Card Creation League - December Round 5: "Foreign."
[spoiler=CCL Rules (short version)]
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.
[/spoiler]
[spoiler=CCL Rules (Long Version)] Custom Card League Rules Compendium
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
[/spoiler]
[spoiler=Grading System] Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
It was a fierce atmosphere. All the mages were doing their most to trump the other in elemental superiority and hustle for power. They took turns exchanging tricks and attacks. It was almost like a very well-planned magic show.
At the end of the day, the elemental energies stormed through the building, but in a more subtle, calmer fashion. The mists wrapped around four mages, and instantly they vanished away into the mist… never to be seen again (At least for a while. They were really just teleported out of the building and their memories of recent events were erased. In fact, they are unable to see the building anymore… but they did leave with new-found powers. New-found powers, that they can’t even remember how they even obtained them.)
The remaining four mages looked at each other, and a presence entered their minds…
“Now. You may think that you can devestate them with your own professions. But they will always know your ways. Even though you used their powers against them, they will know your very ways.”
“A true master of Elements must harness powers that he or she have never touched upon before. This will be your final stage of branching your powers into a powerful force.”
Round 5: You must choose one final Element, and make a card specifically around that one Element. You may mix with ANY element, period. Only your chosen Element will be added.
* You must choose a new Element that is not in your current list.
* You CAN mix your new Element with an Element you have right now.
* You CAN choose one of your opponent’s Elements as a new Element.
The Pairings will be:
Gerrards Mom VS. Rocket_Powered_Turbo_Slug
Blackbull VS. Phyrexian Editor
[/SPOILER]
[SPOILER=List of Elements]
Earth
Lightning
Water
Fire
Ice
Wind
Dark
Light
Space/Reality
Time
Creation
Destruction
Force
Mental
Spiritual/Aura
Restoration/Healing
Natural/Nature
Artifice/Animation
Absorption/Draining
Illusion/Mimicry
Poison/Miasma
I have also done the best I can to make an accurate ranking list for each element in correspondence to the five mana types. This may help you when you are designing cards based on my criteria. Copy/Paste/Save.
Earth
White **
Blue *
Black **
Red *****
Green ****
Water
White *
Blue *****
Black ***
Red *
Green **
Wind
White **
Blue *****
Black *
Red **
Green ****
Fire
White *
Blue *
Black ***
Red *****
Green **
Ice/Snow
White *
Blue *****
Black *
Red ***
Green **
Lightning
White ***
Blue **
Black **
Red *****
Green *
Time
White *
Blue *****
Black **
Red ***
Green *
Poison/Miasma
White *
Blue ***
Black *****
Red *
Green ****
Dark
White *
Blue *
Black *****
Red **
Green **
Light
White *****
Blue *
Black *
Red **
Green **
Absorption
White ***
Blue **
Black *****
Red *
Green ***
Metal/Artifice
White ****
Blue *****
Black **
Red ***
Green **
Space/Reality
White ***
Blue *****
Black *
Red **
Green *
Natural
White **
Blue **
Black ***
Red ***
Green *****
Healing/Restoration
White ****
Blue *
Black ***
Red *
Green *****
Aura/Spiritual
White *****
Blue **
Black *
Red **
Green ****
Mental/Psychic
White *
Blue *****
Black ***
Red ***
Green *
Force (Non-Elemental)
White **
Blue ***
Black **
Red ****
Green *****
Mimicry/Illusion
White *
Blue *****
Black ***
Red **
Green ***
Destruction
White *
Blue **
Black ****
Red *****
Green ***
Creation
White *
Blue **
Black ***
Red ****
Green *****
[/SPOILER]
Primary: Fire
Secondaries: Wind, Destruction, Lightning(Round4)
Stoke the Fires :1mana::symr::symr::symr:
Enchantment (R)
Whenever another source you control deals damage, put a charge counter on ~.
Remove a charge counter from ~: Add to your mana pool.
Remove 2 charge counters from~: Add to your mana pool.
Remove 10 charge counters from ~: ~ deals 5 damage to target creature or player. Fanned flames promote larger fires, both in the heart and in the hearth
Wildfire Cyclone3RRR
Creature - Elemental (R)
Haste
When ~ attacks, defending player chooses one for each creature he or she controls- tap that creature, or ~ deals 3 damage to that creature. When there's fire in the air, its either duck or get burned.
6/3
BrushfireRRR
Tribal Sorcery- Elemental (C)
Destroy target land.Then if you control an elemental, that land's controller sacrifices a permanent.
Tornado Glass 2
Artifact (U)
~ comes into play tapped. ,T, sacrifce ~: Destroy target permanent. Once the jar shatters, glass shards are the least of your worries.
