Submission Deadline: August 12th, 12AM Eastern Critique Deadline: August 14th, 12AM Eastern
Team Zeus
Raikou Rider
Gerrard's Mom
Jimmy Groove
Arcel
Koopa
Antny223
TacticalCelebrant
Team Thor
SelesnyaNewLife
BlackBull
aurorasparrow
supernator13
doombringer
Profani
void_nothing
Team Jupiter
Ink-Treader
VikingIrishman
herbert west
Killer of Giants
(nameless one)
RedLoa
drewdagreek
Team Shiva
aftermarketradio
FreshMeat
willows
Snow Creature – Penguin
Ehzak, Master of Magics
Zeus critiques Shiva
Thor critiques Zeus
Jupiter critiques Thor
Shiva critiques Jupiter
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 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 suggested scoring method is for each player to critique all remaining players in the same Top 3 style as the first three rounds, with the top half advancing each round, so Top 8, then Top 4, then Finals.
The final round is determined by public poll.
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.
Respect of the Centaurs2G
Enchantment - Aura (C)
Enchant creature you control
When Respect of the Centaurs enters the battlefield, enchanted creature fights target creature an opponent controls.
At end of turn, sacrifice Respect of the Centaurs and put a 3/3 green Centaur creature token onto the battlefield under your control.
Seacliff Sentinel2G
Creature - Centaur (R)
Seacliff Sentinel and red spells you control can't be countered.
Whenever a red source you control deals noncombat damage to a creature or player, put a +1/+1 counter on Seacliff Sentinel.
3/2
Grassland Guardian2G
Creature - Centaur (R)
Spells and abilities your opponents control can't cause you to sacrifice Grassland Guardian or white permanents you control.
Whenever you gain life due to the effect of a white spell or ability, put a +1/+1 counter on Grassland Guardian.
2/3
Making up wording on the last ability, I imagine they could figure out something that would work.
Vanishing X (This permanent enters the battlefield with X time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Timekiller3BB
Creature - Horror (R)
Vanishing 3
Whenever a time counter is removed from Timekiller, you may put a time counter on another target creature. If it doesn’t have vanishing, it gains vanishing.
2/2
Timelender3WW
Creature - Spirit (R)
Vanishing 3
Whenever a time counter is removed from Timelender, you may return another target creature card from a graveyard to the battlefield under your control with an additional time counter on it. If it doesn’t have vanishing, it gains vanishing.
2/2
Æther Repulsion 2UU
Enchantment {R}
Whenever you cast a permanent spell,
put a denial counter on Æther Repulsion. UU, Remove X denial counters from Æther
Repulsion: Counter target spell with
converted mana cost X.
High Priest of Cessation 2W
Creature - Human Cleric {U}
No more than one creature can
attack each combat. “It was foretold that aggression would
be the downfall of society. The church
of Saint Coelus took that to heart.”
1/3
Champion of Autonomy 2R
Creature - Human Warrior {U}
No more than one creature can
block each combat. “Inaction is the path to slavery. Tear
down their gilded walls and show them
freedom.”
—Shalivus Tael, revolutionary
3/1
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
Dawnridge Caretaker2GG
Creature - Human Shaman {U}
Vigilance ,t: Until the end of turn, whenever target basic land is tapped for mana, add one mana to your mana of any color in addition to whatever color that land could produce. Working within to keep Dawnridge Vibrant.
2/4
and
Dawnridge Enforcer2RR
Creature - Human Warrior {U}
Vigilance ,t: Until the beginning of your next upkeep, target land loses all abilities and gains, "t: Add 1 to your mana pool." Working without to keep Dawnridge Unique.
4/2
... Not 100% satisfied, but it will do unless I think of something else before the deadline.
Forge Elemental2RR
Creature - Elemental (R)
Haste
Whenever Forge Elemental deals damage to a creature or player, but a burn counter on that creature or player. At the beginning of each player's upkeep, that player and each creature he or she controls takes damage equal to the burn counters on that player or creature. (Creatures and players continue to burn even if Forge Elemental leaves the battlefield.)
3/3
Celebrant of MalevolenceBB
Creature - Human Cleric (R)
If a spell or ability you control would put counters on an opponent or a permanent an opponent controls, you may put twice that number of counters on that player or permanent instead.
