Once you've finished your third term, the Academy shifts into the "residency" phase. You'll be recalling your home plane here, and your links to every part
of it, as part of the process of igniting your spark. Those who cannot recall "home" well enough will be lost...
Challenge: A horizontal cycle of lands. Note: Contestants are going to have to look over seventy cards this round, which is why critiques can be put in prior to the end of entries. Please try not to use this as an excuse to either submit overly complicated cards or slip overpowered things past weary eyes. In addition, if you put in your critiques before the end of when entries can be submitted, take a moment to see if entries were edited in response to your critiques.
Round 4 entries are due at 9pm Pacific, Wednesday, August 22nd.
Round 4 critiques are due at 9pm Pacific, Friday, August 24th.
From here on out, we're in single-elimination mode. Critique each of the other seven pairings and state a winner; you may begin critiques before entries close.
(1) Gerrard's Mom vs. (16) Mitt Romney
(8) Rithaniel vs. (9) Koopa
(4) yewlas vs. (13) Random_Nation
(5) queensauce vs. (12) Æthermage
(2) Socrates vs. (15) Lyzl
(7) Eventide Sojourner vs. (10) Achren
(3) WhisperedThunder vs. (14) Arcel
(6) MagicProfessor28 vs. (11) Cythare
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.
Eight rounds instead of seven this time! We'll cut to top 16 after Round 3 - the top four from each team, rather than the top two.
Starting with the Top 16 round, the remaining rounds of the month will be single-elimination rather than "rank your top 3 out of everyone". If you're still in at this point, you'll rank each pairing's winner (1-7 in T16, 1-3 in T8; not necessary in T4/finals) as well as stating who wins each pairing.
Prior to Top 8, players have a chance of getting a total of 100 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 = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
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.
Each player accumulates points from each Scoring Round until the end of Round 3.
In keeping with the "school" theme, scores are redone on a curve. As a result, Y is instead the highest X value before the Top3/crits points.
(Though we all know Aristotle and Plato were just better philosophers, at least Plato wrote stuff down! :P)
Polis, the High Republic
Legendary Land (R)
Polis, the High Republic enters the battlefield tapped. T: Add U to your mana pool. T: Add WU to your mana pool. Activate this ability only if you control ten or more permanents.
Tao, the World Cycle
Legendary Land (R)
Tao, the World Cycle enters the battlefield tapped. T: Add B to your mana pool. T: Add WB to your mana pool. Activate this ability only if a permanent died or was destroyed this turn.
Bhagavad, the Gita Battlefield
Legendary Land (R)
Bhagavad, the Gita Battlefield enters the battlefield tapped. T: Add R to your mana pool. T: Add RW to your mana pool. Activate this ability only if three or more creatures attacked or blocked this turn.
Eden, the Genesis Garden
Legendary Land (R)
Eden, the Genesis Garden enters the battlefield tapped. T: Add G to your mana pool. T: Add GW to your mana pool. Activate this ability only if you control four or more creatures.
Dharma, the Middle Path
Legendary Land (R)
Dharma, the Middle Path enters the battlefield tapped. T: Add W to your mana pool. T: Add WW to your mana pool. Activate this ability only if you have exactly one card in hand.
Pupil's Insight1U
Instant (C)
Target player reveals his or her hand.
Look at the top X cards of your library, where X is equal to the number of nonland cards revealed in this way. Put one of them into your hand and the rest on the bottom of your library in any order.
Design3UR
Sorcery (U)
Put three 1/3 Gnome artifact creature tokens onto the battlefield, one with each of flying, first strike and haste.
// InnovationUG
Sorcery (U)
Creatures you control gain target creature’s abilities until end of turn.
Lividfruit TreeG
Creature - Plant (C) T, Exile a creature card from your graveyard: Put a +1/+1 counter on another target creature. “Increases muscle mass, mental euphoric escalation, no adverse side effects. Also, delicious.” — Entry on Lividfruit, Pupil’s Journal
0/3
Lividfruit Hybrid1GU
Creature - Plant Mutant (U)
Whenever a nontoken creature you control dies, put a 0/1 green Plant creature token onto the battlefield. T, Tap two untapped creatures you control: Put a +1/+1 counter on two target creatures. “Day 24: Reproduction increased twofold, fruit’s a bit odd though...” — Pupil’s Journal
2/3
Devilfruit Monstrosity3GUB
Creature - Plant Mutant Horror (M)
Trample
When Devilfruit Monstrosity enters the battlefield, gain control of all creatures with counters on them. T, Sacrifice a creature: Put +1/+1 counters on Devilfruit Monstrosity equal to the sacrificed creature’s toughness. “Day 37: Current development, unforeseen.”
3/5
Artificial Paradise3
Artifact - Fortification (R)
When Artificial Paradise enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped, then attach this to it. If you do, Shuffle your library.
Fortified land has “T: Add one mana of any color to your mana pool.”
Fortify 1
Seal of Purgatory1
Artifact - Sigil (R)
At the beginning of each upkeep, put a loyalty counter on ensigiled planeswalker.
Ensigiled planeswalker can’t use activated abilities, can’t have attacks directed towards it, and has shroud.
Ensigil 2
Claws of the Inferno4
Artifact - Equipment (R)
Equipped creature gets +4/+0 and has double strike.
At the beginning of your upkeep, put two -1/-1 counters on equipped creature.
Equip—4, Pay 4 life.
Dante's RevelationWBBBR
Legendary Enchantment - Aura (M)
Enchant artifact
Enchanted artifact and permanents that artifact is attached to are indestructible.
At the beginning of your upkeep, destroy all permanents. Then, sacrifice Dante's Revelation.
Shining Cloister
Tribal Land — Cleric {U}
Shining Cloister enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symw:, Tap two untapped Clerics you control: Choose a color. Creatures you control gain protection from the chosen color until end of turn.
Library of the Winds
Tribal Land — Wizard {U}
Library of the Winds enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symu:, Tap two untapped Wizards you control: Draw a card.
Skullery of Lost Dreams
Tribal Land — Rogue {U}
Skullery of Lost Dreams enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symb:, Tap two untapped Rogues you control: Target player discards a card at random.
Emberflare Kiln
Tribal Land — Shaman {U}
Emberflare Kiln enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symr:, Tap two untapped Shamans you control: Emberflare Kiln deals 1 damage to target player and each creature he or she controls.
Verdant Coppice
Tribal Land — Druid {U}
Verdant Coppice enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symg:, Tap two untapped Druids you control: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Oh god, so many cards to create, and even more to critique. Insane.
Bastion of Hope
Land (R)
Bastion of Hope enters the battlefield tapped. T: Add W to your mana pool. If an opponent controls a black permanent and a red permanent, add WWW to your mana pool instead.
Bastion of Reason
Land (R)
Bastion of Reason enters the battlefield tapped. T: Add U to your mana pool. If an opponent controls a red permanent and a green permanent, add UUU to your mana pool instead.
Bastion of Despair
Land (R)
Bastion of Despair enters the battlefield tapped. T: Add B to your mana pool. If an opponent controls a green permanent and a white permanent, add BBB to your mana pool instead.
Bastion of Rage
Land (R)
Bastion of Rage enters the battlefield tapped. T: Add R to your mana pool. If an opponent controls a white permanent and a blue permanent, add RRR to your mana pool instead.
Bastion of Vitality
Land (R)
Bastion of Vitality enters the battlefield tapped. T: Add G to your mana pool. If an opponent controls a blue permanent and a black permanent, add GGG to your mana pool instead.
U// Sedris and the Traitor Kings U// G Seshiro, the Appointed G B// Vaevictus Asmadi - "I'm 'exy and I know it" B// W// Treva, The Renewerer W// B/ Rakdos, Lord of Grouphate B/ W//// Cromat the Charmer W////
Alright then, lets see how you like my Spell Lands!
Vanishing Steppes
Land {U} t: Add W to your mana pool. W,t, Exile Vanishing Steppes: Exile Target Creature.
Isles of Knowledge
Land {U} t: Add U to your mana pool. U,t, Exile Isles of Knowledge: Scry 5.
Hungry Graves
Land {U} t: Add B to your mana pool. 1B,t, Exile Hungry Graves: Search your library for up to three creature cards and put them into your graveyard, then shuffle your Library.
Overcharged Peaks
Land {U} t: Add R to your mana pool. R,t, Exile Overcharged Peaks: Add RRRRR to your mana pool.
