouch on the battlefield for each instant or sorcery revealed in this way.
Guardian Forge
Land (R)
The Guardian Forge enters the battlefield tapped. T: Add R or W to your mana pool. 3RW: The Guardian Forge becomes a 4/4 red and white Spirit Soldier creature until end of turn. You may attach an Equipment you control to it. There is no greater master of a weapon than the very fires that created it.
I left Brazil years ago. I've been back several times, but I've been a Canadian citizen for over 5 years now.
I dunno, I outgrew that username (I'd been using it in other forums since way before I joined MTGS).
Wow. Grats on that novel of an OP. Pretty well thought out and presented. Good job.
Colors: :symg::symw:
2x 3/3 Centaur (12)
2x 1/1 Soldier (4)
Safe Haven
Land (R)
You may play Safe Haven only if you control at least one green or white creature. T: Add :symg::symw: to your mana pool.
:symg::symw:: Safe Haven becomes an aura, enchanting target creature you control and gains "Enchanted creature gets +0/+3" and "When Safe Haven is put into a graveyard from the battlefield, return Safe Haven to your hand".
Six 1/1 Soldiers
One 2/2 Vampire
Myself (yes, I feel more safer with a swarm at my side)
Ghostly Landshifter
Land (R) T: Add 1 to your mana pool. 1WB,T, sacrifice Ghostly Landshifter: Search target opponent's library for a land and put it onto the battlefield tapped under your control. "The ghosts take on the form of what new landscapes the traveling spirits bring back."
Crol of Arkan
Energizing Pool
Land {R}
Graft 1
Energizing Pool can't tap or untap if it has a +1/+1 counter on it. 1, Q: Put a +1/+1 counter on Energizing Pool. T: Add G or U to your mana pool.
Suited in silver armor, his face covered with a crimson cloak, the figure grew pensive as he approached the Vault Gate.
He had come from the southern regions, a mountainous and volcanic in parts and lowland plains in others. His people made their living in war, whether making the weapons and tools of war for far away lands or hiring out the graduates of their military academies as mercenaries.
He was Kirin Baelfire, third son of a father who was only known to most as “ The Traitor”. His father had betrayed his platoon to the enemy, and was executed for it, when Kirin was but a child. He had joined the military academy to prove those that thought the taint of treachery was inherited. He rose through the ranks, mastering both melee combat, and casting of battle magic’s, rising to the ranks of Arcame Battlemaster.He had expected to be hired out, as a general for a king in need of someone to direct the tide of a battle. Instead he was taken from the academy, and told by his leaders that he was to lead a small squad into the infamous Labyrinth, and retrieve it’s wonderful treasure for his homeland and perhaps secure their kingdoms rocky future, one where they did not have to rely on war to make their way.
“A mission of peace.” It was called with as much sneering as possible behind his back. Kirin knew a suicidal assignment when he saw one. The four that followed behind him, also clad in silver armor, were not the best soldiers, they were the rejects, the unwanted, the inexperienced, the tainted.
If that was all he had then they would do.
However even his own soldiers eyes were on the reinforcements he had raised from a volcano before they had left. Two mute towering figures, their body’s seemed carved out of obsidian, their eyes burning with fire and their veins pumping with magma.
As they entered the first room they found a great hall, where statues of great warriors that had gone before him stood, their weapons of choice permanently placed in the statues hands, held their by magic older than time. As his men set out to explore the room, Kirin took first watch with his elemental guards, his eyes carefully sweeping in the room, you’d never know when little details would help you succeed in a mission, that everyone expected you to fail.
Troops:
2X- Elemental
4X-Solider
Land:
1X-Mountain
1X-Plains
Warrior's Sanctuary
Land (R)
Warrior's Sanctuary enters the battlefield tapped.
:symtap:: Add or to your mana pool.
:symw::symr:,:symtap:: Target creature get's +2/+0 and has first strike until end of turn.
Battlefield Fort
Land (R)
Trench Fort comes into play tapped. T: Add R or W to your mana pool. Radiance -- 1RW,T, Sacrifice Battlefield Fort: Target creature and each creature that shares a color with it gain +1/+1 until end of turn. Activate this ability only as a sorcery.
