Design four cards that moves one or more cards from one zone to another. None of these cards can have the same colour, card type, rarity or converted mana cost, and each move has to be different for each card (so all four cards can't involve discarding, for example).
There are seven zones: library, hand, battlefield, graveyard, stack, exile, and command.
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.
Blue - Common - Instant - CMC2 - Stack to Graveyard
Black - Uncommon - Sorcery - CMC1 - Hand to Graveyard
Green - Rare - Enchantment - CMC4 - Library to Hand
Red/White - Mythic - Creature - CMC5 - Battlefield to Graveyard
Arrester's Warning1U
Instant {C}
Counter target spell. Its controller draws a card.
"You're free to leave, but there will be repercussions if I catch you again."
--Artemic, Azorius arrester
RepossessB
Sorcery {U}
Target opponent reveals his or her hand. You choose a multicolored card from it. That player discards that card. "This will suffice for your atonement."
--Rylos, sin collector
Endless Sprouting3G
Enchantment {R}
At the beginning of your upkeep, put a 1/1 green Saproling creature token onto the battlefield. Then draw a card if you control more creatures than each opponent. "I thought we set every tree in Vitu-Ghazi on fire! Where could these things still be coming from?!"
--Exava
Amalia the Rageblind3RW
Legendary Creature - Angel {M}
Flying, vigilance
Amalia the Rageblind attacks each turn if able.
At the beginning of each player's end step, that player sacrifices each creature he or she controls that didn't attack this turn, except for creatures that entered the battlefield this turn. 5/5
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
Centaur Strengthweaver2G
Creature - Centaur Shaman (R) XG: Counter target spell with converted mana cost X that targets a creature you control. Put X +1/+1 counters on that creature. "It would be a waste to simply disperse such a concentration of magic."
2/3
Lighthoof Scatterer2G
Creature - Centaur Druid Warrior (R)
Whenever Lighthoof Scatterer attacks, put a seed counter on target land you control. That land has "Whenever this land is tapped for mana, you may remove a seed counter from it. If you do, add G to your mana pool."
3/3
Well, pretty sure I have to go with Nessian Courser/Centaur Courser here: Raja's Elephant2G
Creature - Elephant (C) "They say the raja speaks with each mother elephant in his stables, and knows even before the calf is born whether it is destined for the princesses' afternoon strolls or service in his personal battalion."
-General Khumidar
3/3
Harrow: Turbulent Landscape2G
Enchantment (R)
At the beginning of you upkeep, you may sacrifice a land. If you do, reveal cards from the top of your library until you reveal two land cards. Put those cards onto the battlefield and shuffle the rest into your library.
Ifh-Biff Efreet: Windtorn Elemental(2/G)(2/G)(2/G)
Creature - Elemental (U)
Flying (2/G): Windtorn Elemental deals 1 damage to each creature with flying. Any player may activate this ability.
3/3
1. Blue Common Instant CMC1, Stack/Battlefield to Hand ReassessU
Instant (C)
Kicker 2(You may pay an additional 2 as you cast this spell.)
Return target spell or permanent you control to its owner's hand. If Reassess was kicked, return target spell or permanent to its owner's hand instead.
2. Colorless Uncommon Land CMC0, Graveyard to Library Reseeding Station
Land (U) T: Add 1 to your mana pool. T, Put a land card from your graveyard on the bottom of your library: Add one mana of any color to your mana pool.
3. Green Rare Creature CMC3, Hand to Stack Chimor, Mentor to Heroes1GG
Legendary Creature - Centaur Advisor (R)
When Chimor enters the battlefield, you may put a creature card with converted mana cost X or less from your hand onto the battlefield, where X is the amount of mana spent to cast Chimor.
3/3
4. Red Mythic Sorcery CMC7, Library to Battlefield (and Battlefield to Graveyard) Final Forms5RR
Sorcery (M)
Sacrifice any number of creatures you control. For each creature sacrificed this way, search your library for a creature card and put it onto the battlefield, then shuffle your library. Those creatures gain haste. At the beginning of the next end step, sacrifice them.
