February CCL - The Labyrinth
Round 2 - The Steel Crypt
The room was deathly silent, save the cacophony of metallic clangs and crackling snaps as you wade through a sea of warped metal and dry bones. "See those trails where the floor shows?" one of the men whispers to you. "There's been a lot of fights in this room. We should get out quickly." You nod in agreement. The stench of decay makes your hair stand on end, and something about these giant, warped plates of armor unsettles you.
The eagle-eye of your group is the first to spot the door through the gloom. Besides it is what appears to be a giant key-hole, a forearm's width wide and probably much deeper. "Alright, everyone split up in pairs and look for the key. Looks big, so I don't think we can miss it." You try and raise your voice, but the aura of fear in the room strangles your words to a whisper. A few moments later, an enormous creak echoes through the room, followed by the screech of grinding metal. "I found the key!" a voice screams, as the floor shakes to thunderous footsteps. "And it's not happy!"
The unlucky fellow scrabbles into sight, and the others regroup around you, raising their weapons and firming their stance as a giant golem, three times your height comes lumbering into view, crushing parts of old golems under its feet. A beam of light from what you think is its eye fixes on you, and it speeds up considerably, the huge, key-shaped cleaver held menacingly just above your head level. But even as you prepare your spells, you feel something's not quite right; the rhythm of the floor is not quite the same as its footsteps. You turn your head as your the corner of your eye catches a glint...
"Look out!", you scream, pointing at the second golem charging at you. "Spare key!"
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 token 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: You and any of your original 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.
Although you start off with one card in hand (unless otherwise specified), you can use card-drawing effects to open up more "slots". This means draw step too!
--------------------------------------------------------------------------------------- This round's challenge:
There are two 4/6 Golem artifact creature tokens on the battlefield tapped and attacking you. You can't attack until you've destroyed at least one.
Finally, choose a third basic land for next round (within your colors).
The deadline is the start of Thursday, the 9th of February.
---------------------------------------------------------------------------------------
Mana symbols indicate your creatures. Letters indicate basic lands.
* indicates a Top 3 probation. Failure to provide a Top 3 next round will result in elimination. You can PM me a top 3 by the end of this round to remove this.
Team Uvar: 29
yewlas 21 UURR, IM
Gerrard's Mom 52 WWWWBB, PS
MagicBrains 7 GGWW, FP
EronTheRelentless 7 UGG, IF
*NotoriousLynx 14 RWWWWWW, PM
Rithaniel 76 RGG, MF
*Diefi00 3 GGWW, FP
Lutrine 34 WWWWWWB, PS
Lordschuft 17 GGU, FI
drewdagreek 10 GGU, FI
Team Norwend: 26
Balefire 12 GGB, SF
PsiJet 8 UUBB, IS
CrustaceanCrusader 27 UURR, IM
Hyral 31 UGG, IF
*foo_intherain 23 WWWWUU, PI
L2i0n0k7 65 WWWWUU, PI
*AspiringInsomniac 4 WWWWBB, PS
KoolKoal 8 BBRR, SM
*Doom Lich 0 UUUR, IM
Jimmy Groove 50 BBBR, SM
Team Elau: 23
void_nothing 30 RRWWWW, MP
Socrates 35 RRRWW, MP
Piar 17 BBRR, SM
Random_Nation 13 RRWWWW, MP
Ninja Caterpie 57 GWWWWW, FP
Timothy, Mimeslayer 43 RGG, MF
Zanny77 13 WWWWBB, PS
CodGod 22 GGU, FI
Eskimo_Rage 17 UUUR, IM
Thelas 17 UUUB, IS
Team Nimbal: 32+3
Stapler 12 RUUU, MI
MirrorEntity 46 WWUUU, PI
Prophylaxis 37 WWWWWWB, PS
Sagharri 8 GWWWWW, FP
Egak 29 GGU, FI
Mobiusman 20 BGG, SF
Altaurus321 34 WWWWBB, PS
BlackBull 25 WWWWUU, PI
GiftsTrix 23 UUUB, IS
Erimety 9 GGU, FI
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.
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
Venoshock1(G/B)
Instant {U}
Distribute two -1/-1 counters among one or two target creatures if was spent to cast Venoshock. Distribute two +1/+1 counters among one or two target creatures if was spent to cast Venoshock. (Do both if GB was spent.)
Strategy: Venoshock one golem (--) and one centaur (++). Block the bigger golem with the bigger centaur, and the double block the smaller with the centaur and vampire. The bigger creatures bounce off each other, while the smaller golem deals 2 to the centaur and is promptly killed by my blockers. I retrieve the key, draw a card (?), play a swamp and swing.
Are we just supposed to kill them? Incapacitate them? Survive? I'm bit confused as to the task.
Think of it as a normal game of Magic. You have your creature tokens and two lands from the signups, and one card in hand (which is what you're going to design). You're at 1 life by default, and you need to destroy at least one of the Golems to make it through. How you kill it and what you do about the other one is entirely up to you. Be creative!
Resources:
1 x Plains
1 x Forest
1 x 3/3 Green Centaur
5 x 1/1 White Soldier
1 x 0/1 Myself Round 1; Safe Room
Tap two; add GW; cast Spinback Wind:
Spinback Wind1W
Instant (U)
Untap and gain control of target attacking creature until end of combat. When you lose control of the creature, tap it. Masara never hired pikemen again.