Timesap Metalwright2UU
Artifact Creature- Elemental Construct (R)
Whenever a time counter is removed from a suspended card, you may put a +1/+1 counter on ~. T, remove 2 +1/+1 counters from ~: Put an artifact from your hand onto the battlefield.
2/2
Frozen Zone WU
Enchantment (U)
Attacking and blocking creatures lose all abilities. "...And to your left are the Apercian Ice Fields. I can barely stand there, yet some people insist on warring over it. Its hard to be a good fighter when you can't keep your footing." Kopsa, World Guide
Slow the VenomWWW
Enchantment (R)
Whenever you would get a poison counter, put a delay counter on ~ instead.
At the beginning of your upkeep, remove all delay counters from ~. For each counter removed this way, you get a poison counter.
Whenever ~ leaves the battlefield, you get one poison counter for each delay counter that was on it. WWWW: Remove a delay counter from ~.
One-Way Forcefield1GWU
Enchantment (R)
Cumulative upkeep - Discard a card
You can't be attacked.
You and permanents you control can't be the target of spells or abilities opponents control.
(Force/Creation Elemental) Solidification Elemental3U
Creature - Elemental (R) ,T, Exile a card from your hand: Put an X/X colorless Elemental creature token onto the battlefield, where X is the converted mana cost of the exiled card.
2/4
(Force/Mental Spell) Essence Block2WU
Tribal Instant - Elemental (U)
You may return a white or blue Elemental you control to its owner's hand rather than pay Essence Block's mana cost.
Choose one - Counter target spell, or prevent all damage that would be dealt to you this turn.
(Artifice/Force artifact) Force Blade5
Artifact - Equipment (R)
Whenever equipped creature becomes blocked by a creature, Force Blade deals 5 damage to the blocking creature. The damage can't be prevented.
Whenever equipped creature attacks and isn't blocked, Force Blade deals 5 damage to that player. The damage can't be prevented.
Equip 5
(Water/Illusion) Mist Strider2UU
Creature - Elemental Illusion (U)
Mist Strider's power and toughness are each equal to the number of Islands you control.
Whenever Mist Strider becomes the target of a spell or ability, return it to its owner's hand. Even on the brightest day, the mists of Arvabel never truly clear.
*/*
(Light/Absorption) Blinded by Sin1W
Enchantment - Aura (U)
Flash
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
When Blinded by Sin enters the battlefield, prevent all damage that enchanted creature would deal this turn. For each 1 damage prevented this way, put a time counter on Blinded by Sin.
Enchanted creature doesn't untap during its controller's untap step.
Adding Illusion?
(Illusion/Mental) Realm of Figments2UU
Enchantment (R) 1U, Return a creature you control to its owner's hand: You may put another creature card with converted mana cost less than or equal to the first creature's converted mana cost from your hand onto the battlefield. "Who are you when your self is no longer bound to your body?" -Hapredd, Illusionist-at-Large
Blunt Extraction2UB
Sorcery {U}
Target player puts the top ten cards of his or her library into his or her graveyard, then returns a creature card from his or her graveyard to his or her hand. "A summoner's brain is a big gray blob of treasures. Now let's go digging!" - Prolok, lobotomist
Thanks, Impulsiveknowledge. I've spent my holydays at countryside, without internet, and now I'm back in the city, but at work. I'll post my card tonight or tomorrow at midday. Until then, and sorry for the delay.
Main Element: Natural.
other elements: Earth, Water, Lightning.
New Element: Dark.
Tentative entry (Dark, Absorption):
Chromatic Decomposition2BG
Instant U Prismatic — Target creature gets -X/-X until end of turn, where X is the number of colors among permanents on the battlefield. Put a +1/+1 counter on each of up to X target creatures you control.
Cycling—Have an opponent of your choice gain 3 life. (Have an opponent of your choice gain 3 life, Discard this card: Draw a card.)
@ImpulsiveKnowledge: If possible, I would really apreciate to have time until tomorrow this time for polishing the entry. I don't think that extending until midnight monday would be necessary. I'm asking this because today I had a hard back to work and now I was able to spend on my computer just a couple of hours. Thanks (anyway ^_^)
There's kind of lot going on here. Does Prismatic need to be ability worded? I wasn't really a huge fan of domain...The alternate cycle cost threw me for a loop. I just don't understand why? The actual meat of the card is alright. It kind of reminded me of Cannibalize or Consume Strength. Being both black and green, at its most basic form(with only black and green permanents out), its like Elven Rite plus Crippling Fatigue. At its best, its Pull Under plus Thrive(with x=5). With WUBRG permanents on the field, this turns what would have have been 2 spells with a combined CMC of 12, into a 4 mana bomb. Unless a deck is built around it, you'll probably only see x=3 or 4, so its not entirely overpowered. I would definitely play it if it were printed.