Shapeless Wilds
Land {U} t: Add G to your mana pool. 2G,t, Exile Shapeless Wilds: Search your library for 2 land cards and put them onto the battlefield tapped, then shuffle your library.
Also, Vs this time, I like, Good luck Whispered Thunder!
Gerrard's Mom for president
I choose Gerrard as my running mate
Instinctive Response1(U/G)
Instant (C)
Target permanent gains hexproof until end of turn.
Draw a card.
Come1G
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest of the revealed cards into your graveyard.
// Go3U
Sorcery (U)
Put target creature on the top or bottom of its owner's library.
Mistvenom ViperGU
Creature - Snake (C)
Deathtouch
Whenever a creature dealt damage by Mistvenom Viper this turn dies, draw a card. Its bite draws not blood, but the thoughts and dreams of the victim.
1/1
Mistvenom Gazer1GU
Creature - Snake (U)
Deathtouch XU: Target creature blocking or blocked by Mistvenom Gazer gets -X/-0 until end of turn.
1/3
Mistvenom Moltmother2GU
Creature - Snake (R)
Deathtouch
Other Snake creatures you control get +1/+1.
Whenever a Snake you control would die, return it to its owner's hand instead.
3/3
Mechanical Evolution2GU
Enchantment - Aura (R)
Enchant artifact
At the beginning of each player's upkeep, that player may return enchanted artifact to its owner's hand. If that player does, he or she may put an artifact card from his or her hand onto the battlefield, then attach Mechanical Evolution to that card.
Morphic Staff3
Artifact - Equipment (R)
Whenever equipped creature attacks, you may return it to its owner's hand. If you do, you may put a creature card from your hand onto the battlefield tapped and attacking, then attach Morphic Staff to that creature.
Equip 3
World Roots4
Artifact - Fortification (R)
Fortified land has "T: For each land you control, add one mana of any color that land could produce to your mana pool."
Fortify—Sacrifice a land
Planeswalkers' Tome2
Artifact - Sigil (R)
Ensigiled planeswalker gains all activated abilities of other planeswalkers on the battlefield.
Ensigil 2
Abandoned Rectory
Land (U)
You may choose not to untap Abandoned Rectory during your untap step. T: Add 1 to your mana pool. 1WB,T: Target creature gains lifelink for as long as Abandoned Rectory remains tapped.
Den of Deceit
Land (U)
You may choose not to untap Den of Deceit during your untap step. T: Add 1 to your mana pool. 1UR,T: Target creature is unblockable for as long as Den of Deceit remains tapped.
Fungal Dwelling
Land (U)
You may choose not to untap Fungal Dwelling during your untap step. T: Add 1 to your mana pool. 1BG,T: Target creature gains deathtouch for as long as Fungal Dwelling remains tapped.
Frontline Camp
Land (U)
You may choose not to untap Frontline Camp during your untap step. T: Add 1 to your mana pool. 1RW,T: Target creature gains first strike for as long as Frontline Camp remains tapped.
Sheltered Hermitage
Land (U)
You may choose not to untap Sheltered Hermitage during your untap step. T: Add 1 to your mana pool. 1GU,T: Target creature gains hexproof for as long as Sheltered Hermitage remains tapped.
Concealed Flats
Land – Plains (R)
Vanishing 3
When Concealed Flats is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
// Blighted Meadow
Land (R) T: Add WB to your mana pool.
Secluded Reef
Land – Island (R)
Vanishing 3
When Secluded Reef is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
// Corrupted Atoll
Land (R) T: Add UB to your mana pool.
Hidden Fen
Land – Swamp (R)
Vanishing 3
When Hidden Fen is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
// Accursed Marsh
Land (R) T: Add BB to your mana pool.
Remote Cliffside
Land – Mountain (R)
Vanishing 3
When Remote Cliffside is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
// Ichor Volcano
Land (R) T: Add BR to your mana pool.
Sacred Greenland
Land – Forest (R)
Vanishing 3
When Sacred Greenland is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
// Bloodbark Woods
Land (R) T: Add BG to your mana pool.
Whoops, because of taking too long I got logged out and double posted! I deleted the entry wishing MagicProfessor luck. Sorry!
Razor Shield
Artifact Land - Equipment Plains (R) (:symtap:: Add to your mana pool.)
Razor Shield enters the battlefield tapped.
Equipped creature gets +1/+1 for each Plains you control and has vigilance.
Equip 5
Quicksilver Wings
Artifact Land - Equipment Island (R) (:symtap:: Add to your mana pool.)
Quicksilver Wings enters the battlefield tapped.
Equipped creature gets +1/+1 for each Island you control and has flying.
Equip 5
Dross Scythe
Artifact Land - Equipment Swamp (R) (:symtap:: Add to your mana pool.)
Dross Scythe enters the battlefield tapped.
Equipped creature gets +1/+1 for each Swamp you control and has intimidate.
Equip 5
Oxxida Gauntlets
Artifact Land - Equipment Mountain (R) (:symtap:: Add to your mana pool.)
Oxxida Gauntlets enters the battlefield tapped.
Equipped creature gets +1/+1 for each Mountain you control and has first strike.
Equip 5
Tangle Hammer
Artifact Land - Equipment Forest (R) (:symtap:: Add to your mana pool.)
Tangle Hammer enters the battlefield tapped.
Equipped creature gets +1/+1 for each Forest you control and has trample.
Equip 5
Glacial Volcano
Land - Mountain (:symtap:: Add to your mana pool.)
Glacial Volcano enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on a creature spell, it gains haste.
Quag Thicket
Land - Forest (:symtap:: Add to your mana pool.)
Quag Thicket enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on a creature spell, it enters the battlefield with a +1/+1 counter on it.
Death-Scorched Fields
Land - Plains (:symtap:: Add to your mana pool.)
Death-Scorched Fields enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on an enchantment spell, you gain 3 life.
Firekelp Seabed
Land - Island (:symtap:: Add to your mana pool.)
Firekelp Seabed enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on a sorcery spell, that spell can't be countered by spells or abilities.
Cleansed Catacombs
Land - Swamp (:symtap:: Add to your mana pool.)
Cleansed Catacombs enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on an instant spell, you may have target player lose 2 life.
Vine Lash1G
Instant (C)
Vine Lash deals 3 damage to target creature with flying.
Draw a card. "Steer clear of the Whipwillows, else they bring us crashing to the ground!"
-Gerrard to Tahngarth
Lost2WW
Sorcery (U)
Exile target creature or planeswalker.
Found2G
Sorcery (U)
Return target card from your graveyard to your hand.
Baby StarfishU
Creature - Starfish (C) U: Regenerate Baby Starfish. Even at birth a starfish has incredible healing powers.
0/1
Duplicating Seastar2UU
Creature - Starfish (U) 1UU: Regenerate Duplicating Seastar.
Whenever you regenerate Duplicating Seastar, put a token that's a copy of Duplicating Seastar onto the battlefield.
2/3
Kingstar5UU
Creature - Starfish (R) 2U: Regenerate Kingstar.
Whenever damage is dealt to Kingstar, put that many 0/1 blue Starfish creature tokens with "U: Regenerate this creature" onto the battlefield.
4/6
Ichor Infusion :sympu::sympu:
Enchantment - Aura (C)
Enchant artifact :SymPU::SymPU:: Tap or untap enchanted artifact. Test 283: Ichor Infusion successful. Infused seems to bend to will of infuser. Praetor Gitaxias will be pleased. - Test Logs
Flickerblade2
Artifact - Equipment (R)
Equipped creature gains first strike and has "Whenever this creature deals damage to another creature, exile that creature then return it to the battlefield under it's owners control."
Equip 2
Millhouse3
Artifact - Fortification (R)
Fortified land has "T: Target player puts the top X card of his or her library into his or her graveyard where X is the number of Islands you control.
Fortify 3 Your mind will wash away with the river.
Sigil of Limitless Power4
Artifact - Sigil (MR)
You may activate an additional loyalty ability on the ensigiled planeswalker.
Ensigil 3
Flooded Prairie
Land (U)
Flooded Prairie enters the battlefield tapped. T: Add W to your mana pool. U,T: Target creature is unblockable this turn.
Tumbling Bramblecliffs
Land (U)
Tumbling Bramblecliffs enters the battlefield tapped. T: Add R to your mana pool. G,T: Target creature gains trample until end of turn.
Lavafilled Catacombs
Land (U)
Lavaflow Trenches enters the battlefield tapped. T: Add B to your mana pool. R,T: Target creature gains first strike until end of turn.