Send one of the golems crashing into the other. (ie. gain control, use it to block). Gank with the Centaur to kill the other dude; because damage is assigned to the Golem, my Centaur remains alive.
Next turn, [LAND DROP A PLAINS] and swing clean with everyone.\
Turnstile Trap1WW
Instant (U)
If exactly two creatures are attacking you, you may pay W rather than pay Turnstile Trap's mana cost.
Gain control of target attacking creature until end of turn and untap it. When you lose control of the creature, tap it. Masara never hired pikemen again.
Next Round: Searching to acquire an additional x1 Island.
Resources:
x1 Island
x1 Plains
x4 1/1 white Soldiers
x2 1/3 blue Merfolk
x1 1/1 blue and white Legendary creature named foo_intherain.
Response: T: Plains, T: Island, T: x1 1/1 white Soldier, T: x1 1/1 white Soldier, cast:
Lustrate1(G/W)
Instant (C)
Destroy target artifact.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Targeting first Golem with Lustrate and second Golem with the conspired copy.
Declaring x1 1/3 blue Merfolk to block first Golem should it get through and x1 1/3 blue Merfolk to block second Golem should it get through.
During my following turn, during the combat phase, I attack with myself and two 1/1 white Soldiers.
Tidal Plague2UB
Sorcery (R)
Flash; convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Return target creature to its owner's hand. Then that player chooses a creature they control. It gets -3/-3 until end of turn.
Start off by casting Tidal Plague, tapping my swamp, island, vampire, and a merfolk to cover the cost (leaving 1 vamp and 1 merfolk available) and will defend with them against the second golem.
In Play: GiftsTrix(U/B) Merfolk Necromancer Extraordinaire.
3x UMerfolk Sirens 1/3
1x BVampire Minion 2/2 Island (Untapped) Swamp (Untapped)
Tide of BloodUBB
Tribal Enchantment - Merfolk
Sacrifice a creature: Discard Tide of Blood from your hand, play this ability only at any time you could play a sorcery.
As long as Tide of Blood is in your graveyard and you control a swamp, Merfolk creatures you control have deathtouch.
As long as Tide of Blood is in your graveyard and you control an Island, Merfolk creatures you control have persist.
I will sacrifice my vampire in order to discard Tide of Blood then I will block each Golemn with a Merfolk.
My turn, I will swing with my 1/3 merfolk and play a swamp.
Hymn of RetributionWB
Instant {U}
As an additional cost to cast Hymn of Retribution, tap any number of untapped creatures you control.
Target creature gets +X/+X until end of turn and another target creature gets -X/-X until end of turn where X is the number of creatures tapped to cast Hymn of Retribution. The hymn's chilling lyrics only strengthen those who grasp their true meaning.
Cast Hymn of Retribution targeting my 2/2 Vampire and a 4/6 Golem, tapping my four 1/1 Soldiers. Then, I block the 4/6 Golem and the 0/2 Golem with my 6/6 Vampire and 2/2 Vampire respectively, destroying both Golems. I counter attack next turn with all my creatures.
My party rolls out of the way and regroups along the side of the room.
"They're twins," Juni gasps "Really big twins."
"Anything that effects one should have the same effect on the other" Bo said as he picked up his staff.
"Stand back" I throw my hands in the air and begin to cast:
Beryl NebulaUG
Instant (U)
When you cast Beryl Nebula, choose a creature type.
Prevent all combat damage dealt by creatures of the chosen type until end of turn.
I cast Beryl Nebula naming golems. They rumble towards us and as the blows reign down they seem to pass right through us. My two Centaurs are lined up in front of them. Eventually the machines seem to tire themselves out.
It's our turn now and we go on the offensive. I order Juni, Bo and Ramal into combat hopefully dealing some damage to these big rust buckets.
If we get to the next room, I'm calling for an Island where I can take a bit of a break
What is happening:
I cast my spell and the two centaurs block the golems. The golems deal no damage and stay tapped. I attack with everyone grab a key or two.
Land:
1x Plains (+1 for the next round)
1x Island Creatures:
4x 1/1 White Soldier
2x 1/3 Blue Merfolk
1x 1/1 White and Blue Legendary Creature token named "Adevas"
Submission: Cnao's Warden4(W/U)(W/U)
Creature- Angel (R)
If the total power of creatures attacking you is 8 or greater, Cnao's Warden costs 4 less to cast.
Flash, flying
When Cnao's Warden enters the battlefield, attacking creatures become 1/1 until end of turn.
4/4
(Art: A four-armed angel, wielding two maces and two small shields, stands with her feet on a stair way of brilliant, blue-white light, as though ascending. She wears black armor, but from beneath it stream flowing white and blue garments. She has no wings.)
Plan of Action:
I block each Golem with a Merfolk, then flash in Cnao's Warden so that the golems both become 1/1 and die in combat. On my turn, I attack with everything. Flavor Take: The two merfolk rush to halt the incoming golems. Adevas's soldiers scramble to assist, but are too far away to offer any real help. Thinking fast, Adevas calls on the power of his patron, Cnao, the Blinding Light, and summons one of Cnao's servants to his aid. The golems crumple under the bright beams of holy light that emanate from the Warden's portal of entry, and the merfolk easily strike them down. Together, the soldiers lift one of the keys and open the door, and the group heads into the next room.
WB
1x 1/1 Gerrard's Mom
4x 1/1 W Soldier
2x 2/2 B Vampire
1x Plains
1x Swamp
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.