Resources:
x1 Island
x1 Plains
x4 1/1 white Soldiers (8pts)
x2 1/3 blue Merfolk (8pts)
Temporal Gates Land (R)
:symtap:: Add to your mana pool. WU, :symtap:, Sacrifice Temporal Gates: The next spell you cast this turn may be cast as though it had flash.
A tall, broad man, wearing the furs of the northern countries, strode into the room, followed swiftly by his personal guard: two fully armored Centaur champions, towering higher than even a normal Centaur would, easily 10 feet tall at their head, and nothing but muscle. Each carried a silver great-sword more massive than even the man wearing furs before them. Then, coming in it's own good time, a blindingly bright figure of dripping plasma prowled in, crouching low to the ground and sniffing the stone floor as though there was something to smell. (2x Centaur. 1x Elemental)
This man was known as Prince Thordis Edenart, the third and weakest son to King Edenart of Alkair. Alkair was viewed by many nations as barbaric and isolationist, but this was largely necessary, as Alkair had little farmland and experienced extremely long and brutal winters. When the stores ran low, the men of a village would ride out for weeks on end, hunting and hopefully returning with enough meat for another few weeks. To hunt for that long, the only warmth found in your furs and the small fires of camp, a man had to be strong. The king's home was built in the largest town in all of Alkair, and his Princes led the hunt when it came time. In turn, even being the weakest of the King's son, Thordis had to be stronger than most men, and it showed. Even the colossal Centaurs that stood back regarded him with respect and reserve.
Each generation, one of the Princes was chosen, by drawing straws, to journey into the heart of the world. It was high honor, though a fearful one, as men greater than any who lived today had battled into the maze and, despite all their strength, never returned. Thordis kept this is mind as he set out. He wouldn't doubt himself, but he wouldn't doubt this task either. Nor would he run from this place, though he appreciated the grace of the gods to grant him rest and repose as his first task.
The place was vast, easily several dozen miles across. It was dim and warm, lit only by the occasional cracks in the ground that revealed molten lava beneath them, and some strange fluid that dripped from the statues that towered around the room, appearing to be poured from vases or bursting from trumpets. Where this glowing fluid touched the ground, though, life appeared to erupt. Ferns, carpets of grass, fauna dangling from the statues, even a small tree poking up from the unforgiving stone underfoot. From these small groves, the fluid flowed into small pools, around which lush vines hung heavy with fruit.
Prince Edenart walked around one of the several pillars that peppered the room, which had been carved into the shape of armored, towering men, each straining to holding the roof above them up. Thordis looked back over his shoulders to the two Centaurs, "Hallém, find a good spot for us to set up camp. Azoth, make sure the elemental doesn't get into the supplies."
Hallém and Azoth nodded and began moving about their business, leaving Thordis to explore the room and it's many small wonders.
Flourishing Memorial
Land R T, Pay 1 life: Add R or G to your mana pool. 4RR: Until end of turn, Flourishing Memorial becomes a 2/2 red Warrior creature with double strike. It is still a land. 2G: Until end of turn, Flourishing Memorial becomes a 0/0 green Plant creature. Put a +1/+1 counter on it. It is still a land.
I've never done one of these before, so I'm not sure what I'm getting myself into, but here goes. Colors: WU
Lands:
1x Plains
1x Island
Creatures:
2x Merfolk
4x Soldier
Solwater Respite
Land (R)
Solwater Respite enters the battlefield tapped.
When you control no creatures, sacrifice Solwater Respite. T: Add W to your mana pool. You gain 1 life. T: Add U to your mana pool. Look at the top card of your library.
Art:
Travelers kneel on verdant green grass around a spring with a faint golden glow. The light from the spring illuminates the room.
2x 3/3 green Centaur token
1x 3/1 red Elemental token
Hidden Alcove
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
:symtap:: add :symg::symr: to your mana pool. Hidden Alcove doesn't untap during your next untap step.
:symg::symr:, :symtap:: You may play the exiled card without paying its mana cost if an opponent was dealt combat damage this turn.
"Looks like we're here."
You breath constricting slightly, you nod.
For anyone on Ogard who had wished to hone their skills as a soldier or refine their magical talents, the possibilities were endless; most of the many nations would even pay promising recruits to study under celebrated masters if they wished. The best and brightest then live a life of luxury and fame until they are ready to take their mentor's place. Of course, there's a reason not many people take this offer up - the rest are sent into the Labyrinth, a death sentence for even the most seasoned of veterans. You are by no means the brightest, and your small band of fighters, loyal as they are, are by no means the best.