1. Black, Sorcery, Common, CMC1 Hand => Exile / Exile => Hand
Temporary InsanityB
Sorcery (C)
Target player exiles two cards at random from his or her hand until the beginning of your next upkeep. The only thought the torturers left him with was the lingering feeling that he had forgotten something.
2. Colorless, Artifact, Uncommon, CMC3 Hand => Graveyard
Altar of the Crystal Eye3
Artifact (U) T, Discard a card: Scry 3. One cannot look to the future without giving up sight of the present.
3. Blue, Enchantment, Rare, CMC2, Battlefield => Hand
Unstable AugmentatonUU
Enchantment (R)
Creatures you control get +1/+1.
Whenever a creature you control deals combat damage, return it to its owner's hand. "The beetle upgrade remains buggy. Ha! Buggy! That's a good one! But seriously, it's a problem."
—Journal of Keerik, Biomancer
Voidlight Angel3WW
Creature - Angel (M)
Flying, lifelink
Whenever you gain life, you may exile target creature with power less than the life gained. The clerics of Arendar knew the light could bring wonders into their world. The angels showed how it could also send them back.
3/5
Common; Green; Creature; CMC 4; graveyard to battlefield
Sprouting Labuyo2GG
Creature - Plant (common)
When Sprouting Labuyo enters the battlefield, you may return all cards named Sprouting Labuyo from your graveyard to the battlefield.
"No matter how many times you destroy the flower head, if you don't get rid of the roots, it will keep sprouting back"
1/1
------------------- Uncommon; Blue; Instant; CMC 2; stack to hand
NuisanceUU
Instant (uncommon)
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. Then put Nuisance into your hand as it resolves.
"Sorry, was I distracting you?"
------------------- Rare; White; Sorcery; CMC 3; exile to battlefield
Retrieve the Lost2W
Sorcery (rare)
Until end of turn, you may play permanent cards you own from exile.
"Suppose one of you has a hundred sheep and loses one of them. Doesn’t he leave the ninety-nine in the open country and go after the lost sheep until he finds it? And when he finds it, he joyfully puts it on his shoulders and goes home. Then he calls his friends and neighbors together and says, ‘Rejoice with me; I have found my lost sheep.’ " -Parable of the Lost Sheep
------------------- Mythic; Black; Enchantment; CMC 7; library to hand, battlefield to graveyard, hand to graveyard
Demonform4BBB
Enchantment (mythic)
Whenever you lose life, draw that many cards instead. (Damage dealt to you causes you to lose life.)
At the beginning of your upkeep, each player loses 2 life, discards two cards and sacrifices two permanents.
If Demonform leaves the battlefield, you lose the game.
Reassess: I feel this is a very fair Remand varant. Remand is one of those iconic tempo cards that needs to be fixes and put into a core set.
Reseeding Station: The name resonates with what it does. This seems extremely good in Eternal formats, but I don't see it working in a Standard environment without fetchlands of some kind.
chimor, Mentor to Heroes: I feel this is undercosted by one mana. The scaling effect is very cool for Commander (obviously what it's intended for). Maybe restrict it to cheating out green creatures?
Final Forms: At first, "search your library" on a mono-red card drove me to say this was out of red's color pie. One-shot creature cheating from library hasn't been done in red before, but the card feels very much like a last-ditch effort--very red. I was going to say something about the cards exiling themselves instead of being sacrificed, but it opens up Commander silliness, like Faith's Reward or Sundial of the Infinite. Excellent job.
_______________________
Snow Creature - Penguin:
Temporary Insanity: It's already a card. =/ This doesn't feel right in mono-black. I think this should cost BR and cantrip. Unique design, though.
Altar of the Crystal Eye: Outside of an Odyssey-type environment, this is just a bad card. Needs to cost 2 mana.
Unstable Augmentation: I personally think this should cost GU, but I like it. Seems like a great addition to value.dec in general.
Voidlight Angel: I approve of this design. I actually designed something incredibly similar to this during the CCC&G Pro Tour last season. Mine was a 5/5 for 7 and exiled a creature with power less than or equal to, but other than that, it was identical.
_______________________
(nameless one):
Sprouting Labuyo: I think this can cost 1GG and not completely wreck Limited. I like the idea, though.