The soldiers drew their spears and shields, hastening in to a rough formation. Pale vampires split to each side, crouching among the debris and bones, ready to hop out as the soldiers fell. The metal monstrosities lumbered forward with surprising speed, great iron limbs thudding in rapid succession across the floor. One of the soldiers shook with fear, his head turning to the left, looking for support. He suddenly felt a reassuring hand upon his shoulder, and stood open mouthed as Gerrard's Mom strode in front of them, weapon hanging at his side. He raised a hand forward, spoke a word, and the iron giants exploded into a fine dust, both keys clattering to the ground.
"Let's keep moving."
Arrogant DismissalWB
Instant (U)
Choose up to three target nonland permanents with total converted mana cost 3 or less. Destroy those permanents. "I don't have time for these distractions. Let me know when you're ready to fight."
Cast this, choosing the two tokens (total CMC=0) and destroying them.
An additional bond with white magic is forged as we press ahead (+ Plains).
My subordinates are: 2X 1/3 blue Merfolks
4X 1/1 white Soldiers
My other resourses are: 1X Plains
1X Island
Winding Corridors Land R
: Add to your mana pool.
: Add or to your mana pool. Winding Corridors doesn't untap during your next untap step.
:symw::symu:, , Return Winding Corridors to its owner's hand: Prevent all combat damage that would be dealt by target attacking creature this turn.
And now...
Propicious RejectionWU
Instant U
Return up to two target blocked creatures you don't control to their owners hands. You gain 1 life for each of those creatures.
My play: I block with a merfolk and two soldiers each golem, then cast Propicious Rejection on both golems.
Reprisal of the Meek1W
Instant U
Destroy target attacking creature with power 3 or greater. Creatures with power 3 or greater deal no combat damage this turn. The summation of many weaknesses always traduces into an impregnable fortitude.
My play: Block one golem with all my creatures, then cast Reprisal of the Meek on the other. Key earned!
Please, gimme a Plains!
Q: Is this ok, or should I destroy them? I'm not sure if we're allowed to just neutralize the attack instead of literallly killing the enemy.
Creatures
6x 1/1 white soldiers
1x 2/2 black vampire
1x 0/1 Legendary black and white token named "Estevelle, the Shamed Prince"
The sound of metal pounding across the ground, sending other shards of metal flying through the room with hideous noise, was all that made Estevelle's world. Time slowed as his heart quickened. Adrenaline made the Golems appear to move through molasses. Mana hummed through the air, promising the Prince salvation, if he could just decide what to do with such potential. His soldiers slowly spun, turning to guard against the metal monstrosities, though they would look over their shoulder for guidance from their future king, worry etching their features.
As for Maz'Eleshar, he simply grinned and watched the prince, waiting for his bloodfeast to come when the man failed.
The vampire's eager eyes snapped Estevelle out of his trance, the prince's hands reaching out to grasp invisible lines of power that surged through the air around him. "My friends, fight with the grace of our fallen country!" he cried, his voice so charged with magic it seemed to fill the air with the cries of ten thousand armies. His soldier's feet planted themselves more firmly. His men's swords glinted strangely in the Labrythian light. And, most importantly of all, they did not turn back to face Estevelle with worry, confidence surging through their blood. Continuing his speech, Estevelle ensured they would live to fight another day.
Blessings of Grace1W Instant
Creatures you control get +1/+1 until end of turn. Majesty - As you cast Blessings of Grace, you may tap a legendary creature you control. If you do, creatures you control gain first strike until end of turn. "Know you are the best, those who fight in my command. Know you are the worthiest, those who die in my name. And know, above all, you protect your king!"- Estevelle, the Shamed Prince
Cast Blessings of Grace, tapping myself for the Majesty booster, then have 3 2/2 white Soldiers with first strike block each Golem.
Filled with loyal pride towards my Soldiers' hard work, I expand my mana white-wardly, adding a Plains.
Current Team: 4x 1/1 white Soldier
2x 3/1 red Elemental
1x 0/1 legendary red and white Human Wizard named Fitz Flamecarver
Current Resources: Mountain
Plains
(Resources in reserve: Plains)
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.
Gladiator's GloryRW
Instant (U)
Multikicker - Tap an untapped creature you control.
Target untapped creature gets +3/+0 and can block an additional creature this turn. If Gladiator's Glory was kicked three or more times, prevent all damage that would be dealt to that creature this turn. If Gladiator's Glory was kicked five or more times, that creature gains double strike and lifelink until end of turn. Nothing made Slashspark fight more fiercely than the sound of his own name.
(Can we actually gain life? Like, if this resolves and I block both Golems with an Elemental, who hits for 6 twice, do I become a player with 13 life?)
In any case, cast Gladiator's Glory kicked five times targeting one of the Elementals, then block both Golems with the Elemental. Next turn I play a Plains as noted.
Headlong ChargeBR
Instant (U)
As an additional cost to cast Headlong Charge, sacrifice any number of lands.
Creatures you control get +X/+0 and gain first strike until end of turn, where X is the number of lands sacrificed this way. "Even if you lose, there will be nothing for your enemies to pillage." - Goblin Warbook
Actions: Cast Headlong Charge, sacrificing a Mountain. Block each golem with a 3/2 first strike vampire and a 4/1 first strike elemental. Next turn I'll take a Swamp.
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 Arcane 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.
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 Adventure Continues...