Toxic Aqueduct
Land (U)
Toxic Aqueduct enters the battlefield tapped. T: Add U to your mana pool B,T: Target creature gains deathtouch until end of turn.
Herb Garden
Land (U)
Herb Garden enters the battlefield tapped. T: Add G to your mana pool. W,T: Target creature gains lifelink until end of turn.
"Sure, I'll judge in the MCC. It's not like the CCL judging is super difficult."
-Me, last words
Good luck, Random_Nation!
Scenic Marketplace
Land (C) T: Add 1 to your mana pool. T: Untap target Plains. The trading hubs of Thune are known for their thriving communities and glorious sunrises.
Scenic Harbor
Land (C) T: Add 1 to your mana pool. T: Untap target Island. The ports of Evos Isle are known for their immaculate pubs and salty scents.
Scenic Outpost
Land (C) T: Add 1 to your mana pool. T: Untap target Swamp. The settlements of Xathrid are known for their gruff clientele and under-the-table deals.
Scenic Lodge
Land (C) T: Add 1 to your mana pool. T: Untap target Mountain. The inns of Valkas are known for their magnificent views and brilliant sunsets.
Scenic Orchard
Land (C) T: Add 1 to your mana pool. T: Untap target Forest. The groves of Kalonia are known for their delicious fruit and tropic climates.
Consider these final, but don't consider them liked by me!
Quaking Plateau
Land (R)
Echo 1RR
When Quaking Plateau's echo cost is paid, target creature can't block this turn. T: Add 1R to your mana pool.
Sinking Archipelago
Land (R)
Echo 1UU
When Sinking Archipelago's echo cost is paid, put the top two cards of target player's library into his or her graveyard. T: Add 1U to your mana pool.
Wilting Woods
Land (R)
Echo 1GG
When Wilting Woods' echo cost is paid, put a 1/1 green Saproling creature token onto the battlefield. T: Add 1G to your mana pool.
Stagnant Bog
Land (R)
Echo 1BB
When Stagnant Bog's echo cost is paid, each player discards a card. T: Add 1B to your mana pool.
Trampled Meadow
Land (R)
Echo 1WW
When Trampled Meadow's echo cost is paid, you may put a +1/+1 counter on target creature. T: Add 1W to your mana pool.
Windswept Chasm
Land (R) T: Add 1 to your mana pool. 1UW,T: Tap target creature, it does not untap during it's controllers next untap step. Fierce winds and frigid temperatures,those that do not come prepared may find themselves permanent guests.
Murky Bayou
Land (R) t:Add 1 to your mana pool 1UB,t:Put the top card of your graveyard into your library. If a creature card is put there this way, return it to the battlefield tapped. Thick with fog and magical energy, the line between living and dead is often blurred.
Overgrown Jungle
Land (R) T: Add 1 to your mana pool. 1RG,T:Up to two target creatures can't block this turn. Sweltering heat and wild vegetation, those that go in may not come out.
Maddening Peaks
Land (R) T: Add 1 to your mana pool. 1RB,T: Target player discards a card at random Harrowing cliffs and necromantic energy, taking it's toll on the body and soul.
Consecrated Grove
Land (R) t: Add 1 to your mana pool. 1GW,t: Tap two creatures you control, you gain 3 life. Anointed ground and ancient trees, those that rest here find themselves rejuvenated
Guarding Meadow
Land - Plains R (T:AddW to your mana pool.)
Guarding Meadow enters the battlefield tapped. 1W: Until end of turn, Guarding Meadow becomes a 2/2 white Fox creature with protection from black and from red. A breeze and a horizon.
Diving Isle
Land - Island R (T:AddU to your mana pool.)
Diving Isle enters the battlefield tapped. 3UU: Until end of turn, Diving Isle becomes a 5/5 blue Kraken creature with hexproof. It’s still a land. A ripple and a rumble.
Mourning Grave
Land - Swamp R to your mana pool)
Mourning Grave enters the battlefield tapped. 3B: Until end of turn, Mourning Grave becomes a 3/4 black Spirit creature with lifelink. It’s still a land. A tear and a memory.
Waiting Cliffs
Land - Mountain R to your mana pool.)
Waiting Cliffs enters the battlefield tapped. 1RR: Until end of turn, Waiting Cliffs becomes a 4/1 red Monk creature with first strike. It’s still a land. A stone and a pressure.
Seeking Grove
Land - Forest R to your mana pool.)
Seeking Grove enters the battlefield tapped. 2G: Until end of turn, Seeking Grove becomes a 3/2 green Plant creature with forestwalk. It’s still a land. A whisper and a change.
Parliament Barracks
Land (U)
Parliament Barracks enters the battlefield tapped.
When Parliament Barracks enters the battlefield, you may pay 1W. If so, put a 1/1 white Soldier creature token onto the battlefield. T: Add W to your mana pool.
Scholarly Coastline
Land (U)
Scholarly Coastline enters the battlefield tapped.
When Scholarly Coastline enters the battlefield, you may pay 1U. If so, draw a card. T: Add U to your mana pool.
Assassin's Den
Land (U)
Assassin's Den enters the battlefield tapped.
When Parliament Barracks enters the battlefield, you may pay 2B. If so, target player loses 2 life and you gain 2 life. T: Add B to your mana pool.
Unstable Crags
Land (U)
Unstable Crags enters the battlefield tapped.
When Unstable Crags enters the battlefield, you may pay 4R. If so, Unstable Crags deals 3 damage to target creature without flying. T: Add R to your mana pool.
Secluded Oasis
Land (U)
Secluded Oasis enters the battlefield tapped.
When Parliament Barracks enters the battlefield, you may pay 2G. If so, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest at the bottom of your library in any order. T: Add G to your mana pool.
Shifting Dune
Land - Plains (U) (:symtap:: Add W to your mana pool.)
Shifting Dune enters the battlefield tapped.
When Shifting Dune enters the battlefield, untap target land.
Shifting Sea
Land - Island (U) (:symtap:: Add U to your mana pool.)
Shifting Sea enters the battlefield tapped.
When Shifting Sea enters the battlefield, untap target land.
Shifting Moor
Land - Swamp (U) (:symtap:: Add B to your mana pool.)
Shifting Moor enters the battlefield tapped.
When Shifting Moor enters the battlefield, untap target land.
Shifting Crag
Land - Mountain (:symtap:: Add R to your mana pool.)
Shifting Crag enters the battlefield tapped.
When Shifting Crag enters the battlefield, untap target land.
Shifting Woods
Land - Forest (:symtap:: Add G to your mana pool.)
Shifting Woods enters the battlefield tapped.
When Shifting Woods enters the battlefield, untap target land.
Critique holder, because I can. Socrates, don't feel obliged to keep your current design if you don't want to. Spoilers below will still be mostly to completely blank.
Gerrard's Mom: As someone else's critique said, these do feel a lot like "equipment", but the style they are done in is pretty interesting. It has been a while since the "may choose not to untap" has shown up on lands, but I think it makes sense in this context. I also am glad that these all tap for colorless. I'm not super excited about lands that stay tapped, though.
MittRomney: Lands with ETB effects! I like this because it makes these lands not a dead draw late game. I think the abilities are well costed, and while I have mixed feelings of the ETB tapped, since it can't be used to pay for its own ability then, I think it's the right choice.
Winner: MittRomney
Koopa: These lands didn't wow me out of the gate, but after spending some more time looking at them, I really like them. They're straightforward, tapping for one color mana and the activated abilities given to each one seem appropriate to the color combo. Good job
Rithaniel: I like this version of your manlands a lot more. I appreciate that they have a variety of activation costs, as they'd be pretty boring as 5 lands with the same cost and p/t. I feel like a lot of thought went into them, and appreciate that you reworked them to be more fair. 1W might be a little low for the white one, but in the context of the cycle, it's fine.
Winner: Rithaniel
yewlas: Interesting. It's not the most exciting, but I like that they're common-appropriate, and the type-specificity is cool.
RandomNation: I'm not sure these effects are balanced, but that's okay. They're reasonably powerful, but not too much.
Winner: yewlas
queensauce: Very specific triple lands. It's pretty cool, and I would definitely run these in EDH. I approve.
Æthermage: I don't like that these feel strictly better than basic lands. They can untap themselves, but they can also "fix" your mana by untapping a land that produces other colors, or generate extra mana by targeting a Karoo.
Winner: queensauce
Socrates: These things are cool! The echo cost is an interesting alternate cost to a land that would otherwise be strictly better than a basic land. I'm not sure the effect is necessary, but they seem benign enough to make them exciting w/o being op.