Nuisance: Congratulations, you've just invalidated every card costing more than 1 in the entire game. I don't think this card can exist under current design standards, and even if it did, it'd have to cost at least 5 mana. If you want to make this work, the card should return itself to your hand at the end step.
Retrieve the Lost: MaRo said Misthollow Griffin shouldn't have been made. This design space shouldn't be explored, period.
Demonform: Is the first effect supposed to be a triggered ability or a replacement effect? I'm going to assume it's a triggered ability, becaue a a replacement effect, it's completely broken and makes you essentially immortal. It would have been nice for this to cost 3BBBB to be a Lich throwback.
_______________________
I would have given Penguin first place if the name of his first card was different. =/
Raikou Rider
C: Seems pretty strong, wonder what metagame impact it would have. Good design.
U: Seems like a reasonable twist on 1-mana discard.
R: I suppose this still works in green, wonder if it could happen in white.
M: This would go great in my Ruhan force attack deck.
Snow Creature - Penguin
C: Great card except for the name. I wonder if this could be red or hybrid.
U: Hm, the scry is powerful but a card is a pretty steep cost. Good flavor though.
R: Surprising Johnny anthem. I kind of wish it made guys cost less instead of get bigger.
M: Sure, that's a good effect for an angel.
(nameless one)
C: Cute for draft, probably some major Johnny things you can do with it.
U: I think this probably is too much of a nuisance. Unless they are only costing 2 drops or less, you are reaping too much tempo with just one copy.
R: Cool flavor, but yeah I'd rather leave exiled stuff exiled.
M: I guess making your library into your life total is doable, but it seems like too much of a benefit instead of a drawback.
Your common is cool. Right cost given the effect and drawback. It's like Arcane Denial but with less cards drawn.
Your uncommon is also fine. Targeted discard but with limitation. Although it feels like it should be common because its not as effective as other targeted discard and it can only affect certain deck archetypes (I'm looking at Duress)
Your rare is definitely an EDH want-list dweller. It could also be great in non-eternal competitive formats (mana cost feels too much although it's balanced). Card advantage in green isn't common but they do exist.
Your Mythic sounds like a good build around aggro commander. It's essentially a Angel's Trumpet variant with legs but the sacrifice instead of damage is what makes this card potent. I have nothing against more love to Boros generals.
Overall, the challenges are executed without compromising on the cards qualities.
I like your common. It feels like its one of those "made for limited" cards. It's essentially a better Rescue but doesn't outclass the rest of the bounce spells. I think what makes it good is the psuedo-permission ability.
Your uncommon is really good mechanic-wise. It's a rainbow-land with a slight drawback. Looking through Legacy/Vintage perspective, this card is going to be sweet in Dredge and colored Stax variants. Legacy Dredge needs its rainbow lands and having extra lands in the graveyard isn't uncommon in that deck. As for Stax and MUD decks, Wasteland/City of Traitors into this to cast Balance (Vintage) or Goblin Welder (Legacy) is a big help for those deck. Fetchlands also exist to help feed this land's drawback. Arguably a lot of rainbow lands already exist but they usually have a hefty drawback. This card's drawback isn't as bad. I understand it's only uncommon because it's not as good in non-eternal formats. It's mediocre and barely a color fixer in limited. It's one of those uncommons that are great in eternal (just like Mental Misstep).
Your rare is just like the new general cycle from the Commander 2013 set. It's a fresh idea which is always welcome. The problem with fresh ideas is that they're hard to balance. It's hard to say if your creature is balance because essentially the next creature is free. I'm not gonna be anal about that as its hard to measure something that has no comparison. Although, I think what you should have done is word it like Cascade; having the converted mana cost less than the mana payed. I have to say, I love the centaur theme you've created with your previous entries.
That mythic. I love mythics with pizzaz. The only thing I have against it is usually green is the color for creature fetching and this feels like a Natural Order variant. I guess adding the Through the Breach drawback makes it red.
My only comment with the challenge was that your rare doesn't put the creature on stack, it puts the creature straight to the battlefield.
I don't want to play favoritism but your common is my favorite out of the three commons. It's such a great disruption. In the early game, it disrupts your opponent enough to help you prepare for the mid game. I also feel like the card is going to be great in combo decks that splash black. Cast it to hinder your opponent from disrupting your combo and win from there. I like it in the common slot, it's really good but not too good. I love the design and the flavor and how they go so well together. I hope this sees print in the near future.