The sound of crashing metal echoed through the chamber as the metal monstrosities descended with great speed towards his people. They stood back to back in a semi circle around the two Elementals. Kirin’s heart pounded in his chest, and his adrenaline raced though his face showed nothing but calm.
“ I believe I’m sick of this labyrinth already.” His said wryly, as his eyes glowed red first then white, as he tapped into the raw mana of this strange place and raised his hands as bolts of power shot out of him and into the Elementals who stepped forward. As if the bolts fired were catalysts to change, the Elementals shifted as from their right arm a shield formed seemingly made of the same obsidian as their skin. On the their left arm they now held a spear that seemed to be made of white hot magma from the core of the earth.
“Boys,” Kirin said simply to the pair of Elementals, pointing at the two Golems charging in at them. “ Deal with this.”
They mutely nodded and the pair of Elementals charged towards the Golems without a second thought. The Golems swung at their respective Elementals and sparks flew off the shield the Elementals had. Kirin averted his eyes to the light and grimly began to try and think up another plan.
However, as he and his people turned back toward the battle, they saw that the Elementals had driven right through those metallic bastards with the lance. The Golems fell, defeated and the Elementals returned to their former forms.
With the Golems dead, the keys were there’s for the taking, though Kirin was still very quiet. After all he didn’t want to tell his squad that the spell he had used hadn’t come for a book or a tactics manual, it had been raw magic, a spell of instinct. The first level of this forsaken place had forced him to think on his feet and nearly caught him off guard.
Kirin was beginning to understand the gravity of the mission he had undertaken.
Edge of SurvivalRW
Instant
Blocking creatures you control are indestructible until end of turn.
Fateful hour — If you have 5 or less life, those creatures gain +3/+0 until end of turn “Debate the nature of a warrior all you wish, at the end of the day, the will to survive can makes all the difference.”
-Kirin Balefire
What Just Happened!
• With the two Golems tapped and attacking at me, I declared my two (3/1) Elementals to block the attack.
• Then I cast Edge of Survivial and the two blocking Elementals became indestructible. However, seeing as I’m not just a 1/1 legendary token I’m also a player at 1 life, the fateful hour mechanic kicked in giving the Elementals a boost.
• The now 6/1 Elementals are powerful enough to destroy both Golems
• They also remain intact due to their indestructibility, allowing all my troops and me to get the keys and exit the room.
3x R 3/1 Elementals
2x W 1/1 Soldiers
1x Myself
Mountain
Plains
Stand Against SteelRW
Instant (U)
Destroy target artifact.
Prevent all damage artifacts would deal to you or creatures you control this turn.
After my legendary self handles one golem magically and magnificently, I'll let a couple now-braced elementals deal with that second dastardly golem. (Does this mean I get two keys instead of just one?)
Groove, Acolyte of Ruin:SymBR:
Legendary Creature - Human Shaman (MR) "Some call me crazy. Some call me foolish. Nobody calls me a coward."
1/1
3x 2/2 black Vampires (12)
Groove's Handmaiden
Creature - Vampire (C) "A young beauty bound for eternity to a mad lord. One would pitty her if she wasn't having so much fun." - Groove, Acolyte of Ruin
2/2
1x 3/1 red Elemental (4)
Groove's Frostfiend
Creature - Elemental (C) "Some say the world will end in fire, others say in ice. I say it will end whenever and however I choose." - Groove, Acolyte of Ruin
3/1
Hellcaller's Runecircle
Land (R) T: Add 1 to your mana pool. 1R,T, Sacrifice Hellcaller's Runecircle: You may play target sorcery card in your graveyard as though it were in your hand until end of turn. 1B,T, Sacrifice Hellcaller's Runecircle: You may play target creature card in your graveyard as though it were in your hand until end of turn.
Next turn, another swamp will join in.
Card in hand: Hellcult's FuryBR
Instant (U)
Target creature gains first strike and deathtouch until end of turn.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) "Even alone, I am deadly. And I am never alone." - Groove, Acolyte of Ruin
Plan of action:
Have one Handmaiden of Groove (2/2 Vampire) block each golem. Cast Hellcult's Fury with the conspire cost, tapping those same creatures. Play the original on one, and the copy on the other. That leaves Groove, Acolyte of Run, a Handmaiden of Groove, and Groove's Frostfiend untapped, and should leave both other Handmaidens of Groove tapped but alive, with both golems dead.
Note: I went with Conspire as a mechanic for Groove to use, since I felt that the ability to have more powerful magic by calling on one's followers fit the theme of an apocalyptic cult leader pretty well. And since both RoE and DKA printed one-mana deathtouch-granting cards that are easy to 2-for-1 (via rebound and flashback respectively), it seems reasonably on par with modern power levels.
If we:
A) Gain control of the golems can we take them to the next room?
B) Create tokens, do we get to keep them?
C) Cast flash creatures, do they stay with us? What if they have defender?
Private Mod Note
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Round 2 - The Steel Crypt
The room was deathly silent, save the cacophony of metallic clangs and crackling snaps as you wade through a sea of warped metal and dry bones. "See those trails where the floor shows?" one of the men whispers to you. "There's been a lot of fights in this room. We should get out quickly." You nod in agreement. The stench of decay makes your hair stand on end, and something about these giant, warped plates of armor unsettles you.