Everyone on Ogard knows that the various sinkholes that litter the surface are tunnels to the core of the world, where the vast Labyrinth resides. Nobody knows its true origin, although many scholars suspect that the maze was always there and the world simply formed around it. What everyone knows is that in the Labyrinth's core chamber lies a relic of unfathomable power that somehow regulates the existence of the surface world. Every step you takes towards the core chamber you can feel the flow of mana intensifying, and even in the outer tunnels the surge of power through your body is much stronger, much fresher, than anything you've felt on the surface. Every day dozens of victims (or 'brave heroes', as the Surface Magistrates insisted on calling you) from far and wide are sent into the bowels of the world to try penetrate the deadly maze, only to be never heard from again. "Master the Labyrinth, master the world", the saying goes.
Your stomach turns as you set foot in the Gate Vault - like a boat capsizing, the gravity of the room shifts, and what was once a flat tunnel is now a bottomless pit. You can see from the expression of the others that they are just as nervous as you are, and every movement is amplified and echoed through the unnaturally bright cavern. Without a word, one of the warriors approaches the portcullis marking the Labyrinth's entrance - and his gleeful shout soon rings through the cavern. One by one you get up and rush to the door. The sign of the white double-hook is enough to get you all laughing with joy - it appears the first room is one of the few safe rooms cleared. "Nice way to start the end of our lives, eh?" one of the men shouts. You suppose you should start exploring the place while your spirits are still lifted...
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Welcome to a CCL like no other! And because it's so different, I'm starting this a lot earlier so you have time to get yourself ready for the real challenges. This month, you will have three factors to consider when making your card:
1 - This is still a CCL, so designing good cards and getting top 3's is as important as ever. Design good cards, make it further in.
2 - Most rooms will have some challenge or obstacle to overcome. You will have quite a lot of freedom in your approach, but it still has to work within the rules of Magic. More on this later.
3 - Keep your fighters alive! This is not necessary and you can finish all challenges without them, but you'll find them very helpful as they give you a lot more breathing room to design fair cards.
---------------------------------------------------------------------------------------
No, this is not Mirrodin in disguise, and no, you won't get a Mirari instead of a trophy this month. Quit asking.
---------------------------------------------------------------------------------------
Lucky for you, you don't have to worry about most of that just now! I'll be away from the 28th of January to the 4th of February though, so if you have any questions ask them now. Here's what you need to do to sign up:
Choose your colors. You get exactly two colors, and a corresponding basic land from each of those colors. Fair warning: BR will probably suffer quite a bit, being a combination not well known for self-preservation, so only take that color pair on if you're feeling super-brave/suicidal.
Choose your troops. You need at least one from both of your colors, and the total power and toughness of your creatures (excluding yourself) cannot exceed 16:
W - 1/1 white Soldier token (total p/t: 2)
U - 1/3 blue Merfolk token (total p/t: 4)
B - 2/2 black Vampire token (total p/t: 4)
R - 3/1 red Elemental token (total p/t: 4)
G - 3/3 green Centaur token (total p/t: 6)
Finally, this round's challenge:
Design the safe room that you have just discovered. It should be a land that has in its rules text both mana symbols of the colors you chose.
Signups and Round 1 close Saturday, the 4th of February. Good luck and enjoy the ride!
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Y = Total number of Possible Points (3 * Number of Judges)
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
UR
1/3 Merfolk x2
3/1 Elemental x2
Island x1
Mountain x1
----------
Arcane Workshop
Land (R)
T: Add 1 to your mana pool.
Whenever you cast an instant or sorcery spell, you may put a storage counter on Arcane Workshop.
, Remove X storage counters from Arcane Workshop: Add X mana in any combination of U and/or R to your mana pool.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
The OP did turn out way more daunting than I anticipated, but it's best not to leave any wriggling space in something like this.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Swamp
Forest
2x 3/3 Centaur
1x 2/2 Vampire
Gruesome Feasthall
Land {R}
:symtap:: Add to your mana pool.
2GB, :symtap:: You gain 1 life for each creature card in your graveyard.