2/2
Celebrant of BenevolenceWW
Creature - Human Cleric (R)
If a spell or ability an opponent controls would put counters on you, a teammate, or a permanent you or a teammate control, you may have it put no counters on that player or permanent instead.
2/2
Hidden Notion (U)
Enchantment
:0mana:: Look at the top card of target opponent's library.
Sacrifice Hidden Notion: Exile the top card of target opponent's library face down. Draw a card.
Stoic Paladin :3mana::symw::symu:
Creature - Human Knight Cleric
When Stoic Paladin enters the battlefield, draw a card.
As long as you have seven or more cards in hand, whenever a source opponents control would deal damage to you, prevent 2 of that damage.
2/4
Frenzied Sellsword :3mana::symb::symr:
Creature - Human Barbarian Shaman
When Frenzied Sellsword enters the battlefield, discard a card.
As long as you have no cards in hand, whenever a source you control would deal damage to an opponent, it deals that much damage plus 2 instead.
4/2
Rimesoul Mage2U
Creature — Human Wizard U 2S, T: Tap target creature and put an ice counter on it. (S can be paid with one mana from a snow permanent.)
Whenever a creature with an ice counter on it becomes the target of a spell or ability, destroy it.
2/3
Rimesoul Druid2G
Creature — Insect Druid U 2S, Q: Untap target creature and put an ice counter on it. (S can be paid with one mana from a snow permanent.)
Creatures with ice counters on them have "When this creature dies, add X to your mana pool, where X is this creature's converted mana cost."
3/2
Dark Bargainer3BB
Creature - Demon
Flying (R)
At the beginning of your upkeep target opponent chooses two permanents they control. Until end of turn, if one of those permanents is put into the graveyard, its controller sacrifices the other.
4/4
Serpentine Smuggler2G
Creature - Snake (U)
When Serpentine Smuggler deals damage to an opponent, you may draw a card.
1/3
Serpentine Seer2U
Creature - Snake (U)
When Serpentine Seer is dealt damage, you may draw a card.
1/3
Brazen GoblinR
Creature - Goblin Warrior {U}
First Strike
At the beginning of your upkeep, reveal your hand.
2/1 "You may know their every plan and strategy but that wont stop them slitting your neck""
-Harra, Fortuma Swordmaster
Blatant Strategy1R
Enchantment {R}
Play with your hand revealed.
Creatures you control have haste. "Whats the plan...chief?"
"Smash em till they're dead, then smash em some more"
Refined Strategy1U
Enchantment {R}
Your opponents play with their hands revealed.
Creatures your opponents control enter the battlefield tapped. "I am twenty steps ahead of you.
Your every move has been calculated.
My defeat is impossible"
The card: Coalescence of Scrutiny2UU
Enchantment (U)
Join forces — Starting with you, whenever a player plays a spell, each player may pay any amount of mana. That spell is countered unless its controller spends an additional X, where X is equal to half the total amount of mana spent in this way, rounded up.
"No negotiations are complete without a little condescension."[/QUOTE]
Sword of Law and Duty3
Artifact - Equipment (M)
Equipped creature gets +2/+2 and has protection from red and green.
Whenever equipped creature deals combat damage to a player, deal 1 damage to that player for each nonbasic land they control and exile up to one target artifact that player controls.
Equip 2
Sword of Grace and Reason3
Artifact - Equipment (M)
Equipped creature gets +2/+2 and has protection from black and blue.
Whenever equipped creature deals combat damage to a player, up to one target creature that player controls becomes a 0/2 with no abilities until the beginning of your next upkeep and tap target permanent that player controls. It does not untap during its controller's next untap step.
Equip 2
I feel like it's condescending to provide reasoning as if to preemptively assume judges won't know how to gauge my cards, but at the same time, it will help potentially give you something to disagree with and give me a chance to defend my cards. So this is by no means my attempt at assuming the judges won't be able to fathom my attempt here. In fact, if memory serves, people used to defend their cards in their post more often to help clarify any problems so votes, once cast, won't have to be altered.
Now that that's all out of the way, I would like to point out my reasoning in these swords. They are a matched pair in terms of being a reflection of White's voices. Bearing that in mind, designing the swords can be very tricky. Some come off as supremely overpowered and occasionally deeply underwhelming. I guess mostly just Body & Mind in terms of underwhelming.