The eagle-eye of your group is the first to spot the door through the gloom. Besides it is what appears to be a giant key-hole, a forearm's width wide and probably much deeper. "Alright, everyone split up in pairs and look for the key. Looks big, so I don't think we can miss it." You try and raise your voice, but the aura of fear in the room strangles your words to a whisper. A few moments later, an enormous creak echoes through the room, followed by the screech of grinding metal. "I found the key!" a voice screams, as the floor shakes to thunderous footsteps. "And it's not happy!"
The unlucky fellow scrabbles into sight, and the others regroup around you, raising their weapons and firming their stance as a giant golem, three times your height comes lumbering into view, crushing parts of old golems under its feet. A beam of light from what you think is its eye fixes on you, and it speeds up considerably, the huge, key-shaped cleaver held menacingly just above your head level. But even as you prepare your spells, you feel something's not quite right; the rhythm of the floor is not quite the same as its footsteps. You turn your head as your the corner of your eye catches a glint...
"Look out!", you scream, pointing at the second golem charging at you. "Spare key!"
---------------------------------------------------------------------------------------
Previously:
Round 1
This round's challenge:
There are two 4/6 Golem artifact creature tokens on the battlefield tapped and attacking you. You can't attack until you've destroyed at least one.
Finally, choose a third basic land for next round (within your colors).
The deadline is the start of Thursday, the 9th of February.
---------------------------------------------------------------------------------------
Mana symbols indicate your creatures. Letters indicate basic lands.
* indicates a Top 3 probation. Failure to provide a Top 3 next round will result in elimination. You can PM me a top 3 by the end of this round to remove this.
Team Uvar: 29
yewlas 21 UURR, IM
Gerrard's Mom 52 WWWWBB, PS
MagicBrains 7 GGWW, FP
EronTheRelentless 7 UGG, IF
*NotoriousLynx 14 RWWWWWW, PM
Rithaniel 76 RGG, MF
*Diefi00 3 GGWW, FP
Lutrine 34 WWWWWWB, PS
Lordschuft 17 GGU, FI
drewdagreek 10 GGU, FI
Team Norwend: 26
Balefire 12 GGB, SF
PsiJet 8 UUBB, IS
CrustaceanCrusader 27 UURR, IM
Hyral 31 UGG, IF
*foo_intherain 23 WWWWUU, PI
L2i0n0k7 65 WWWWUU, PI
*AspiringInsomniac 4 WWWWBB, PS
KoolKoal 8 BBRR, SM
*Doom Lich 0 UUUR, IM
Jimmy Groove 50 BBBR, SM
Team Elau: 23
void_nothing 30 RRWWWW, MP
Socrates 35 RRRWW, MP
Piar 17 BBRR, SM
Random_Nation 13 RRWWWW, MP
Ninja Caterpie 57 GWWWWW, FP
Timothy, Mimeslayer 43 RGG, MF
Zanny77 13 WWWWBB, PS
CodGod 22 GGU, FI
Eskimo_Rage 17 UUUR, IM
Thelas 17 UUUB, IS
Team Nimbal: 32+3
Stapler 12 RUUU, MI
MirrorEntity 46 WWUUU, PI
Prophylaxis 37 WWWWWWB, PS
Sagharri 8 GWWWWW, FP
Egak 29 GGU, FI
Mobiusman 20 BGG, SF
Altaurus321 34 WWWWBB, PS
BlackBull 25 WWWWUU, PI
GiftsTrix 23 UUUB, IS
Erimety 9 GGU, FI
Scores and such up soon.
---------------------------------------------------------------------------------------
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
---------------------------------------------------------------
1x Forest
1x 0/1 Balefire
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
Instant {U}
Distribute two -1/-1 counters among one or two target creatures if was spent to cast Venoshock. Distribute two +1/+1 counters among one or two target creatures if was spent to cast Venoshock. (Do both if GB was spent.)
Strategy: Venoshock one golem (--) and one centaur (++). Block the bigger golem with the bigger centaur, and the double block the smaller with the centaur and vampire. The bigger creatures bounce off each other, while the smaller golem deals 2 to the centaur and is promptly killed by my blockers. I retrieve the key, draw a card (?), play a swamp and swing.
Think of it as a normal game of Magic. You have your creature tokens and two lands from the signups, and one card in hand (which is what you're going to design). You're at 1 life by default, and you need to destroy at least one of the Golems to make it through. How you kill it and what you do about the other one is entirely up to you. Be creative!
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
1 x Plains
1 x Forest
1 x 3/3 Green Centaur
5 x 1/1 White Soldier
1 x 0/1 Myself
Round 1; Safe Room
Tap two; add GW; cast Spinback Wind:
Spinback Wind 1W
Instant (U)
Untap and gain control of target attacking creature until end of combat. When you lose control of the creature, tap it.
Masara never hired pikemen again.
Send one of the golems crashing into the other. (ie. gain control, use it to block). Gank with the Centaur to kill the other dude; because damage is assigned to the Golem, my Centaur remains alive.
Next turn, [LAND DROP A PLAINS] and swing clean with everyone.\
NOTE: Wording order isn't necessarily wrong.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
1 - Dark Ritual/Entomb/Exhume can give you way more turn 2
2 - Sure, you can have something with flash, something that activates from your hand etc.
3 - Starts with you, then goes from the highest power down. Goes for blocking priority as well.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Next Round: Searching to acquire an additional x1 Island.
Resources:
x1 Island
x1 Plains
x4 1/1 white Soldiers
x2 1/3 blue Merfolk
x1 1/1 blue and white Legendary creature named foo_intherain.