"All the morsels are free,
so enjoy this great treat;
just don't go around and ask
'what's inside of the meat.'"
- Ogard Orphanage Rhyme
Fitz Flamecarver
My Powers and Friends:
Mountain
Plains
2x 3/1 Elemental
4x 1/1 Soldier
The deeply-tanned young man with the shock of red hair sprinted down the steps to the Gate Vault, and Clara and Slashspark struggled to keep up.
"Damn it, Fitz, some of us have provisions to carry!" shouted the woman in exasperation. The elemental simply shook his head and smoldered in protest.
"No time to be lost!" was the cheerful reply from Fitz Flamecarver, battlemage of uncertain talent and harsh repute. "I'm sure we're not the only ones down here, and at least we ought to catch up to the others to see who's in this crop of hunters."
"Always the same," said Clara. "Bunch of hero-worshipping kids, guilty of nothing but overeagerness or mediocrity, and condemned to death or worse because of it."
Fitz soured a bit. "We're here because my father wanted us to be."
Clara barely had time to brood over the onerous duty imposed on her by the elder Flamecarver - namely, babysitting Fitz in the tunnels of death - because the door Fitz shoved open at the end of the corridor led into a magnificent room.
It was host to a cleansing brazier, of the sort used in Fitz's religious practices, made of dappled red marble and, though not ablaze, full of freshly raked coals. She rolled her eyes when Fitz genuflected, but at least poor Slashspark was more comfortable. And she was at ease too; these things were always enchanted with some sort of barrier. The sort of thing that would help to buy time at a bad moment.
Time to be lost.
Rebuker's Hearth
Land (R)
:symtap:, Discard a red or white card: Add or to your mana pool.
Whenever Rebuker's Hearth becomes tapped, target creature can't attack or block this turn.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
On your end, not much. On my end, too much
That's a total power and toughness of 32 by the way.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
UR
1 3/1 R Elemental
3 1/3 U Merfolk
Echoing Smokevoid
Land (R)
Echoing Smokevoid enters the battlefield tapped.
T: Add U to your mana pool. At the beginning of your next precombat main phase, add RRto your mana pool. Echoing Smokevoid doesn't untap during your next untap step.
A flash of inspiration vanishes, and a slow, but fiery passion manifests.
I'll take white and black.
WB
4x 1/1 W Soldier
2x 2/2 B Vampire
Stone of the Steed
Land (R)
T: Add 1 to your mana pool.
1WB,T, Sacrifice a creature: Transform Stone of the Steed and attach it to a creature you control. Activate this ability only any time you could cast a sorcery.
Legend tells of a place deep in the Labyrinth where escape can be bought on the wings of a ghostly black pegasus, for the right price in blood.
---
Spirit of the Steed
(WB) Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has flying and lifelink.
When Spirit of the Steed is put into a graveyard from the battlefield, return it to the battlefield tapped and transformed.
Colors: :symu::symb:
2x Merfolk (1/3)
2x Vampire (2/2)
Riftmire Quag
Land (R)
Riftmire Quag enters the battlefield tapped and doesn't untap during your untap step.
During your upkeep, you may discard a card. If you do, untap Riftmire Quag.
:symtap:: Add 1 to your mana pool.
2UB, :symtap:: Reveal the top three cards of your library and put a 1/1 blue and black bird creature with flying and deathtouch on the battlefield for each instant or sorcery revealed in this way.
Plains
3x R 3/1 Elementals
2x W 1/1 Soldiers
Guardian Forge
Land (R)
The Guardian Forge enters the battlefield tapped.
T: Add R or W to your mana pool.
3RW: The Guardian Forge becomes a 4/4 red and white Spirit Soldier creature until end of turn. You may attach an Equipment you control to it.
There is no greater master of a weapon than the very fires that created it.
I left Brazil years ago. I've been back several times, but I've been a Canadian citizen for over 5 years now.
I dunno, I outgrew that username (I'd been using it in other forums since way before I joined MTGS).
Colors: :symg::symw:
2x 3/3 Centaur (12)
2x 1/1 Soldier (4)
Safe Haven
Land (R)
You may play Safe Haven only if you control at least one green or white creature.
T: Add :symg::symw: to your mana pool.