The swords of enemy colors have their own built in conflict, they have opposing abilities, to anticipate the weakness of each enemy color. Therefore, my thinking of doing swords that include allied colors means their abilities should be something that both colors accomplish in a Planar Chaos way, but a way they'd also be weak to.
Red and Green hate on nonbasics best of all, so you've got a sword of war on that end, but also the ability to hate artifacts is plenty welcome in R/G, further punishment to possible mana stones. People who abide by Law and Duty of basics will survive the sword more easily. However, on the receiving end, red uses artifacts often and green can get all kinds of lands into play, often nonbasics. This is a way to both embrace what the colors engender and keep them in check for how they often do get used.
Blue and Black on the other hand both find resources on the board very precious and manipulate them. Both share the quality of turning a creature into a 0/2 with no abilities, which also makes it easier to kill if it has some kind of leaves the battlefield trigger and/or turns it into much less of a chump if need be. The other half tapping a permanent down dips its toe in blue/black ethos because of its push to inhibit a permanent's natural process. Against blue/black, you can warp their attacker and tap another down potentially. Or even shrink their beast and tap down any other threat, which if they're playing black, they probably had to make some sacrifices to hope to profit from anyway.
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
At the beginning of your endstep, if you cast no spells and activated no abilities this turn, you may put 2 +1/+1 counters on each of up to 2 target creatures you control.
////
Unbridled Fury - 3RG
Enchantment
At the beginning of your endstep, for each creature you control that attacked or activated an ability, you may put a +1/+1 counter on it.
Champion of the Nameless3W
Creature — Archon
Flying
Whenever Champion of the Nameless blocks or becomes blocked by a creature, it gets +1/+1 until end of turn for each of that creature's colors.
3/3
Austerity MeasuresGW
Sorcery (R)
Destroy all multicolored enchantments and artifacts.
Draw a card. That which is precious must be destroyed.
Sumptuary DevelopmentsWU
Destroy all colorless or monocolored enchantments and artifacts.
Draw a card. It is primitive. Reclaim the materials.
Warden of Always3W
Creature - Spirit Knight (U)
Protection from black
Whenever an opponent casts a black instant or sorcery, if Warden of Always is in your graveyard, you may return it to the battlefield.
2/2 "Wherever evil lives in the hearts of men, I shall be there to fight it."
////////////////////// Haunter of Always3B
Creature - Spirit Knight (U)
Protection from white
Whenever an opponent casts a white instant or sorcery, if Haunter of Always is in your graveyard, you may return it to the battlefield.
2/2 "Wherever evil lives in the minds of men, I shall be there to foster it."
Thoughts of Violence2R
Enchantment {U}
If a source would deal damage to a creature, planeswalker, or player, it deals that much damage plus 1 to that creature, planeswalker, or player instead.
Thoughts of Restraint2W
Enchantment {U}
If a source would deal damage to a creature, planeswalker, or player, prevent 1 of that damage.
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Quickhand Hijacker1UU
Creature - Merfolk Pirate (U)
Protection from sorceries
Whenever Quickhand Hijacker deals combat damage to a player, you may discard an instant card. If you do, return target creature that didn't attack or block this turn to its owner's hand. "Have a smooth ride!"
2/3
Slowarm Bruiser1RR
Creature - Orc Barbarian (U)
Protection from instants
Whenever Slowarm Bruiser becomes blocked, you may discard a sorcery card. If you do, target creature gets +3/+0 and gains trample until end of turn. "I'm gonna dance with you real rough."
3/2
Channeling Ogre Enforcer
Scourge of the Meek2RR
Creature - Human Knight (U)
If a source would deal less than three damage to Scourge of the Meek, it deals no damage instead. Power means not caring about those beneath you.
3/3
Feller of Giants2WW
Creature-Human Knight (U)
If a source would deal more than three damage to Feller of Giants, it deals no damage instead. Those who stand above him find trouble underfoot.