Lyzl: Legendary reverse-Torment lands? The requirements of the various lands definitely pull on their various colors, but don't seem balanced in terms of power level.
Winner: Socrates
Eventide Sojourner: I think these are too powerful, especially the white and black ones. Since these things don't require they tap themselves, these have a chance to be really strong in tribal decks, and I'm not comfortable with that at uncommon.
Achren: No submission.
Winner: Eventide Sojourner
WhisperedThunder: I like the Garrison ability. It seems flavorful, and reasonably costed.
Arcel: These seem reasonably costed, but I don't like that the green one breaks the cycle for cost. Other than that, they seem pretty cool.
Interesting idea. The cycle feels like uncommons, so, that's good. No particular one seem all that much more powerful than another, so that's good. However, I think these might have been more accurate using hybrid mana instead of gold. The only one that isn't perfectly fine without the second color is Den of Deceit, and even that can be argued about, considering Noggle Bandit. Beyond that one minor point, good ideas.
"If you do", not "If so". Interesting ideas, tacking spells onto lands. Kind of a fancy way of making them uncounterable or giving them split second. I believe the white land is fine, as we have Khanli Garden, and having a two mana payment for +1/+0 is okay by me. The drawing cards one is strong, but still feasible. The life drain is very good, but I think it'd probably be cool. The Crags feels overpriced, and it's a little odd that it can't hit fliers, so, that one needs work. The green one is very, very good. It has build-around potential, so, yeah, I'd lower that one's power level somehow.
So, these are kind of boring by themselves, however, with a little work, they can become quite interesting. I'm thinking untapping a Watery Grave or Sapseed Forest. However, recycling the flavor from the ring cycle makes for flat flavor, and if you don't build around these things, they boil down to "Basic lands that you can't search for and that only produce colorless unless you control another basic land of the appropriate type". So, yeah.
Okay, so, these are nifty, but are wildly different in power level. While one says "Destroy your opponent's hand", another says "Gain 3 life after drawback". The WU one is crazy powerful, as it can easily keep a creature or two tapped down indefinitely. The UB one, with a little bit of wise deck building, either helps get through a land pocket, or gets you an uncounterable creature each turn. The BR one is way over the top, being instant-speed discard, repeatable discard, and random discard (compare to Rix Maadi, Dungeon Palace). The GR one is nifty, and I'd say fair. The GW one is likely formatted incorrectly (unless you wanted to be able to tap creatures already tapped, and didn't want it as part of the cost) and is clearly underpowered compared to the rest of the cycle. I love the flavor of these, though.
Bastions, eh? Difficult to judge these things. On one hand, they rely on what your opponent is playing before they're good. On the other, if your opponent is indeed playing that color, these suddenly go from "worst land ever" to "black lotus that doesn't sack itself". For that matter, I'd play these things in my sideboard just because. Yeah, they're iffy, but when they go off, the boost in power is too much, imho.
So, here's my issue with these lands: They can untap themselves. Therefore, they will always be equal to a basic land, except on the occasion where you have something better to untap. Wouldn't that by definition make them better than basic lands? Heck, you can even search these things out like a basic land.
Wish I could fail you both, but since that's not an option:
So, card disadvantage in exchange for a power-up on your lands? I can grok it. White one feels a little stretched, of course, as you have to get rid of a creature in order to make your creatures better. Of course, two creatures getting first strike for one mana is nice. The blue one is really, really strong, as your opponent can never spend that last bit of mana, less they lose a spell. In fact, I'd go as far to say that the upside is greater than the potential downside of card advantage. The black one is nifty. Slowly shrink your creatures to draw cards. Of course, I'll go ahead and say that this one is definitely too powerful, as it can take even a */4 creature and develop card advantage, using only one mana a turn. The red one is also powerful, but, just low enough for me to call it 'still printable', considering the benefit it provides has limited applications. The green one, yeah, whoa. Speeeed. Elfball has a new friend.
Hmmm, exiling as part of a cost is the highest cost available. Of course, at the same time, I believe you've actually overestimated it. W and exile to exile a creature?! Something no land has ever done? U and exile to dig deeper than any spell at that converted mana cost ever has?! The B on is probably cool, but R and exile (RR cost, in effect) for RRRRR?!!! The G one is likely good. A bit on the really strong side, of course, considering it's not limited to basic lands, but still something within the realm of sanity. Not only all this, but they enter the battlefield untapped, making them effectively better than basics, and on top of all this, you want to put them at uncommon? No, just no.
So, nonbasic basics that get sacrificed in three turns time. That's an interesting idea on how to make them 'worse than basics', it certainly works with Gemstone Mines. Then, when they get sacked, they skip a turn, then come back as double lands corrupted by Phyrexia. While I like the idea, I wonder if they could be done more simply. Like, perhaps counters get added during the upkeep, and once they reach a certain point, the mana ability would tap to add an additional B. Regardless, I definitely think you could have done these with less complexity. Also, I believe that the lands coming back better than before mitigates the drawback in the Vanishing too much, and they wind up being better than basics because of that.
I... don't know what to say. I mean, I really just sat at my computer for like, five minutes, trying to fathom exactly what exactly my reaction was, because I honestly didn't know what it was. I mean, what? I would actually have to playtest these to even get a grasp on what is happening here as far as balanced goes. However, I am willing to accept the idea that these are at an acceptable balance point right now.
Gerrard's Mom -
The cycle is functional, works well, and is simple, yet it just seem lacking a bit to me. I do give extra points though for using a style of card that has been out of style for quiet some time I think.
Mitt Romney -
For the most part, I think its a very workable cycle of lands with decent abilities. The Red one is a bit of a joke though, paying 5 for 3 damage and it can't be a flying card? I can't think of anyone that would play that outside a limited format, and even then, it wouldn't be an early pick.
Winner - Hard choice, but I'll give it to Mitt Romney for this round. (only place I ever would vote for Romney xD)
Rithaniel -
Manlands, not to original, but I have to admit, I love the flavor behind each of them, and the fact that you put effort into rendering each card. The flavor text just adds to it and the costing and abilities of each man land are spot on.
Koopa-
Lands with allied colored abilities... that is brilliant in its simplicity, I approve, though the cost for some of the abilities is a bit on the cheap side.
Winner - Gah, why did 2 of my favorites have to be going up against eachother, well, I guess then... Rithaniel takes it.
yewlas -
The Scenic Cycle is... interesting. I can't see the use to much unless you are running a partial green deck to enchant your lands for that stuff. Though in the right set, these could be extremely useful. Overall, They just seem... lacking to me.
Random_Nation -
I am not sure what to think about your lands. They produce only colorless themselves so they are not that good on there own. And there abilities are a bit costly, and very in power from one to another, but they are functional and most are ones I would love to use on a regular basis.
Winner - I have to give it to Random_Nation for his being moderately more useful of the pair.
Queensauce -
Pretty standard, and mostly just... plain... but in a multiplayer game, they can be very potent a bit late game, so I rather like them for that, as limited as there special abilities may be.
Æthermage -
When I first looked at your cycle, I was curious what the point was, since they could be used just to untap themselves... then I thought about it... and holy crap these are some dangerous cards in the right deck! Basically giving up your land drop for the turn to reuse one of your other lands, brillient!
Winner - I have to give it to Æthermage, just for the potential the lands have for greatness.
Socrates -
These lands are just about as perfect as I have seen them before, echo costs that they can be used to pay for themselves, and an effect when the echo is paid, very nice. The Red is a bit weak in application, but not to bad, I like.
Lyzl -
A legendary land cycle that involves white in each land... interesting, and the specific abilities(besides the WW one seem to all make sense, and legendary means its hard to abuse... but I dunno, I just don't like this set so much
Winner - I just Prefer Socrates more for some reason.
Eventide -
Tribal Lands, very interesting, and you seemed to select(for the most part) creature types that are common enough for the lands to work. In more modern formats I don't think the Cleric one would work as well since white seems to have a lot fewer of those recently, though I could be wrong.
Archen -
N/A
Winner - Automatically falls to Eventide Sojourner
MagicProfessor28 -
Vanishing on Lands, interesting, Transforming lands, interesting... combining the 2 is just... a bit weird... Its functional and it works, but I just feel weird about it.
Cythare -
Lands that are equipment... okay, flavor wise I am not sure how that works, but I have to admit the concept is pretty cool. The problem could come when it comes to tapping it when its equipped. Though the equip cost should be enough to work well.