Response: T: Plains, T: Island, T: x1 1/1 white Soldier, T: x1 1/1 white Soldier, cast:
Lustrate 1(G/W)
Instant (C)
Destroy target artifact.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Targeting first Golem with Lustrate and second Golem with the conspired copy.
Declaring x1 1/3 blue Merfolk to block first Golem should it get through and x1 1/3 blue Merfolk to block second Golem should it get through.
During my following turn, during the combat phase, I attack with myself and two 1/1 white Soldiers.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Forest
3/3 green Centaur token x 2
1/3 blue Merfolk token
1/1 blue and green Legendary token, "Egak"
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.
Fog of Rust 1G
Instant (C)
Prevent all combat damage that would be dealt this turn by artifact creatures.
I play FoR and block one of the Golems with both Centaurs. On my turn, I attack with everything and play an island.
Round 1
2x Merfolk (1/3)
2x Vampire (2/2)
DEATH by Destruction!
Tidal Plague 2UB
Sorcery (R)
Flash; convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Return target creature to its owner's hand. Then that player chooses a creature they control. It gets -3/-3 until end of turn.
Start off by casting Tidal Plague, tapping my swamp, island, vampire, and a merfolk to cover the cost (leaving 1 vamp and 1 merfolk available) and will defend with them against the second golem.
I'll take my next land as an island.
GiftsTrix (U/B) Merfolk Necromancer Extraordinaire.
3x U Merfolk Sirens 1/3
1x B Vampire Minion 2/2
Island (Untapped)
Swamp (Untapped)
Tribal Enchantment - Merfolk
Sacrifice a creature: Discard Tide of Blood from your hand, play this ability only at any time you could play a sorcery.
As long as Tide of Blood is in your graveyard and you control a swamp, Merfolk creatures you control have deathtouch.
As long as Tide of Blood is in your graveyard and you control an Island, Merfolk creatures you control have persist.
I will sacrifice my vampire in order to discard Tide of Blood then I will block each Golemn with a Merfolk.
My turn, I will swing with my 1/3 merfolk and play a swamp.
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
1x 1/1 legendary creature named Altaurus321
2x 2/2 Vampire creature tokens
4x 1/1 Soldier creature tokens
1x Plains
1x Swamp
Hymn of Retribution WB
Instant {U}
As an additional cost to cast Hymn of Retribution, tap any number of untapped creatures you control.
Target creature gets +X/+X until end of turn and another target creature gets -X/-X until end of turn where X is the number of creatures tapped to cast Hymn of Retribution.
The hymn's chilling lyrics only strengthen those who grasp their true meaning.
Cast Hymn of Retribution targeting my 2/2 Vampire and a 4/6 Golem, tapping my four 1/1 Soldiers. Then, I block the 4/6 Golem and the 0/2 Golem with my 6/6 Vampire and 2/2 Vampire respectively, destroying both Golems. I counter attack next turn with all my creatures.
Next turn, I will play a Swamp.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Mirror Smash UR
Instant (R)
Destroy two target creatures with the same name.
Soratami magic isn't all just smoke and mirrors.
Next turn, I will play an Island.
Yavimaya Lake
Land
UG, Draw a card and put a +1/+1 counter on target creature.
Add a U or G to your mana pool.
1x Forest
1x Maritime Guard "Juni"
2x 3/3 Green Centaur
- Centaur Courser - "Bo"
- Nessian Courser - "Ramal"
My party rolls out of the way and regroups along the side of the room.
"They're twins," Juni gasps "Really big twins."
"Anything that effects one should have the same effect on the other" Bo said as he picked up his staff.
"Stand back" I throw my hands in the air and begin to cast:
Beryl Nebula UG
Instant (U)
When you cast Beryl Nebula, choose a creature type.
Prevent all combat damage dealt by creatures of the chosen type until end of turn.
I cast Beryl Nebula naming golems. They rumble towards us and as the blows reign down they seem to pass right through us. My two Centaurs are lined up in front of them. Eventually the machines seem to tire themselves out.
It's our turn now and we go on the offensive. I order Juni, Bo and Ramal into combat hopefully dealing some damage to these big rust buckets.
If we get to the next room, I'm calling for an Island where I can take a bit of a break
What is happening:
I cast my spell and the two centaurs block the golems. The golems deal no damage and stay tapped. I attack with everyone grab a key or two.
1x Plains (+1 for the next round)
1x Island
Creatures:
4x 1/1 White Soldier
2x 1/3 Blue Merfolk
1x 1/1 White and Blue Legendary Creature token named "Adevas"
Submission:
Cnao's Warden 4(W/U)(W/U)
Creature- Angel (R)
If the total power of creatures attacking you is 8 or greater, Cnao's Warden costs 4 less to cast.
Flash, flying
When Cnao's Warden enters the battlefield, attacking creatures become 1/1 until end of turn.
4/4
(Art: A four-armed angel, wielding two maces and two small shields, stands with her feet on a stair way of brilliant, blue-white light, as though ascending. She wears black armor, but from beneath it stream flowing white and blue garments. She has no wings.)
Plan of Action:
I block each Golem with a Merfolk, then flash in Cnao's Warden so that the golems both become 1/1 and die in combat. On my turn, I attack with everything.