:symg::symw:: Safe Haven becomes an aura, enchanting target creature you control and gains "Enchanted creature gets +0/+3" and "When Safe Haven is put into a graveyard from the battlefield, return Safe Haven to your hand".
This is for me more than it is for anyone else. I sucks at colors.
Land (R)
T: Add 1 to your mana pool.
UR,T: Switch target creature's power and toughness until end of turn.
Swamp
Mountain
2/2 Vampire x2
3/1 Elemental x2
Ember Marsh
Land (R)
(B/R),T: Add BR to your mana pool.
1B,T: Regenerate target creature.
1R,T: Target creature can't block this turn.
Plains n' Swamps
Six 1/1 Soldiers
One 2/2 Vampire
Myself (yes, I feel more safer with a swarm at my side)
Ghostly Landshifter
Land (R)
T: Add 1 to your mana pool.
1WB,T, sacrifice Ghostly Landshifter: Search target opponent's library for a land and put it onto the battlefield tapped under your control.
"The ghosts take on the form of what new landscapes the traveling spirits bring back."
Crol of Arkan
1 Blue Merfolk
2 Green Centaur
Yavimaya Lake
Land
1UG,:symtap: Draw a card and put a +1/+1 counter on target creature.
Add a U or G to your mana pool.
1x Merfolk
2x Centaur
Energizing Pool
Land {R}
Graft 1
Energizing Pool can't tap or untap if it has a +1/+1 counter on it.
1, Q: Put a +1/+1 counter on Energizing Pool.
T: Add G or U to your mana pool.
Suited in silver armor, his face covered with a crimson cloak, the figure grew pensive as he approached the Vault Gate.
He had come from the southern regions, a mountainous and volcanic in parts and lowland plains in others. His people made their living in war, whether making the weapons and tools of war for far away lands or hiring out the graduates of their military academies as mercenaries.
He was Kirin Baelfire, third son of a father who was only known to most as “ The Traitor”. His father had betrayed his platoon to the enemy, and was executed for it, when Kirin was but a child. He had joined the military academy to prove those that thought the taint of treachery was inherited. He rose through the ranks, mastering both melee combat, and casting of battle magic’s, rising to the ranks of Arcame Battlemaster.He had expected to be hired out, as a general for a king in need of someone to direct the tide of a battle. Instead he was taken from the academy, and told by his leaders that he was to lead a small squad into the infamous Labyrinth, and retrieve it’s wonderful treasure for his homeland and perhaps secure their kingdoms rocky future, one where they did not have to rely on war to make their way.
“A mission of peace.” It was called with as much sneering as possible behind his back. Kirin knew a suicidal assignment when he saw one. The four that followed behind him, also clad in silver armor, were not the best soldiers, they were the rejects, the unwanted, the inexperienced, the tainted.
If that was all he had then they would do.
However even his own soldiers eyes were on the reinforcements he had raised from a volcano before they had left. Two mute towering figures, their body’s seemed carved out of obsidian, their eyes burning with fire and their veins pumping with magma.
As they entered the first room they found a great hall, where statues of great warriors that had gone before him stood, their weapons of choice permanently placed in the statues hands, held their by magic older than time. As his men set out to explore the room, Kirin took first watch with his elemental guards, his eyes carefully sweeping in the room, you’d never know when little details would help you succeed in a mission, that everyone expected you to fail.
Troops:
2X- Elemental
4X-Solider
Land:
1X-Mountain
1X-Plains
Warrior's Sanctuary
Land (R)
Warrior's Sanctuary enters the battlefield tapped.
:symtap:: Add or to your mana pool.
:symw::symr:,:symtap:: Target creature get's +2/+0 and has first strike until end of turn.
The Anabyn
Stay Hungry My Friends....
Mountain
Plains
1/1 Soldier - x6 (12)
3/1 Elemental - x1 (4)
Land (R)
Trench Fort comes into play tapped.
T: Add R or W to your mana pool.
Radiance -- 1RW,T, Sacrifice Battlefield Fort: Target creature and each creature that shares a color with it gain +1/+1 until end of turn. Activate this ability only as a sorcery.
Resources:
x1 Island
x1 Plains
x4 1/1 white Soldiers (8pts)
x2 1/3 blue Merfolk (8pts)
Land (R)
:symtap:: Add to your mana pool.