Winner - This was a toughy, because both had things I liked(Creative combionations), and things I did not like(bit clunky), but the flavor for me was the tie breaker, Cythare takes it.
@Eventide Sojourner: That may be so, but they don't have any basic land types, so they can't be as easily searched for, also, their power level is equal to any of there spell equivalents, a bit worse actually because they are all one shot uses that vanish from the game when you use them.
Once you've finished your third term, the Academy shifts into the "residency" phase. You'll be recalling your home plane here, and your links to every part
of it, as part of the process of igniting your spark. Those who cannot recall "home" well enough will be lost...
Note: Contestants are going to have to look over seventy cards this round, which is why critiques can be put in prior to the end of entries. Please try not to use this as an excuse to either submit overly complicated cards or slip overpowered things past weary eyes. In addition, if you put in your critiques before the end of when entries can be submitted, take a moment to see if entries were edited in response to your critiques.
Round 4 entries are due at 9pm Pacific, Wednesday, August 22nd.
Round 4 critiques are due at 9pm Pacific, Friday, August 24th.
(1) Gerrard's Mom vs. (16) Mitt Romney
(8) Rithaniel vs. (9) Koopa
(4) yewlas vs. (13) Random_Nation
(5) queensauce vs. (12) Æthermage
(2) Socrates vs. (15) Lyzl
(7) Eventide Sojourner vs. (10) Achren
(3) WhisperedThunder vs. (14) Arcel
(6) MagicProfessor28 vs. (11) Cythare
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
In keeping with the "school" theme, scores are redone on a curve. As a result, Y is instead the highest X value before the Top3/crits points.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
(Though we all know Aristotle and Plato were just better philosophers, at least Plato wrote stuff down! :P)
Polis, the High Republic
Legendary Land (R)
Polis, the High Republic enters the battlefield tapped.
T: Add U to your mana pool.
T: Add WU to your mana pool. Activate this ability only if you control ten or more permanents.
Tao, the World Cycle
Legendary Land (R)
Tao, the World Cycle enters the battlefield tapped.
T: Add B to your mana pool.
T: Add WB to your mana pool. Activate this ability only if a permanent died or was destroyed this turn.
Bhagavad, the Gita Battlefield
Legendary Land (R)
Bhagavad, the Gita Battlefield enters the battlefield tapped.
T: Add R to your mana pool.
T: Add RW to your mana pool. Activate this ability only if three or more creatures attacked or blocked this turn.
Eden, the Genesis Garden
Legendary Land (R)
Eden, the Genesis Garden enters the battlefield tapped.
T: Add G to your mana pool.
T: Add GW to your mana pool. Activate this ability only if you control four or more creatures.
Dharma, the Middle Path
Legendary Land (R)
Dharma, the Middle Path enters the battlefield tapped.
T: Add W to your mana pool.
T: Add WW to your mana pool. Activate this ability only if you have exactly one card in hand.
Instant (C)
Target player reveals his or her hand.
Look at the top X cards of your library, where X is equal to the number of nonland cards revealed in this way. Put one of them into your hand and the rest on the bottom of your library in any order.
Sorcery (U)
Put three 1/3 Gnome artifact creature tokens onto the battlefield, one with each of flying, first strike and haste.
//
Innovation UG
Sorcery (U)
Creatures you control gain target creature’s abilities until end of turn.
Lividfruit Tree G
Creature - Plant (C)
T, Exile a creature card from your graveyard: Put a +1/+1 counter on another target creature.
“Increases muscle mass, mental euphoric escalation, no adverse side effects. Also, delicious.” — Entry on Lividfruit, Pupil’s Journal
0/3
Lividfruit Hybrid 1GU
Creature - Plant Mutant (U)
Whenever a nontoken creature you control dies, put a 0/1 green Plant creature token onto the battlefield.
T, Tap two untapped creatures you control: Put a +1/+1 counter on two target creatures.
“Day 24: Reproduction increased twofold, fruit’s a bit odd though...” — Pupil’s Journal
2/3
Devilfruit Monstrosity 3GUB
Creature - Plant Mutant Horror (M)
Trample
When Devilfruit Monstrosity enters the battlefield, gain control of all creatures with counters on them.
T, Sacrifice a creature: Put +1/+1 counters on Devilfruit Monstrosity equal to the sacrificed creature’s toughness.
“Day 37: Current development, unforeseen.”
3/5
Artifact - Fortification (R)
When Artificial Paradise enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped, then attach this to it. If you do, Shuffle your library.
Fortified land has “T: Add one mana of any color to your mana pool.”
Fortify 1
Seal of Purgatory 1
Artifact - Sigil (R)
At the beginning of each upkeep, put a loyalty counter on ensigiled planeswalker.
Ensigiled planeswalker can’t use activated abilities, can’t have attacks directed towards it, and has shroud.
Ensigil 2
Claws of the Inferno 4
Artifact - Equipment (R)
Equipped creature gets +4/+0 and has double strike.
At the beginning of your upkeep, put two -1/-1 counters on equipped creature.
Equip—4, Pay 4 life.
Dante's Revelation WBBBR
Legendary Enchantment - Aura (M)
Enchant artifact
Enchanted artifact and permanents that artifact is attached to are indestructible.
At the beginning of your upkeep, destroy all permanents. Then, sacrifice Dante's Revelation.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Good luck, Achren.
Round 0 Entry
Round 1 Entry
Round 2 Entry
Round 3 Entry
Shining Cloister
Tribal Land — Cleric {U}
Shining Cloister enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symw:, Tap two untapped Clerics you control: Choose a color. Creatures you control gain protection from the chosen color until end of turn.
Library of the Winds
Tribal Land — Wizard {U}
Library of the Winds enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symu:, Tap two untapped Wizards you control: Draw a card.
Skullery of Lost Dreams
Tribal Land — Rogue {U}
Skullery of Lost Dreams enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symb:, Tap two untapped Rogues you control: Target player discards a card at random.
Emberflare Kiln
Tribal Land — Shaman {U}
Emberflare Kiln enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symr:, Tap two untapped Shamans you control: Emberflare Kiln deals 1 damage to target player and each creature he or she controls.
Verdant Coppice
Tribal Land — Druid {U}
Verdant Coppice enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symg:, Tap two untapped Druids you control: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Bastion of Hope
Land (R)
Bastion of Hope enters the battlefield tapped.
T: Add W to your mana pool. If an opponent controls a black permanent and a red permanent, add WWW to your mana pool instead.
Bastion of Reason
Land (R)
Bastion of Reason enters the battlefield tapped.
T: Add U to your mana pool. If an opponent controls a red permanent and a green permanent, add UUU to your mana pool instead.
Bastion of Despair
Land (R)
Bastion of Despair enters the battlefield tapped.
T: Add B to your mana pool. If an opponent controls a green permanent and a white permanent, add BBB to your mana pool instead.
Bastion of Rage
Land (R)
Bastion of Rage enters the battlefield tapped.
T: Add R to your mana pool. If an opponent controls a white permanent and a blue permanent, add RRR to your mana pool instead.
Bastion of Vitality
Land (R)
Bastion of Vitality enters the battlefield tapped.
T: Add G to your mana pool. If an opponent controls a blue permanent and a black permanent, add GGG to your mana pool instead.
Custom Race: Guaroga
G Seshiro, the Appointed G
B// Vaevictus Asmadi - "I'm 'exy and I know it" B//
W// Treva, The Renewerer W//
B/ Rakdos, Lord of Grouphate B/
W//// Cromat the Charmer W////
Round 0
Round 1
Round 2
Round 3
Alright then, lets see how you like my Spell Lands!
Vanishing Steppes
Land {U}
t: Add W to your mana pool.
W,t, Exile Vanishing Steppes: Exile Target Creature.
Isles of Knowledge
Land {U}
t: Add U to your mana pool.
U,t, Exile Isles of Knowledge: Scry 5.
Hungry Graves
Land {U}
t: Add B to your mana pool.
1B,t, Exile Hungry Graves: Search your library for up to three creature cards and put them into your graveyard, then shuffle your Library.
Overcharged Peaks
Land {U}
t: Add R to your mana pool.
R,t, Exile Overcharged Peaks: Add RRRRR to your mana pool.
Shapeless Wilds
Land {U}
t: Add G to your mana pool.
2G,t, Exile Shapeless Wilds: Search your library for 2 land cards and put them onto the battlefield tapped, then shuffle your library.