Flavor Take: The two merfolk rush to halt the incoming golems. Adevas's soldiers scramble to assist, but are too far away to offer any real help. Thinking fast, Adevas calls on the power of his patron, Cnao, the Blinding Light, and summons one of Cnao's servants to his aid. The golems crumple under the bright beams of holy light that emanate from the Warden's portal of entry, and the merfolk easily strike them down. Together, the soldiers lift one of the keys and open the door, and the group heads into the next room.
1x 1/1 Gerrard's Mom
4x 1/1 W Soldier
2x 2/2 B Vampire
1x Plains
1x Swamp
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.
"Let's keep moving."
Arrogant Dismissal WB
Instant (U)
Choose up to three target nonland permanents with total converted mana cost 3 or less. Destroy those permanents.
"I don't have time for these distractions. Let me know when you're ready to fight."
Cast this, choosing the two tokens (total CMC=0) and destroying them.
An additional bond with white magic is forged as we press ahead (+ Plains).
My colors are: :symw::symu:
My subordinates are:
2X 1/3 blue Merfolks
4X 1/1 white Soldiers
My other resourses are:
1X Plains
1X Island
Winding Corridors
Land R
: Add to your mana pool.
: Add or to your mana pool. Winding Corridors doesn't untap during your next untap step.
:symw::symu:, , Return Winding Corridors to its owner's hand: Prevent all combat damage that would be dealt by target attacking creature this turn.
And now...
Propicious Rejection WU
Instant U
Return up to two target blocked creatures you don't control to their owners hands. You gain 1 life for each of those creatures.
My play: I block with a merfolk and two soldiers each golem, then cast Propicious Rejection on both golems.
Reprisal of the Meek 1W
Instant U
Destroy target attacking creature with power 3 or greater. Creatures with power 3 or greater deal no combat damage this turn.
The summation of many weaknesses always traduces into an impregnable fortitude.
My play: Block one golem with all my creatures, then cast Reprisal of the Meek on the other. Key earned!
Please, gimme a Plains!
Q: Is this ok, or should I destroy them? I'm not sure if we're allowed to just neutralize the attack instead of literallly killing the enemy.
1x Plains
1x Swamp
Creatures
6x 1/1 white soldiers
1x 2/2 black vampire
1x 0/1 Legendary black and white token named "Estevelle, the Shamed Prince"
The sound of metal pounding across the ground, sending other shards of metal flying through the room with hideous noise, was all that made Estevelle's world. Time slowed as his heart quickened. Adrenaline made the Golems appear to move through molasses. Mana hummed through the air, promising the Prince salvation, if he could just decide what to do with such potential. His soldiers slowly spun, turning to guard against the metal monstrosities, though they would look over their shoulder for guidance from their future king, worry etching their features.
As for Maz'Eleshar, he simply grinned and watched the prince, waiting for his bloodfeast to come when the man failed.
The vampire's eager eyes snapped Estevelle out of his trance, the prince's hands reaching out to grasp invisible lines of power that surged through the air around him. "My friends, fight with the grace of our fallen country!" he cried, his voice so charged with magic it seemed to fill the air with the cries of ten thousand armies. His soldier's feet planted themselves more firmly. His men's swords glinted strangely in the Labrythian light. And, most importantly of all, they did not turn back to face Estevelle with worry, confidence surging through their blood. Continuing his speech, Estevelle ensured they would live to fight another day.
Blessings of Grace 1W
Instant
Creatures you control get +1/+1 until end of turn.
Majesty - As you cast Blessings of Grace, you may tap a legendary creature you control. If you do, creatures you control gain first strike until end of turn.
"Know you are the best, those who fight in my command. Know you are the worthiest, those who die in my name. And know, above all, you protect your king!"- Estevelle, the Shamed Prince
Cast Blessings of Grace, tapping myself for the Majesty booster, then have 3 2/2 white Soldiers with first strike block each Golem.
Filled with loyal pride towards my Soldiers' hard work, I expand my mana white-wardly, adding a Plains.
Current Team:
4x 1/1 white Soldier
2x 3/1 red Elemental
1x 0/1 legendary red and white Human Wizard named Fitz Flamecarver
Current Resources:
Mountain
Plains
(Resources in reserve: Plains)
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.
Gladiator's Glory RW
Instant (U)
Multikicker - Tap an untapped creature you control.
Target untapped creature gets +3/+0 and can block an additional creature this turn. If Gladiator's Glory was kicked three or more times, prevent all damage that would be dealt to that creature this turn. If Gladiator's Glory was kicked five or more times, that creature gains double strike and lifelink until end of turn.
Nothing made Slashspark fight more fiercely than the sound of his own name.
(Can we actually gain life? Like, if this resolves and I block both Golems with an Elemental, who hits for 6 twice, do I become a player with 13 life?)
In any case, cast Gladiator's Glory kicked five times targeting one of the Elementals, then block both Golems with the Elemental. Next turn I play a Plains as noted.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Swamp
Mountain
2/2 Vampire x2
3/1 Elemental x2
Considering my options...
Headlong Charge BR
Instant (U)
As an additional cost to cast Headlong Charge, sacrifice any number of lands.
Creatures you control get +X/+0 and gain first strike until end of turn, where X is the number of lands sacrificed this way.
"Even if you lose, there will be nothing for your enemies to pillage." - Goblin Warbook
Actions: Cast Headlong Charge, sacrificing a Mountain. Block each golem with a 3/2 first strike vampire and a 4/1 first strike elemental. Next turn I'll take a Swamp.
Sorry, I forgot about that (I posted the OP super-late).