I like the flavor text. :-P This seems alright. A more common Glimpse the Unthinkable. I'm not sure how i feel about the creature return. the way its worded you can pull any creature from your graveyard, not just the milled cards. Its almost dredge-like. So these are your choices A) Mill yourself 10 to pull a creature back from the grave. B) Mill yourself 10 and hope there's a good creature in those 10 cards. C) Mill your oponent 10 and force him to pull the Anger(or other such incarnation) out his his graveyard. or D) Mill your opponent 10 and hope he has no good creatures in his graveyard after that. Not a terrible card.
Rocket_Powered made a poison hoser. I like the idea and the flavor of a "first-aid" measure that doesn't skirt the spirit of poison as unstoppable "damage." However, I think this is too slow to be of practical use against a fast poison-based deck, and I really wouldn't want more than one out at the same time.
Gerrard's Mom made a "blue Survival." Like its inspiration, I think this would probably be overpowered in some circumstances, so R&D would have to be careful about the environment in which it was printed. Though I feel like I would hate playing against it, it is clever and references a classic.
I vote for Gerrard's Mom.
Private Mod Note
():
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"You live and learn. At any rate, you live." -Douglas Adams
Sorry, just flew across country yesterday and had the first day of winter quarter classes today.
Neither of you included your past cards, but they don't have that much bearing on this I suppose.
I like the flavor of Phyrexian Editor's card, the sadistic feel fits blue/black well, and the mechanics are great for that as well. Although I recall mention that finding blue/black hybrid mechanics is hard to do, this almost gets there, although of course gold is the safe choice. It's surprising we haven't seen a card like this already, although I have one piece of advice: it would work a lot better as a Zombify over Raise Dead. It would cost more and maybe even qualify as a rare, but the Bribery-esque aspect should appeal to lots of players, and you could use it on opponents without the tension between self-mill and reanimating.
BlackBull touches on the space seen on Bloom Tender and Bound // Determined with a new ability word. It's a little hard to control, unless you can provide them all yourself, but I guess it works like Domain. I'm not sure if Drag Down can get you +1/+1 counters for only a G more, although I guess prismatic may be harder to fulfill than domain? In either case, I don't like the fact that the drain is temporary but the counters are permanent, makes the flavor a bit tougher. I'm also not sure what the weird cycling rider was added for.
Both cards make interesting play decisions with a little tension about when and where to target, but I think Phyrexian Editor's wins for the cleanness of the concept.
Gerrard's Mom. While RPTS's card makes me feel that there's happening a lot for such a narrow card, GM's one is far better playable. I still feeling GM's card has an obscure wording. There's something I'm not confortable with.
With that, Gerrard's Mom and Phyrexian Editor will now head to the finals. Big thanks to RPTS and Blackbull for participating and for making it this far.
The next round will come up later on today (evening, maybe). Until then, keep your eyes peeled.
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Round 5: "Foreign."
[spoiler=CCL Rules (short version)]
[spoiler=CCL Rules (Long Version)] Custom Card League Rules Compendium
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
[/spoiler]
[spoiler=Grading System] Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
[/spoiler]
[SPOILER= In the Past]
Sign-ups
Round 1
Round 2
Round 4
[/spoiler]
It was a fierce atmosphere. All the mages were doing their most to trump the other in elemental superiority and hustle for power. They took turns exchanging tricks and attacks. It was almost like a very well-planned magic show.
At the end of the day, the elemental energies stormed through the building, but in a more subtle, calmer fashion. The mists wrapped around four mages, and instantly they vanished away into the mist… never to be seen again (At least for a while. They were really just teleported out of the building and their memories of recent events were erased. In fact, they are unable to see the building anymore… but they did leave with new-found powers. New-found powers, that they can’t even remember how they even obtained them.)
The remaining four mages looked at each other, and a presence entered their minds…
“Now. You may think that you can devestate them with your own professions. But they will always know your ways. Even though you used their powers against them, they will know your very ways.”
“A true master of Elements must harness powers that he or she have never touched upon before. This will be your final stage of branching your powers into a powerful force.”
Round 5:
You must choose one final Element, and make a card specifically around that one Element. You may mix with ANY element, period. Only your chosen Element will be added.
* You must choose a new Element that is not in your current list.
* You CAN mix your new Element with an Element you have right now.
* You CAN choose one of your opponent’s Elements as a new Element.
The Pairings will be:
Gerrards Mom VS. Rocket_Powered_Turbo_Slug
Blackbull VS. Phyrexian Editor
[/SPOILER]
[SPOILER=List of Elements]
Earth
Lightning
Water
Fire
Ice
Wind
Dark
Light
Space/Reality
Time
Creation
Destruction
Force
Mental
Spiritual/Aura
Restoration/Healing
Natural/Nature
Artifice/Animation
Absorption/Draining
Illusion/Mimicry
Poison/Miasma
I have also done the best I can to make an accurate ranking list for each element in correspondence to the five mana types. This may help you when you are designing cards based on my criteria. Copy/Paste/Save.