Also, Vs this time, I like, Good luck Whispered Thunder!
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
I choose Gerrard as my running mate
Instant (C)
Target permanent gains hexproof until end of turn.
Draw a card.
Come 1G
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest of the revealed cards into your graveyard.
//
Go 3U
Sorcery (U)
Put target creature on the top or bottom of its owner's library.
Mistvenom Viper GU
Creature - Snake (C)
Deathtouch
Whenever a creature dealt damage by Mistvenom Viper this turn dies, draw a card.
Its bite draws not blood, but the thoughts and dreams of the victim.
1/1
Mistvenom Gazer 1GU
Creature - Snake (U)
Deathtouch
XU: Target creature blocking or blocked by Mistvenom Gazer gets -X/-0 until end of turn.
1/3
Mistvenom Moltmother 2GU
Creature - Snake (R)
Deathtouch
Other Snake creatures you control get +1/+1.
Whenever a Snake you control would die, return it to its owner's hand instead.
3/3
Mechanical Evolution 2GU
Enchantment - Aura (R)
Enchant artifact
At the beginning of each player's upkeep, that player may return enchanted artifact to its owner's hand. If that player does, he or she may put an artifact card from his or her hand onto the battlefield, then attach Mechanical Evolution to that card.
Morphic Staff 3
Artifact - Equipment (R)
Whenever equipped creature attacks, you may return it to its owner's hand. If you do, you may put a creature card from your hand onto the battlefield tapped and attacking, then attach Morphic Staff to that creature.
Equip 3
World Roots 4
Artifact - Fortification (R)
Fortified land has "T: For each land you control, add one mana of any color that land could produce to your mana pool."
Fortify—Sacrifice a land
Planeswalkers' Tome 2
Artifact - Sigil (R)
Ensigiled planeswalker gains all activated abilities of other planeswalkers on the battlefield.
Ensigil 2
Land (U)
You may choose not to untap Abandoned Rectory during your untap step.
T: Add 1 to your mana pool.
1WB,T: Target creature gains lifelink for as long as Abandoned Rectory remains tapped.
Den of Deceit
Land (U)
You may choose not to untap Den of Deceit during your untap step.
T: Add 1 to your mana pool.
1UR,T: Target creature is unblockable for as long as Den of Deceit remains tapped.
Fungal Dwelling
Land (U)
You may choose not to untap Fungal Dwelling during your untap step.
T: Add 1 to your mana pool.
1BG,T: Target creature gains deathtouch for as long as Fungal Dwelling remains tapped.
Frontline Camp
Land (U)
You may choose not to untap Frontline Camp during your untap step.
T: Add 1 to your mana pool.
1RW,T: Target creature gains first strike for as long as Frontline Camp remains tapped.
Sheltered Hermitage
Land (U)
You may choose not to untap Sheltered Hermitage during your untap step.
T: Add 1 to your mana pool.
1GU,T: Target creature gains hexproof for as long as Sheltered Hermitage remains tapped.
Good Luck Cythare!
Concealed Flats
Land – Plains (R)
Vanishing 3
When Concealed Flats is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
//
Blighted Meadow
Land (R)
T: Add WB to your mana pool.
Secluded Reef
Land – Island (R)
Vanishing 3
When Secluded Reef is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
//
Corrupted Atoll
Land (R)
T: Add UB to your mana pool.
Hidden Fen
Land – Swamp (R)
Vanishing 3
When Hidden Fen is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
//
Accursed Marsh
Land (R)
T: Add BB to your mana pool.
Remote Cliffside
Land – Mountain (R)
Vanishing 3
When Remote Cliffside is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
//
Ichor Volcano
Land (R)
T: Add BR to your mana pool.
Sacred Greenland
Land – Forest (R)
Vanishing 3
When Sacred Greenland is put into a graveyard from the battlefield, return it to the battlefield transformed under its owners control at the beginning of the next end step.
//
Bloodbark Woods
Land (R)
T: Add BG to your mana pool.
Razor Shield
Artifact Land - Equipment Plains (R)
(:symtap:: Add to your mana pool.)
Razor Shield enters the battlefield tapped.
Equipped creature gets +1/+1 for each Plains you control and has vigilance.
Equip 5
Quicksilver Wings
Artifact Land - Equipment Island (R)
(:symtap:: Add to your mana pool.)
Quicksilver Wings enters the battlefield tapped.
Equipped creature gets +1/+1 for each Island you control and has flying.
Equip 5
Dross Scythe
Artifact Land - Equipment Swamp (R)
(:symtap:: Add to your mana pool.)
Dross Scythe enters the battlefield tapped.
Equipped creature gets +1/+1 for each Swamp you control and has intimidate.
Equip 5
Oxxida Gauntlets
Artifact Land - Equipment Mountain (R)
(:symtap:: Add to your mana pool.)
Oxxida Gauntlets enters the battlefield tapped.
Equipped creature gets +1/+1 for each Mountain you control and has first strike.
Equip 5
Tangle Hammer
Artifact Land - Equipment Forest (R)
(:symtap:: Add to your mana pool.)
Tangle Hammer enters the battlefield tapped.
Equipped creature gets +1/+1 for each Forest you control and has trample.
Equip 5
Glacial Volcano
Land - Mountain
(:symtap:: Add to your mana pool.)
Glacial Volcano enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on a creature spell, it gains haste.
Quag Thicket
Land - Forest
(:symtap:: Add to your mana pool.)
Quag Thicket enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on a creature spell, it enters the battlefield with a +1/+1 counter on it.
Death-Scorched Fields
Land - Plains
(:symtap:: Add to your mana pool.)
Death-Scorched Fields enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on an enchantment spell, you gain 3 life.
Firekelp Seabed
Land - Island
(:symtap:: Add to your mana pool.)
Firekelp Seabed enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on a sorcery spell, that spell can't be countered by spells or abilities.
Cleansed Catacombs
Land - Swamp
(:symtap:: Add to your mana pool.)
Cleansed Catacombs enters the battlefield tapped.
:symtap:: Add or to your mana pool. If this mana is spent on an instant spell, you may have target player lose 2 life.
Draft my cube! (630 cards)
Homeroom 11A
Vine Lash 1G
Instant (C)
Vine Lash deals 3 damage to target creature with flying.
Draw a card.
"Steer clear of the Whipwillows, else they bring us crashing to the ground!"
-Gerrard to Tahngarth
Lost 2WW
Sorcery (U)
Exile target creature or planeswalker.
Found 2G
Sorcery (U)
Return target card from your graveyard to your hand.
Baby Starfish U
Creature - Starfish (C)
U: Regenerate Baby Starfish.
Even at birth a starfish has incredible healing powers.
0/1
Duplicating Seastar 2UU
Creature - Starfish (U)
1UU: Regenerate Duplicating Seastar.
Whenever you regenerate Duplicating Seastar, put a token that's a copy of Duplicating Seastar onto the battlefield.
2/3
Kingstar 5UU
Creature - Starfish (R)
2U: Regenerate Kingstar.
Whenever damage is dealt to Kingstar, put that many 0/1 blue Starfish creature tokens with "U: Regenerate this creature" onto the battlefield.
4/6
Ichor Infusion :sympu::sympu:
Enchantment - Aura (C)
Enchant artifact
:SymPU::SymPU:: Tap or untap enchanted artifact.
Test 283: Ichor Infusion successful. Infused seems to bend to will of infuser. Praetor Gitaxias will be pleased. - Test Logs
Flickerblade 2
Artifact - Equipment (R)
Equipped creature gains first strike and has "Whenever this creature deals damage to another creature, exile that creature then return it to the battlefield under it's owners control."
Equip 2
Millhouse 3
Artifact - Fortification (R)
Fortified land has "T: Target player puts the top X card of his or her library into his or her graveyard where X is the number of Islands you control.
Fortify 3
Your mind will wash away with the river.
Sigil of Limitless Power 4
Artifact - Sigil (MR)
You may activate an additional loyalty ability on the ensigiled planeswalker.
Ensigil 3
Flooded Prairie
Land (U)
Flooded Prairie enters the battlefield tapped.
T: Add W to your mana pool.
U,T: Target creature is unblockable this turn.
Tumbling Bramblecliffs
Land (U)
Tumbling Bramblecliffs enters the battlefield tapped.
T: Add R to your mana pool.
G,T: Target creature gains trample until end of turn.
Lavafilled Catacombs
Land (U)
Lavaflow Trenches enters the battlefield tapped.
T: Add B to your mana pool.