You have two lands available this round. As part of this round, choose a basic land card to add for next round.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Nope, you've left that room.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Previously...
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 Arcane 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.
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 Adventure Continues...
The sound of crashing metal echoed through the chamber as the metal monstrosities descended with great speed towards his people. They stood back to back in a semi circle around the two Elementals. Kirin’s heart pounded in his chest, and his adrenaline raced though his face showed nothing but calm.
“ I believe I’m sick of this labyrinth already.” His said wryly, as his eyes glowed red first then white, as he tapped into the raw mana of this strange place and raised his hands as bolts of power shot out of him and into the Elementals who stepped forward. As if the bolts fired were catalysts to change, the Elementals shifted as from their right arm a shield formed seemingly made of the same obsidian as their skin. On the their left arm they now held a spear that seemed to be made of white hot magma from the core of the earth.
“Boys,” Kirin said simply to the pair of Elementals, pointing at the two Golems charging in at them. “ Deal with this.”
They mutely nodded and the pair of Elementals charged towards the Golems without a second thought. The Golems swung at their respective Elementals and sparks flew off the shield the Elementals had. Kirin averted his eyes to the light and grimly began to try and think up another plan.
However, as he and his people turned back toward the battle, they saw that the Elementals had driven right through those metallic bastards with the lance. The Golems fell, defeated and the Elementals returned to their former forms.
With the Golems dead, the keys were there’s for the taking, though Kirin was still very quiet. After all he didn’t want to tell his squad that the spell he had used hadn’t come for a book or a tactics manual, it had been raw magic, a spell of instinct. The first level of this forsaken place had forced him to think on his feet and nearly caught him off guard.
Kirin was beginning to understand the gravity of the mission he had undertaken.
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OOC breakdown
The Card
Edge of Survival RW
Instant
Blocking creatures you control are indestructible until end of turn.
Fateful hour — If you have 5 or less life, those creatures gain +3/+0 until end of turn
“Debate the nature of a warrior all you wish, at the end of the day, the will to survive can makes all the difference.”
-Kirin Balefire
What Just Happened!
• With the two Golems tapped and attacking at me, I declared my two (3/1) Elementals to block the attack.
• Then I cast Edge of Survivial and the two blocking Elementals became indestructible. However, seeing as I’m not just a 1/1 legendary token I’m also a player at 1 life, the fateful hour mechanic kicked in giving the Elementals a boost.
• The now 6/1 Elementals are powerful enough to destroy both Golems
• They also remain intact due to their indestructibility, allowing all my troops and me to get the keys and exit the room.
Basics
Troops:
2X-R Elemental
4X-W Solider
1X-R/ Creature token names Kirin Balefire
Land:
1X-Mountain
1X-Plains
Next Time...
I'll take another Plains next round
The Anabyn
Stay Hungry My Friends....
2x W 1/1 Soldiers
1x Myself
Mountain
Plains
Stand Against Steel RW
Instant (U)
Destroy target artifact.
Prevent all damage artifacts would deal to you or creatures you control this turn.
After my legendary self handles one golem magically and magnificently, I'll let a couple now-braced elementals deal with that second dastardly golem. (Does this mean I get two keys instead of just one?)
Also, GIMME ONE MORE PLAINS
Swamp x 1
Mountain x 1
Groove, Acolyte of Ruin :SymBR:
Legendary Creature - Human Shaman (MR)
"Some call me crazy. Some call me foolish. Nobody calls me a coward."
1/1
3x 2/2 black Vampires (12)
Groove's Handmaiden
Creature - Vampire (C)
"A young beauty bound for eternity to a mad lord. One would pitty her if she wasn't having so much fun." - Groove, Acolyte of Ruin
2/2
1x 3/1 red Elemental (4)
Groove's Frostfiend
Creature - Elemental (C)
"Some say the world will end in fire, others say in ice. I say it will end whenever and however I choose." - Groove, Acolyte of Ruin
3/1
Hellcaller's Runecircle
Land (R)
T: Add 1 to your mana pool.
1R,T, Sacrifice Hellcaller's Runecircle: You may play target sorcery card in your graveyard as though it were in your hand until end of turn.
1B,T, Sacrifice Hellcaller's Runecircle: You may play target creature card in your graveyard as though it were in your hand until end of turn.
Next turn, another swamp will join in.
Card in hand:
Hellcult's Fury BR
Instant (U)
Target creature gains first strike and deathtouch until end of turn.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
"Even alone, I am deadly. And I am never alone." - Groove, Acolyte of Ruin
Plan of action:
Have one Handmaiden of Groove (2/2 Vampire) block each golem. Cast Hellcult's Fury with the conspire cost, tapping those same creatures. Play the original on one, and the copy on the other. That leaves Groove, Acolyte of Run, a Handmaiden of Groove, and Groove's Frostfiend untapped, and should leave both other Handmaidens of Groove tapped but alive, with both golems dead.
Note: I went with Conspire as a mechanic for Groove to use, since I felt that the ability to have more powerful magic by calling on one's followers fit the theme of an apocalyptic cult leader pretty well. And since both RoE and DKA printed one-mana deathtouch-granting cards that are easy to 2-for-1 (via rebound and flashback respectively), it seems reasonably on par with modern power levels.
If we:
A) Gain control of the golems can we take them to the next room?
B) Create tokens, do we get to keep them?
C) Cast flash creatures, do they stay with us? What if they have defender?