Your uncommon is a high draft pic uncommon and can be a great utility in EDH. It's a better Crystal Ball but has a "harsher" drawback. I have no complains on this card. Simple yet effective.
The rare card you have seems too good for its color. It's not common to have that effect on blue as it doesn't usually exist outside of tribal and the old frame era. I feels like there's a secret tech to it; maybe in Modern Faeries. Attack with your Faeries with flash and enter the battlefield effects. Maybe it's the missing piece in the Modern Faeries deck (that is not banned).
So if your mythic angel deals damage (attack/block), it exiles a weenie? In a Soul Sister archetype, it can exile multiple 1/x creatures. This angel feels like its as good as Baneslayer Angel. Bomb not just in limited and EDH, but it has potential in Modern.
I like how the favors and the mechanics of your cards and how they tie in with the challenge. Your cards have the most "this should see print" feel to it. Out of the 12 cards I saw from this round, your common was my favorite.
Raikou: Great simple common. Really all I have to say. The uncommon feels underpowered to me. I think they should lose life equal to its colors or something. I just can't imagine playing this over some other black cmc1 discard option. The rare is very powerful. I kind of with it had blue in it to further justify the aggressive card advantage. The mythic is cool, but I kind of wish it didn't attack each turn to enable shenanigans with losing it on purpose. Also feels more red/black than red/white.
Gerrard's Mom: For some reason I imagine this as a fuse card with U/1U as the costs. Something about as-is doesn't quite feel common to me. It's a complex way to make this card. The uncommon is a sensible land. Makes sense. I kind of wish the second ability added 2 instead of any color. The rare is… interesting? It's very powerful, considering burning-thing emissary. But just a weird phrasing. The mythic is poorly named but a cool effect. Though, it basically reads "you win the game" if you've built your deck at all well. It might be too good of an effect to… print.
(nameless): The common is fun. I'm a fan. I do wish it triggered on entering from being cast though. The uncommon is WAY TOO MUCH of a nuisance, thus the name, Still, its problematically good. Way good. The rare leads to super weird shenanigans that I think blur a lot of rules. The mythic is kind of interesting but hard to work. I wish it didn't kill you.
Top 8 - Long and Winding Road
There are seven zones: library, hand, battlefield, graveyard, stack, exile, and command.
Round 1
Round 2
Round 3
Top 8
Critique Deadline: September 5th, 12AM Eastern
Gerrard's Mom
(nameless one)
Snow Creature – Penguin
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Good luck, everyone.
Blue - Common - Instant - CMC2 - Stack to Graveyard
Black - Uncommon - Sorcery - CMC1 - Hand to Graveyard
Green - Rare - Enchantment - CMC4 - Library to Hand
Red/White - Mythic - Creature - CMC5 - Battlefield to Graveyard
Arrester's Warning 1U
Instant {C}
Counter target spell. Its controller draws a card.
"You're free to leave, but there will be repercussions if I catch you again."
--Artemic, Azorius arrester
Repossess B
Sorcery {U}
Target opponent reveals his or her hand. You choose a multicolored card from it. That player discards that card.
"This will suffice for your atonement."
--Rylos, sin collector
Endless Sprouting 3G
Enchantment {R}
At the beginning of your upkeep, put a 1/1 green Saproling creature token onto the battlefield. Then draw a card if you control more creatures than each opponent.
"I thought we set every tree in Vitu-Ghazi on fire! Where could these things still be coming from?!"
--Exava
Amalia the Rageblind 3RW
Legendary Creature - Angel {M}
Flying, vigilance
Amalia the Rageblind attacks each turn if able.
At the beginning of each player's end step, that player sacrifices each creature he or she controls that didn't attack this turn, except for creatures that entered the battlefield this turn.
5/5
Emille, Seven-Sting Dancer Shalin Nariya
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.
Seacliff Sentinel 2G
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
Centaur Strengthweaver 2G
Creature - Centaur Shaman (R)
XG: Counter target spell with converted mana cost X that targets a creature you control. Put X +1/+1 counters on that creature.