R,T: Target creature gains first strike until end of turn.
Toxic Aqueduct
Land (U)
Toxic Aqueduct enters the battlefield tapped.
T: Add U to your mana pool
B,T: Target creature gains deathtouch until end of turn.
Herb Garden
Land (U)
Herb Garden enters the battlefield tapped.
T: Add G to your mana pool.
W,T: Target creature gains lifelink until end of turn.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
-Me, last words
Good luck, Random_Nation!
Scenic Marketplace
Land (C)
T: Add 1 to your mana pool.
T: Untap target Plains.
The trading hubs of Thune are known for their thriving communities and glorious sunrises.
Scenic Harbor
Land (C)
T: Add 1 to your mana pool.
T: Untap target Island.
The ports of Evos Isle are known for their immaculate pubs and salty scents.
Scenic Outpost
Land (C)
T: Add 1 to your mana pool.
T: Untap target Swamp.
The settlements of Xathrid are known for their gruff clientele and under-the-table deals.
Scenic Lodge
Land (C)
T: Add 1 to your mana pool.
T: Untap target Mountain.
The inns of Valkas are known for their magnificent views and brilliant sunsets.
Scenic Orchard
Land (C)
T: Add 1 to your mana pool.
T: Untap target Forest.
The groves of Kalonia are known for their delicious fruit and tropic climates.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Quaking Plateau
Land (R)
Echo 1RR
When Quaking Plateau's echo cost is paid, target creature can't block this turn.
T: Add 1R to your mana pool.
Sinking Archipelago
Land (R)
Echo 1UU
When Sinking Archipelago's echo cost is paid, put the top two cards of target player's library into his or her graveyard.
T: Add 1U to your mana pool.
Wilting Woods
Land (R)
Echo 1GG
When Wilting Woods' echo cost is paid, put a 1/1 green Saproling creature token onto the battlefield.
T: Add 1G to your mana pool.
Stagnant Bog
Land (R)
Echo 1BB
When Stagnant Bog's echo cost is paid, each player discards a card.
T: Add 1B to your mana pool.
Trampled Meadow
Land (R)
Echo 1WW
When Trampled Meadow's echo cost is paid, you may put a +1/+1 counter on target creature.
T: Add 1W to your mana pool.
Windswept Chasm
Land (R)
T: Add 1 to your mana pool.
1UW,T: Tap target creature, it does not untap during it's controllers next untap step.
Fierce winds and frigid temperatures,those that do not come prepared may find themselves permanent guests.
Murky Bayou
Land (R)
t:Add 1 to your mana pool
1UB,t:Put the top card of your graveyard into your library. If a creature card is put there this way, return it to the battlefield tapped.
Thick with fog and magical energy, the line between living and dead is often blurred.
Overgrown Jungle
Land (R)
T: Add 1 to your mana pool.
1RG,T:Up to two target creatures can't block this turn.
Sweltering heat and wild vegetation, those that go in may not come out.
Maddening Peaks
Land (R)
T: Add 1 to your mana pool.
1RB,T: Target player discards a card at random
Harrowing cliffs and necromantic energy, taking it's toll on the body and soul.
Consecrated Grove
Land (R)
t: Add 1 to your mana pool.
1GW,t: Tap two creatures you control, you gain 3 life.
Anointed ground and ancient trees, those that rest here find themselves rejuvenated
The Anabyn
Stay Hungry My Friends....
Land - Plains R
(T:AddW to your mana pool.)
Guarding Meadow enters the battlefield tapped.
1W: Until end of turn, Guarding Meadow becomes a 2/2 white Fox creature with protection from black and from red.
A breeze and a horizon.
Diving Isle
Land - Island R
(T:AddU to your mana pool.)
Diving Isle enters the battlefield tapped.
3UU: Until end of turn, Diving Isle becomes a 5/5 blue Kraken creature with hexproof. It’s still a land.
A ripple and a rumble.
Mourning Grave
Land - Swamp R
to your mana pool)
Mourning Grave enters the battlefield tapped.
3B: Until end of turn, Mourning Grave becomes a 3/4 black Spirit creature with lifelink. It’s still a land.
A tear and a memory.
Waiting Cliffs
Land - Mountain R
to your mana pool.)
Waiting Cliffs enters the battlefield tapped.
1RR: Until end of turn, Waiting Cliffs becomes a 4/1 red Monk creature with first strike. It’s still a land.
A stone and a pressure.
Seeking Grove
Land - Forest R
to your mana pool.)
Seeking Grove enters the battlefield tapped.
2G: Until end of turn, Seeking Grove becomes a 3/2 green Plant creature with forestwalk. It’s still a land.
A whisper and a change.
Land (U)
Parliament Barracks enters the battlefield tapped.
When Parliament Barracks enters the battlefield, you may pay 1W. If so, put a 1/1 white Soldier creature token onto the battlefield.
T: Add W to your mana pool.
Scholarly Coastline
Land (U)
Scholarly Coastline enters the battlefield tapped.
When Scholarly Coastline enters the battlefield, you may pay 1U. If so, draw a card.
T: Add U to your mana pool.
Assassin's Den
Land (U)
Assassin's Den enters the battlefield tapped.
When Parliament Barracks enters the battlefield, you may pay 2B. If so, target player loses 2 life and you gain 2 life.
T: Add B to your mana pool.
Unstable Crags
Land (U)
Unstable Crags enters the battlefield tapped.
When Unstable Crags enters the battlefield, you may pay 4R. If so, Unstable Crags deals 3 damage to target creature without flying.
T: Add R to your mana pool.
Secluded Oasis
Land (U)
Secluded Oasis enters the battlefield tapped.
When Parliament Barracks enters the battlefield, you may pay 2G. If so, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest at the bottom of your library in any order.
T: Add G to your mana pool.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Land - Plains (U)
(:symtap:: Add W to your mana pool.)
Shifting Dune enters the battlefield tapped.
When Shifting Dune enters the battlefield, untap target land.
Shifting Sea
Land - Island (U)
(:symtap:: Add U to your mana pool.)
Shifting Sea enters the battlefield tapped.
When Shifting Sea enters the battlefield, untap target land.
Shifting Moor
Land - Swamp (U)
(:symtap:: Add B to your mana pool.)
Shifting Moor enters the battlefield tapped.
When Shifting Moor enters the battlefield, untap target land.
Shifting Crag
Land - Mountain
(:symtap:: Add R to your mana pool.)
Shifting Crag enters the battlefield tapped.
When Shifting Crag enters the battlefield, untap target land.
Shifting Woods
Land - Forest
(:symtap:: Add G to your mana pool.)
Shifting Woods enters the battlefield tapped.
When Shifting Woods enters the battlefield, untap target land.
Gerrard's Mom: As someone else's critique said, these do feel a lot like "equipment", but the style they are done in is pretty interesting. It has been a while since the "may choose not to untap" has shown up on lands, but I think it makes sense in this context. I also am glad that these all tap for colorless. I'm not super excited about lands that stay tapped, though.
MittRomney: Lands with ETB effects! I like this because it makes these lands not a dead draw late game. I think the abilities are well costed, and while I have mixed feelings of the ETB tapped, since it can't be used to pay for its own ability then, I think it's the right choice.
Winner: MittRomney
Koopa: These lands didn't wow me out of the gate, but after spending some more time looking at them, I really like them. They're straightforward, tapping for one color mana and the activated abilities given to each one seem appropriate to the color combo. Good job
Rithaniel: I like this version of your manlands a lot more. I appreciate that they have a variety of activation costs, as they'd be pretty boring as 5 lands with the same cost and p/t. I feel like a lot of thought went into them, and appreciate that you reworked them to be more fair. 1W might be a little low for the white one, but in the context of the cycle, it's fine.
Winner: Rithaniel
yewlas: Interesting. It's not the most exciting, but I like that they're common-appropriate, and the type-specificity is cool.
RandomNation: I'm not sure these effects are balanced, but that's okay. They're reasonably powerful, but not too much.
Winner: yewlas
queensauce: Very specific triple lands. It's pretty cool, and I would definitely run these in EDH. I approve.
Æthermage: I don't like that these feel strictly better than basic lands. They can untap themselves, but they can also "fix" your mana by untapping a land that produces other colors, or generate extra mana by targeting a Karoo.
Winner: queensauce
Socrates: These things are cool! The echo cost is an interesting alternate cost to a land that would otherwise be strictly better than a basic land. I'm not sure the effect is necessary, but they seem benign enough to make them exciting w/o being op.