WU, :symtap:, Sacrifice Temporal Gates: The next spell you cast this turn may be cast as though it had flash.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
W,G
Plains
Forest
5x Soldier (1/1, white)
1x Centaur (3/3, green)
Overgrown Bastion
Land
T: Add 1to your mana pool.
WG,T, sacrifice Overgrown Bastion: Prevent all combat damage that would be dealt this turn.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Forest
Island
3/3 Centaur x 2
1/3 Merfolk x 1
Glowcap Spring
Land (R)
T: Add 1 to your mana pool.
:symgu:, T: The next creature card you play this turn can be played as though it had flash.
A tall, broad man, wearing the furs of the northern countries, strode into the room, followed swiftly by his personal guard: two fully armored Centaur champions, towering higher than even a normal Centaur would, easily 10 feet tall at their head, and nothing but muscle. Each carried a silver great-sword more massive than even the man wearing furs before them. Then, coming in it's own good time, a blindingly bright figure of dripping plasma prowled in, crouching low to the ground and sniffing the stone floor as though there was something to smell. (2x Centaur. 1x Elemental)
This man was known as Prince Thordis Edenart, the third and weakest son to King Edenart of Alkair. Alkair was viewed by many nations as barbaric and isolationist, but this was largely necessary, as Alkair had little farmland and experienced extremely long and brutal winters. When the stores ran low, the men of a village would ride out for weeks on end, hunting and hopefully returning with enough meat for another few weeks. To hunt for that long, the only warmth found in your furs and the small fires of camp, a man had to be strong. The king's home was built in the largest town in all of Alkair, and his Princes led the hunt when it came time. In turn, even being the weakest of the King's son, Thordis had to be stronger than most men, and it showed. Even the colossal Centaurs that stood back regarded him with respect and reserve.
Each generation, one of the Princes was chosen, by drawing straws, to journey into the heart of the world. It was high honor, though a fearful one, as men greater than any who lived today had battled into the maze and, despite all their strength, never returned. Thordis kept this is mind as he set out. He wouldn't doubt himself, but he wouldn't doubt this task either. Nor would he run from this place, though he appreciated the grace of the gods to grant him rest and repose as his first task.
The place was vast, easily several dozen miles across. It was dim and warm, lit only by the occasional cracks in the ground that revealed molten lava beneath them, and some strange fluid that dripped from the statues that towered around the room, appearing to be poured from vases or bursting from trumpets. Where this glowing fluid touched the ground, though, life appeared to erupt. Ferns, carpets of grass, fauna dangling from the statues, even a small tree poking up from the unforgiving stone underfoot. From these small groves, the fluid flowed into small pools, around which lush vines hung heavy with fruit.
Prince Edenart walked around one of the several pillars that peppered the room, which had been carved into the shape of armored, towering men, each straining to holding the roof above them up. Thordis looked back over his shoulders to the two Centaurs, "Hallém, find a good spot for us to set up camp. Azoth, make sure the elemental doesn't get into the supplies."
Hallém and Azoth nodded and began moving about their business, leaving Thordis to explore the room and it's many small wonders.
Flourishing Memorial
Land R
T, Pay 1 life: Add R or G to your mana pool.
4RR: Until end of turn, Flourishing Memorial becomes a 2/2 red Warrior creature with double strike. It is still a land.
2G: Until end of turn, Flourishing Memorial becomes a 0/0 green Plant creature. Put a +1/+1 counter on it. It is still a land.
Colors:
WU
Lands:
1x Plains
1x Island
Creatures:
2x Merfolk
4x Soldier
Solwater Respite
Land (R)
Solwater Respite enters the battlefield tapped.
When you control no creatures, sacrifice Solwater Respite.
T: Add W to your mana pool. You gain 1 life.
T: Add U to your mana pool. Look at the top card of your library.
Art:
Travelers kneel on verdant green grass around a spring with a faint golden glow. The light from the spring illuminates the room.
1x Forest
1x Mountain
2x 3/3 green Centaur token
1x 3/1 red Elemental token
Hidden Alcove
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
:symtap:: add :symg::symr: to your mana pool. Hidden Alcove doesn't untap during your next untap step.
:symg::symr:, :symtap:: You may play the exiled card without paying its mana cost if an opponent was dealt combat damage this turn.