"It would be a waste to simply disperse such a concentration of magic."
2/3
Lighthoof Scatterer 2G
Creature - Centaur Druid Warrior (R)
Whenever Lighthoof Scatterer attacks, put a seed counter on target land you control. That land has "Whenever this land is tapped for mana, you may remove a seed counter from it. If you do, add G to your mana pool."
3/3
Well, pretty sure I have to go with Nessian Courser/Centaur Courser here:
Raja's Elephant 2G
Creature - Elephant (C)
"They say the raja speaks with each mother elephant in his stables, and knows even before the calf is born whether it is destined for the princesses' afternoon strolls or service in his personal battalion."
-General Khumidar
3/3
Harrow:
Turbulent Landscape 2G
Enchantment (R)
At the beginning of you upkeep, you may sacrifice a land. If you do, reveal cards from the top of your library until you reveal two land cards. Put those cards onto the battlefield and shuffle the rest into your library.
Ifh-Biff Efreet:
Windtorn Elemental (2/G)(2/G)(2/G)
Creature - Elemental (U)
Flying
(2/G): Windtorn Elemental deals 1 damage to each creature with flying. Any player may activate this ability.
3/3
Reassess U
Instant (C)
Kicker 2 (You may pay an additional 2 as you cast this spell.)
Return target spell or permanent you control to its owner's hand. If Reassess was kicked, return target spell or permanent to its owner's hand instead.
2. Colorless Uncommon Land CMC0, Graveyard to Library
Reseeding Station
Land (U)
T: Add 1 to your mana pool.
T, Put a land card from your graveyard on the bottom of your library: Add one mana of any color to your mana pool.
3. Green Rare Creature CMC3, Hand to Stack
Chimor, Mentor to Heroes 1GG
Legendary Creature - Centaur Advisor (R)
When Chimor enters the battlefield, you may put a creature card with converted mana cost X or less from your hand onto the battlefield, where X is the amount of mana spent to cast Chimor.
3/3
4. Red Mythic Sorcery CMC7, Library to Battlefield (and Battlefield to Graveyard)
Final Forms 5RR
Sorcery (M)
Sacrifice any number of creatures you control. For each creature sacrificed this way, search your library for a creature card and put it onto the battlefield, then shuffle your library. Those creatures gain haste. At the beginning of the next end step, sacrifice them.
Temporary Insanity B
Sorcery (C)
Target player exiles two cards at random from his or her hand until the beginning of your next upkeep.
The only thought the torturers left him with was the lingering feeling that he had forgotten something.
2. Colorless, Artifact, Uncommon, CMC3 Hand => Graveyard
Altar of the Crystal Eye 3
Artifact (U)
T, Discard a card: Scry 3.
One cannot look to the future without giving up sight of the present.
3. Blue, Enchantment, Rare, CMC2, Battlefield => Hand
Unstable Augmentaton UU
Enchantment (R)
Creatures you control get +1/+1.
Whenever a creature you control deals combat damage, return it to its owner's hand.
"The beetle upgrade remains buggy. Ha! Buggy! That's a good one! But seriously, it's a problem."
—Journal of Keerik, Biomancer
4. White, Creature, Mythic, CMC5, Battlefield => Exile
Voidlight Angel 3WW
Creature - Angel (M)
Flying, lifelink
Whenever you gain life, you may exile target creature with power less than the life gained.
The clerics of Arendar knew the light could bring wonders into their world. The angels showed how it could also send them back.
3/5
Sprouting Labuyo 2GG
Creature - Plant (common)
When Sprouting Labuyo enters the battlefield, you may return all cards named Sprouting Labuyo from your graveyard to the battlefield.
"No matter how many times you destroy the flower head, if you don't get rid of the roots, it will keep sprouting back"
1/1
-------------------
Uncommon; Blue; Instant; CMC 2; stack to hand
Nuisance UU
Instant (uncommon)
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. Then put Nuisance into your hand as it resolves.
"Sorry, was I distracting you?"
-------------------
Rare; White; Sorcery; CMC 3; exile to battlefield
Retrieve the Lost 2W
Sorcery (rare)
Until end of turn, you may play permanent cards you own from exile.