3/3
Round 1 - It's a start
Design two cards that are either a matched pair (Disciple of Law/Disciple of Grace) or a mirrored pair (Black Knight/White Knight)
Round 1
Critique Deadline: August 14th, 12AM Eastern
Team Zeus
Raikou Rider
Gerrard's Mom
Jimmy Groove
Arcel
Koopa
Antny223
TacticalCelebrant
Team Thor
SelesnyaNewLife
BlackBull
aurorasparrow
supernator13
doombringer
Profani
void_nothing
Team Jupiter
Ink-Treader
VikingIrishman
herbert west
Killer of Giants
(nameless one)
RedLoa
drewdagreek
Team Shiva
aftermarketradio
FreshMeat
willows
Snow Creature – Penguin
Ehzak, Master of Magics
Zeus critiques Shiva
Thor critiques Zeus
Jupiter critiques Thor
Shiva critiques Jupiter
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Good luck, everyone.
Respect of the Centaurs 2G
Enchantment - Aura (C)
Enchant creature you control
When Respect of the Centaurs enters the battlefield, enchanted creature fights target creature an opponent controls.
At end of turn, sacrifice Respect of the Centaurs and put a 3/3 green Centaur creature token onto the battlefield under your control.
Creature - Centaur (R)
Seacliff Sentinel and red spells you control can't be countered.
Whenever a red source you control deals noncombat damage to a creature or player, put a +1/+1 counter on Seacliff Sentinel.
3/2
Grassland Guardian 2G
Creature - Centaur (R)
Spells and abilities your opponents control can't cause you to sacrifice Grassland Guardian or white permanents you control.
Whenever you gain life due to the effect of a white spell or ability, put a +1/+1 counter on Grassland Guardian.
2/3
Making up wording on the last ability, I imagine they could figure out something that would work.
No flavorful connect but here's Round 1
Thoughtful Courier 1U
Creature - Human Scout (C)
1U,T: Draw a card, then discard a card.
1/3
Thoughtless Courier 1R
Creature - Human Scout (C)
1R,Q, Discard a card: Draw a card.
3/1
.
Vanishing reminder text!
Vanishing X (This permanent enters the battlefield with X time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Timekiller 3BB
Creature - Horror (R)
Vanishing 3
Whenever a time counter is removed from Timekiller, you may put a time counter on another target creature. If it doesn’t have vanishing, it gains vanishing.
2/2
Timelender 3WW
Creature - Spirit (R)
Vanishing 3
Whenever a time counter is removed from Timelender, you may return another target creature card from a graveyard to the battlefield under your control with an additional time counter on it. If it doesn’t have vanishing, it gains vanishing.
2/2
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Æther Repulsion 2UU
Enchantment {R}
Whenever you cast a permanent spell,
put a denial counter on Æther Repulsion.
UU, Remove X denial counters from Æther
Repulsion: Counter target spell with
converted mana cost X.
Creature - Human Cleric {U}
No more than one creature can
attack each combat.
“It was foretold that aggression would
be the downfall of society. The church
of Saint Coelus took that to heart.”
1/3
Champion of Autonomy 2R
Creature - Human Warrior {U}
No more than one creature can
block each combat.
“Inaction is the path to slavery. Tear
down their gilded walls and show them
freedom.”
—Shalivus Tael, revolutionary
3/1
Glorious avatar and signature done by Rivenor at Miraculous Recovery Signatures.
***Former MCC Organizer***
Come join us! Show us your creative side.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Round 1
Dawnridge Caretaker 2GG
Creature - Human Shaman {U}
Vigilance
,t: Until the end of turn, whenever target basic land is tapped for mana, add one mana to your mana of any color in addition to whatever color that land could produce.
Working within to keep Dawnridge Vibrant.
2/4
and
Dawnridge Enforcer 2RR
Creature - Human Warrior {U}
Vigilance
,t: Until the beginning of your next upkeep, target land loses all abilities and gains, "t: Add 1 to your mana pool."
Working without to keep Dawnridge Unique.
4/2
... Not 100% satisfied, but it will do unless I think of something else before the deadline.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Red-Hot Hottie
Forge Elemental 2RR
Creature - Elemental (R)
Haste
Whenever Forge Elemental deals damage to a creature or player, but a burn counter on that creature or player. At the beginning of each player's upkeep, that player and each creature he or she controls takes damage equal to the burn counters on that player or creature. (Creatures and players continue to burn even if Forge Elemental leaves the battlefield.)
3/3
______________________________________
Round 2 entry:
Celebrant of Malevolence BB
Creature - Human Cleric (R)
If a spell or ability you control would put counters on an opponent or a permanent an opponent controls, you may put twice that number of counters on that player or permanent instead.