Lyzl: Legendary reverse-Torment lands? The requirements of the various lands definitely pull on their various colors, but don't seem balanced in terms of power level.
Winner: Socrates
Eventide Sojourner: I think these are too powerful, especially the white and black ones. Since these things don't require they tap themselves, these have a chance to be really strong in tribal decks, and I'm not comfortable with that at uncommon.
Achren: No submission.
Winner: Eventide Sojourner
WhisperedThunder: I like the Garrison ability. It seems flavorful, and reasonably costed.
Arcel: These seem reasonably costed, but I don't like that the green one breaks the cycle for cost. Other than that, they seem pretty cool.
Winner: WhisperedThunder
Draft my cube! (630 cards)
Interesting idea. The cycle feels like uncommons, so, that's good. No particular one seem all that much more powerful than another, so that's good. However, I think these might have been more accurate using hybrid mana instead of gold. The only one that isn't perfectly fine without the second color is Den of Deceit, and even that can be argued about, considering Noggle Bandit. Beyond that one minor point, good ideas.
"If you do", not "If so". Interesting ideas, tacking spells onto lands. Kind of a fancy way of making them uncounterable or giving them split second. I believe the white land is fine, as we have Khanli Garden, and having a two mana payment for +1/+0 is okay by me. The drawing cards one is strong, but still feasible. The life drain is very good, but I think it'd probably be cool. The Crags feels overpriced, and it's a little odd that it can't hit fliers, so, that one needs work. The green one is very, very good. It has build-around potential, so, yeah, I'd lower that one's power level somehow.
So, these are kind of boring by themselves, however, with a little work, they can become quite interesting. I'm thinking untapping a Watery Grave or Sapseed Forest. However, recycling the flavor from the ring cycle makes for flat flavor, and if you don't build around these things, they boil down to "Basic lands that you can't search for and that only produce colorless unless you control another basic land of the appropriate type". So, yeah.
Okay, so, these are nifty, but are wildly different in power level. While one says "Destroy your opponent's hand", another says "Gain 3 life after drawback". The WU one is crazy powerful, as it can easily keep a creature or two tapped down indefinitely. The UB one, with a little bit of wise deck building, either helps get through a land pocket, or gets you an uncounterable creature each turn. The BR one is way over the top, being instant-speed discard, repeatable discard, and random discard (compare to Rix Maadi, Dungeon Palace). The GR one is nifty, and I'd say fair. The GW one is likely formatted incorrectly (unless you wanted to be able to tap creatures already tapped, and didn't want it as part of the cost) and is clearly underpowered compared to the rest of the cycle. I love the flavor of these, though.
Bastions, eh? Difficult to judge these things. On one hand, they rely on what your opponent is playing before they're good. On the other, if your opponent is indeed playing that color, these suddenly go from "worst land ever" to "black lotus that doesn't sack itself". For that matter, I'd play these things in my sideboard just because. Yeah, they're iffy, but when they go off, the boost in power is too much, imho.
So, here's my issue with these lands: They can untap themselves. Therefore, they will always be equal to a basic land, except on the occasion where you have something better to untap. Wouldn't that by definition make them better than basic lands? Heck, you can even search these things out like a basic land.
So, card disadvantage in exchange for a power-up on your lands? I can grok it. White one feels a little stretched, of course, as you have to get rid of a creature in order to make your creatures better. Of course, two creatures getting first strike for one mana is nice. The blue one is really, really strong, as your opponent can never spend that last bit of mana, less they lose a spell. In fact, I'd go as far to say that the upside is greater than the potential downside of card advantage. The black one is nifty. Slowly shrink your creatures to draw cards. Of course, I'll go ahead and say that this one is definitely too powerful, as it can take even a */4 creature and develop card advantage, using only one mana a turn. The red one is also powerful, but, just low enough for me to call it 'still printable', considering the benefit it provides has limited applications. The green one, yeah, whoa. Speeeed. Elfball has a new friend.
Hmmm, exiling as part of a cost is the highest cost available. Of course, at the same time, I believe you've actually overestimated it. W and exile to exile a creature?! Something no land has ever done? U and exile to dig deeper than any spell at that converted mana cost ever has?! The B on is probably cool, but R and exile (RR cost, in effect) for RRRRR?!!! The G one is likely good. A bit on the really strong side, of course, considering it's not limited to basic lands, but still something within the realm of sanity. Not only all this, but they enter the battlefield untapped, making them effectively better than basics, and on top of all this, you want to put them at uncommon? No, just no.
So, nonbasic basics that get sacrificed in three turns time. That's an interesting idea on how to make them 'worse than basics', it certainly works with Gemstone Mines. Then, when they get sacked, they skip a turn, then come back as double lands corrupted by Phyrexia. While I like the idea, I wonder if they could be done more simply. Like, perhaps counters get added during the upkeep, and once they reach a certain point, the mana ability would tap to add an additional B. Regardless, I definitely think you could have done these with less complexity. Also, I believe that the lands coming back better than before mitigates the drawback in the Vanishing too much, and they wind up being better than basics because of that.
I... don't know what to say. I mean, I really just sat at my computer for like, five minutes, trying to fathom exactly what exactly my reaction was, because I honestly didn't know what it was. I mean, what? I would actually have to playtest these to even get a grasp on what is happening here as far as balanced goes. However, I am willing to accept the idea that these are at an acceptable balance point right now.
The cycle is functional, works well, and is simple, yet it just seem lacking a bit to me. I do give extra points though for using a style of card that has been out of style for quiet some time I think.
Mitt Romney -
For the most part, I think its a very workable cycle of lands with decent abilities. The Red one is a bit of a joke though, paying 5 for 3 damage and it can't be a flying card? I can't think of anyone that would play that outside a limited format, and even then, it wouldn't be an early pick.
Winner - Hard choice, but I'll give it to Mitt Romney for this round. (only place I ever would vote for Romney xD)
Manlands, not to original, but I have to admit, I love the flavor behind each of them, and the fact that you put effort into rendering each card. The flavor text just adds to it and the costing and abilities of each man land are spot on.
Koopa-
Lands with allied colored abilities... that is brilliant in its simplicity, I approve, though the cost for some of the abilities is a bit on the cheap side.
Winner - Gah, why did 2 of my favorites have to be going up against eachother, well, I guess then... Rithaniel takes it.
The Scenic Cycle is... interesting. I can't see the use to much unless you are running a partial green deck to enchant your lands for that stuff. Though in the right set, these could be extremely useful. Overall, They just seem... lacking to me.
Random_Nation -
I am not sure what to think about your lands. They produce only colorless themselves so they are not that good on there own. And there abilities are a bit costly, and very in power from one to another, but they are functional and most are ones I would love to use on a regular basis.
Winner - I have to give it to Random_Nation for his being moderately more useful of the pair.
Pretty standard, and mostly just... plain... but in a multiplayer game, they can be very potent a bit late game, so I rather like them for that, as limited as there special abilities may be.
Æthermage -
When I first looked at your cycle, I was curious what the point was, since they could be used just to untap themselves... then I thought about it... and holy crap these are some dangerous cards in the right deck! Basically giving up your land drop for the turn to reuse one of your other lands, brillient!
Winner - I have to give it to Æthermage, just for the potential the lands have for greatness.
These lands are just about as perfect as I have seen them before, echo costs that they can be used to pay for themselves, and an effect when the echo is paid, very nice. The Red is a bit weak in application, but not to bad, I like.
Lyzl -
A legendary land cycle that involves white in each land... interesting, and the specific abilities(besides the WW one seem to all make sense, and legendary means its hard to abuse... but I dunno, I just don't like this set so much
Winner - I just Prefer Socrates more for some reason.
Tribal Lands, very interesting, and you seemed to select(for the most part) creature types that are common enough for the lands to work. In more modern formats I don't think the Cleric one would work as well since white seems to have a lot fewer of those recently, though I could be wrong.
Archen -
N/A
Winner - Automatically falls to Eventide Sojourner
Vanishing on Lands, interesting, Transforming lands, interesting... combining the 2 is just... a bit weird... Its functional and it works, but I just feel weird about it.
Cythare -
Lands that are equipment... okay, flavor wise I am not sure how that works, but I have to admit the concept is pretty cool. The problem could come when it comes to tapping it when its equipped. Though the equip cost should be enough to work well.
Winner - This was a toughy, because both had things I liked(Creative combionations), and things I did not like(bit clunky), but the flavor for me was the tie breaker, Cythare takes it.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013