"Suppose one of you has a hundred sheep and loses one of them. Doesn’t he leave the ninety-nine in the open country and go after the lost sheep until he finds it? And when he finds it, he joyfully puts it on his shoulders and goes home. Then he calls his friends and neighbors together and says, ‘Rejoice with me; I have found my lost sheep.’ " -Parable of the Lost Sheep
-------------------
Mythic; Black; Enchantment; CMC 7; library to hand, battlefield to graveyard, hand to graveyard
Demonform 4BBB
Enchantment (mythic)
Whenever you lose life, draw that many cards instead. (Damage dealt to you causes you to lose life.)
At the beginning of your upkeep, each player loses 2 life, discards two cards and sacrifices two permanents.
If Demonform leaves the battlefield, you lose the game.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I think I'll extend this deadline an extra day, as I'll be out of town Thursday.
Reassess: I feel this is a very fair Remand varant. Remand is one of those iconic tempo cards that needs to be fixes and put into a core set.
Reseeding Station: The name resonates with what it does. This seems extremely good in Eternal formats, but I don't see it working in a Standard environment without fetchlands of some kind.
chimor, Mentor to Heroes: I feel this is undercosted by one mana. The scaling effect is very cool for Commander (obviously what it's intended for). Maybe restrict it to cheating out green creatures?
Final Forms: At first, "search your library" on a mono-red card drove me to say this was out of red's color pie. One-shot creature cheating from library hasn't been done in red before, but the card feels very much like a last-ditch effort--very red. I was going to say something about the cards exiling themselves instead of being sacrificed, but it opens up Commander silliness, like Faith's Reward or Sundial of the Infinite. Excellent job.
_______________________
Snow Creature - Penguin:
Temporary Insanity: It's already a card. =/ This doesn't feel right in mono-black. I think this should cost BR and cantrip. Unique design, though.
Altar of the Crystal Eye: Outside of an Odyssey-type environment, this is just a bad card. Needs to cost 2 mana.
Unstable Augmentation: I personally think this should cost GU, but I like it. Seems like a great addition to value.dec in general.
Voidlight Angel: I approve of this design. I actually designed something incredibly similar to this during the CCC&G Pro Tour last season. Mine was a 5/5 for 7 and exiled a creature with power less than or equal to, but other than that, it was identical.
_______________________
(nameless one):
Sprouting Labuyo: I think this can cost 1GG and not completely wreck Limited. I like the idea, though.
Nuisance: Congratulations, you've just invalidated every card costing more than 1 in the entire game. I don't think this card can exist under current design standards, and even if it did, it'd have to cost at least 5 mana. If you want to make this work, the card should return itself to your hand at the end step.
Retrieve the Lost: MaRo said Misthollow Griffin shouldn't have been made. This design space shouldn't be explored, period.
Demonform: Is the first effect supposed to be a triggered ability or a replacement effect? I'm going to assume it's a triggered ability, becaue a a replacement effect, it's completely broken and makes you essentially immortal. It would have been nice for this to cost 3BBBB to be a Lich throwback.
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I would have given Penguin first place if the name of his first card was different. =/
T3: 1) Gerrard's Mom
2) Snow Creature - Penguin
3) (nameless one)
Emille, Seven-Sting Dancer Shalin Nariya
C: Seems pretty strong, wonder what metagame impact it would have. Good design.
U: Seems like a reasonable twist on 1-mana discard.
R: I suppose this still works in green, wonder if it could happen in white.
M: This would go great in my Ruhan force attack deck.
Snow Creature - Penguin
C: Great card except for the name. I wonder if this could be red or hybrid.
U: Hm, the scry is powerful but a card is a pretty steep cost. Good flavor though.
R: Surprising Johnny anthem. I kind of wish it made guys cost less instead of get bigger.
M: Sure, that's a good effect for an angel.
(nameless one)
C: Cute for draft, probably some major Johnny things you can do with it.
U: I think this probably is too much of a nuisance. Unless they are only costing 2 drops or less, you are reaping too much tempo with just one copy.
R: Cool flavor, but yeah I'd rather leave exiled stuff exiled.
M: I guess making your library into your life total is doable, but it seems like too much of a benefit instead of a drawback.