2/2
Celebrant of Benevolence WW
Creature - Human Cleric (R)
If a spell or ability an opponent controls would put counters on you, a teammate, or a permanent you or a teammate control, you may have it put no counters on that player or permanent instead.
2/2
Weapons Master WW
Creature - Human Soldier (uncommon)
Equip costs that target Weapons Master costs 1 less to pay.
2/2
----------------------
Adept Auramancer WW
Creature - Human Wizard (uncommon)
Aura spells you cast that target Adept Auramancer cost 1 less to cast
2/2
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Hidden Notion (U)
Enchantment
:0mana:: Look at the top card of target opponent's library.
Sacrifice Hidden Notion: Exile the top card of target opponent's library face down. Draw a card.
Stoic Paladin :3mana::symw::symu:
Creature - Human Knight Cleric
When Stoic Paladin enters the battlefield, draw a card.
As long as you have seven or more cards in hand, whenever a source opponents control would deal damage to you, prevent 2 of that damage.
2/4
Frenzied Sellsword :3mana::symb::symr:
Creature - Human Barbarian Shaman
When Frenzied Sellsword enters the battlefield, discard a card.
As long as you have no cards in hand, whenever a source you control would deal damage to an opponent, it deals that much damage plus 2 instead.
4/2
Memento Mori, if the nineth lion ate the sun.
JupiterThor (late entry)Round 1
Rimesoul Mage 2U
Creature — Human Wizard U
2S, T: Tap target creature and put an ice counter on it. (S can be paid with one mana from a snow permanent.)
Whenever a creature with an ice counter on it becomes the target of a spell or ability, destroy it.
2/3
Rimesoul Druid 2G
Creature — Insect Druid U
2S, Q: Untap target creature and put an ice counter on it. (S can be paid with one mana from a snow permanent.)
Creatures with ice counters on them have "When this creature dies, add X to your mana pool, where X is this creature's converted mana cost."
3/2
Previously
Creature - Demon
Flying (R)
At the beginning of your upkeep target opponent chooses two permanents they control. Until end of turn, if one of those permanents is put into the graveyard, its controller sacrifices the other.
4/4
Creature - Snake (U)
When Serpentine Smuggler deals damage to an opponent, you may draw a card.
1/3
Serpentine Seer 2U
Creature - Snake (U)
When Serpentine Seer is dealt damage, you may draw a card.
1/3
Brazen Goblin R
Creature - Goblin Warrior {U}
First Strike
At the beginning of your upkeep, reveal your hand.
2/1
"You may know their every plan and strategy but that wont stop them slitting your neck""
-Harra, Fortuma Swordmaster
Blatant Strategy 1R
Enchantment {R}
Play with your hand revealed.
Creatures you control have haste.
"Whats the plan...chief?"
"Smash em till they're dead, then smash em some more"
Refined Strategy 1U
Enchantment {R}
Your opponents play with their hands revealed.
Creatures your opponents control enter the battlefield tapped.
"I am twenty steps ahead of you.
Your every move has been calculated.
My defeat is impossible"
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Let's do:
Checks and Balances
The card:
Coalescence of Scrutiny 2UU
Enchantment (U)
Join forces — Starting with you, whenever a player plays a spell, each player may pay any amount of mana. That spell is countered unless its controller spends an additional X, where X is equal to half the total amount of mana spent in this way, rounded up.
"No negotiations are complete without a little condescension."[/QUOTE]
Sword of Law and Duty 3
Artifact - Equipment (M)
Equipped creature gets +2/+2 and has protection from red and green.
Whenever equipped creature deals combat damage to a player, deal 1 damage to that player for each nonbasic land they control and exile up to one target artifact that player controls.
Equip 2
Sword of Grace and Reason 3
Artifact - Equipment (M)
Equipped creature gets +2/+2 and has protection from black and blue.
Whenever equipped creature deals combat damage to a player, up to one target creature that player controls becomes a 0/2 with no abilities until the beginning of your next upkeep and tap target permanent that player controls. It does not untap during its controller's next untap step.
Equip 2
I feel like it's condescending to provide reasoning as if to preemptively assume judges won't know how to gauge my cards, but at the same time, it will help potentially give you something to disagree with and give me a chance to defend my cards. So this is by no means my attempt at assuming the judges won't be able to fathom my attempt here. In fact, if memory serves, people used to defend their cards in their post more often to help clarify any problems so votes, once cast, won't have to be altered.