2. Snow Creature - Penguin
3. (nameless one)
Your uncommon is also fine. Targeted discard but with limitation. Although it feels like it should be common because its not as effective as other targeted discard and it can only affect certain deck archetypes (I'm looking at Duress)
Your rare is definitely an EDH want-list dweller. It could also be great in non-eternal competitive formats (mana cost feels too much although it's balanced). Card advantage in green isn't common but they do exist.
Your Mythic sounds like a good build around aggro commander. It's essentially a Angel's Trumpet variant with legs but the sacrifice instead of damage is what makes this card potent. I have nothing against more love to Boros generals.
Overall, the challenges are executed without compromising on the cards qualities.
Your uncommon is really good mechanic-wise. It's a rainbow-land with a slight drawback. Looking through Legacy/Vintage perspective, this card is going to be sweet in Dredge and colored Stax variants. Legacy Dredge needs its rainbow lands and having extra lands in the graveyard isn't uncommon in that deck. As for Stax and MUD decks, Wasteland/City of Traitors into this to cast Balance (Vintage) or Goblin Welder (Legacy) is a big help for those deck. Fetchlands also exist to help feed this land's drawback. Arguably a lot of rainbow lands already exist but they usually have a hefty drawback. This card's drawback isn't as bad. I understand it's only uncommon because it's not as good in non-eternal formats. It's mediocre and barely a color fixer in limited. It's one of those uncommons that are great in eternal (just like Mental Misstep).
Your rare is just like the new general cycle from the Commander 2013 set. It's a fresh idea which is always welcome. The problem with fresh ideas is that they're hard to balance. It's hard to say if your creature is balance because essentially the next creature is free. I'm not gonna be anal about that as its hard to measure something that has no comparison. Although, I think what you should have done is word it like Cascade; having the converted mana cost less than the mana payed. I have to say, I love the centaur theme you've created with your previous entries.
That mythic. I love mythics with pizzaz. The only thing I have against it is usually green is the color for creature fetching and this feels like a Natural Order variant. I guess adding the Through the Breach drawback makes it red.
My only comment with the challenge was that your rare doesn't put the creature on stack, it puts the creature straight to the battlefield.
Your uncommon is a high draft pic uncommon and can be a great utility in EDH. It's a better Crystal Ball but has a "harsher" drawback. I have no complains on this card. Simple yet effective.
The rare card you have seems too good for its color. It's not common to have that effect on blue as it doesn't usually exist outside of tribal and the old frame era. I feels like there's a secret tech to it; maybe in Modern Faeries. Attack with your Faeries with flash and enter the battlefield effects. Maybe it's the missing piece in the Modern Faeries deck (that is not banned).
So if your mythic angel deals damage (attack/block), it exiles a weenie? In a Soul Sister archetype, it can exile multiple 1/x creatures. This angel feels like its as good as Baneslayer Angel. Bomb not just in limited and EDH, but it has potential in Modern.
I like how the favors and the mechanics of your cards and how they tie in with the challenge. Your cards have the most "this should see print" feel to it. Out of the 12 cards I saw from this round, your common was my favorite.
2. Raikou Rider
3. Gerrard's Mom
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Gerrard's Mom: For some reason I imagine this as a fuse card with U/1U as the costs. Something about as-is doesn't quite feel common to me. It's a complex way to make this card. The uncommon is a sensible land. Makes sense. I kind of wish the second ability added 2 instead of any color. The rare is… interesting? It's very powerful, considering burning-thing emissary. But just a weird phrasing. The mythic is poorly named but a cool effect. Though, it basically reads "you win the game" if you've built your deck at all well. It might be too good of an effect to… print.
(nameless): The common is fun. I'm a fan. I do wish it triggered on entering from being cast though. The uncommon is WAY TOO MUCH of a nuisance, thus the name, Still, its problematically good. Way good. The rare leads to super weird shenanigans that I think blur a lot of rules. The mythic is kind of interesting but hard to work. I wish it didn't kill you.
1. Raikou Rider
2. Gerrard's Mom
3. (nameless one)
Raikou Rider 8
Gerrard's Mom 6
(nameless one) 3
Snow Creature – Penguin 7
Congrats to you both. The final challenge will be up tomorrow.