Now that that's all out of the way, I would like to point out my reasoning in these swords. They are a matched pair in terms of being a reflection of White's voices. Bearing that in mind, designing the swords can be very tricky. Some come off as supremely overpowered and occasionally deeply underwhelming. I guess mostly just Body & Mind in terms of underwhelming.
The swords of enemy colors have their own built in conflict, they have opposing abilities, to anticipate the weakness of each enemy color. Therefore, my thinking of doing swords that include allied colors means their abilities should be something that both colors accomplish in a Planar Chaos way, but a way they'd also be weak to.
Red and Green hate on nonbasics best of all, so you've got a sword of war on that end, but also the ability to hate artifacts is plenty welcome in R/G, further punishment to possible mana stones. People who abide by Law and Duty of basics will survive the sword more easily. However, on the receiving end, red uses artifacts often and green can get all kinds of lands into play, often nonbasics. This is a way to both embrace what the colors engender and keep them in check for how they often do get used.
Blue and Black on the other hand both find resources on the board very precious and manipulate them. Both share the quality of turning a creature into a 0/2 with no abilities, which also makes it easier to kill if it has some kind of leaves the battlefield trigger and/or turns it into much less of a chump if need be. The other half tapping a permanent down dips its toe in blue/black ethos because of its push to inhibit a permanent's natural process. Against blue/black, you can warp their attacker and tap another down potentially. Or even shrink their beast and tap down any other threat, which if they're playing black, they probably had to make some sacrifices to hope to profit from anyway.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Team Jupiter
Idle Fury - 3RG
Enchantment
At the beginning of your endstep, if you cast no spells and activated no abilities this turn, you may put 2 +1/+1 counters on each of up to 2 target creatures you control.
////
Unbridled Fury - 3RG
Enchantment
At the beginning of your endstep, for each creature you control that attacked or activated an ability, you may put a +1/+1 counter on it.
Creature — Archon
Flying
Whenever Champion of the Nameless blocks or becomes blocked by a creature, it gets +1/+1 until end of turn for each of that creature's colors.
3/3
Sorcery (R)
Destroy all multicolored enchantments and artifacts.
Draw a card.
That which is precious must be destroyed.
Sumptuary Developments WU
Destroy all colorless or monocolored enchantments and artifacts.
Draw a card.
It is primitive. Reclaim the materials.
Warden of Always 3W
Creature - Spirit Knight (U)
Protection from black
Whenever an opponent casts a black instant or sorcery, if Warden of Always is in your graveyard, you may return it to the battlefield.
2/2
"Wherever evil lives in the hearts of men, I shall be there to fight it."
//////////////////////
Haunter of Always 3B
Creature - Spirit Knight (U)
Protection from white
Whenever an opponent casts a white instant or sorcery, if Haunter of Always is in your graveyard, you may return it to the battlefield.
2/2
"Wherever evil lives in the minds of men, I shall be there to foster it."
Enchantment {U}
If a source would deal damage to a creature, planeswalker, or player, it deals that much damage plus 1 to that creature, planeswalker, or player instead.
Thoughts of Restraint 2W
Enchantment {U}
If a source would deal damage to a creature, planeswalker, or player, prevent 1 of that damage.
Emille, Seven-Sting Dancer Shalin Nariya
Round 1
Quickhand Hijacker 1UU
Creature - Merfolk Pirate (U)
Protection from sorceries
Whenever Quickhand Hijacker deals combat damage to a player, you may discard an instant card. If you do, return target creature that didn't attack or block this turn to its owner's hand.
"Have a smooth ride!"
2/3
Slowarm Bruiser 1RR
Creature - Orc Barbarian (U)
Protection from instants
Whenever Slowarm Bruiser becomes blocked, you may discard a sorcery card. If you do, target creature gets +3/+0 and gains trample until end of turn.
"I'm gonna dance with you real rough."
3/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Scourge of the Meek 2RR
Creature - Human Knight (U)
If a source would deal less than three damage to Scourge of the Meek, it deals no damage instead.
Power means not caring about those beneath you.
3/3
Feller of Giants 2WW
Creature-Human Knight (U)
If a source would deal more than three damage to Feller of Giants, it deals no damage instead.
Those who stand above him find trouble underfoot.
3/3