Earth
White **
Blue *
Black **
Red *****
Green ****
Water
White *
Blue *****
Black ***
Red *
Green **
Wind
White **
Blue *****
Black *
Red **
Green ****
Fire
White *
Blue *
Black ***
Red *****
Green **
Ice/Snow
White *
Blue *****
Black *
Red ***
Green **
Lightning
White ***
Blue **
Black **
Red *****
Green *
Time
White *
Blue *****
Black **
Red ***
Green *
Poison/Miasma
White *
Blue ***
Black *****
Red *
Green ****
Dark
White *
Blue *
Black *****
Red **
Green **
Light
White *****
Blue *
Black *
Red **
Green **
Absorption
White ***
Blue **
Black *****
Red *
Green ***
Metal/Artifice
White ****
Blue *****
Black **
Red ***
Green **
Space/Reality
White ***
Blue *****
Black *
Red **
Green *
Natural
White **
Blue **
Black ***
Red ***
Green *****
Healing/Restoration
White ****
Blue *
Black ***
Red *
Green *****
Aura/Spiritual
White *****
Blue **
Black *
Red **
Green ****
Mental/Psychic
White *
Blue *****
Black ***
Red ***
Green *
Force (Non-Elemental)
White **
Blue ***
Black **
Red ****
Green *****
Mimicry/Illusion
White *
Blue *****
Black ***
Red **
Green ***
Destruction
White *
Blue **
Black ****
Red *****
Green ***
Creation
White *
Blue **
Black ***
Red ****
Green *****
[/SPOILER]
The Submission Deadline is at December 31st
The Critique Deadline will be at January 2nd.
(Will edit this since Im pressed for time atm.)
Secondaries: Wind, Destruction, Lightning(Round4)
Enchantment (R)
Whenever another source you control deals damage, put a charge counter on ~.
Remove a charge counter from ~: Add to your mana pool.
Remove 2 charge counters from~: Add to your mana pool.
Remove 10 charge counters from ~: ~ deals 5 damage to target creature or player.
Fanned flames promote larger fires, both in the heart and in the hearth
Creature - Elemental (R)
Haste
When ~ attacks, defending player chooses one for each creature he or she controls- tap that creature, or ~ deals 3 damage to that creature.
When there's fire in the air, its either duck or get burned.
6/3
Tribal Sorcery- Elemental (C)
Destroy target land.Then if you control an elemental, that land's controller sacrifices a permanent.
Tornado Glass 2
Artifact (U)
~ comes into play tapped.
,T, sacrifce ~: Destroy target permanent.
Once the jar shatters, glass shards are the least of your worries.
Artifact Creature- Elemental Construct (R)
Whenever a time counter is removed from a suspended card, you may put a +1/+1 counter on ~.
T, remove 2 +1/+1 counters from ~: Put an artifact from your hand onto the battlefield.
2/2
Enchantment (U)
Attacking and blocking creatures lose all abilities.
"...And to your left are the Apercian Ice Fields. I can barely stand there, yet some people insist on warring over it. Its hard to be a good fighter when you can't keep your footing." Kopsa, World Guide
Enchantment (R)
Whenever you would get a poison counter, put a delay counter on ~ instead.
At the beginning of your upkeep, remove all delay counters from ~. For each counter removed this way, you get a poison counter.
Whenever ~ leaves the battlefield, you get one poison counter for each delay counter that was on it.
WWWW: Remove a delay counter from ~.
Good Luck G's Mom!
Good luck, PEditor!
Secondary: Mental,
Creation, Light, IllusionOne-Way Forcefield 1GWU
Enchantment (R)
Cumulative upkeep - Discard a card
You can't be attacked.
You and permanents you control can't be the target of spells or abilities opponents control.
(Force/Creation Elemental)
Solidification Elemental 3U
Creature - Elemental (R)
,T, Exile a card from your hand: Put an X/X colorless Elemental creature token onto the battlefield, where X is the converted mana cost of the exiled card.
2/4
(Force/Mental Spell)
Essence Block 2WU
Tribal Instant - Elemental (U)
You may return a white or blue Elemental you control to its owner's hand rather than pay Essence Block's mana cost.
Choose one - Counter target spell, or prevent all damage that would be dealt to you this turn.
(Artifice/Force artifact)
Force Blade 5
Artifact - Equipment (R)
Whenever equipped creature becomes blocked by a creature, Force Blade deals 5 damage to the blocking creature. The damage can't be prevented.
Whenever equipped creature attacks and isn't blocked, Force Blade deals 5 damage to that player. The damage can't be prevented.
Equip 5
(Water/Illusion)
Mist Strider 2UU
Creature - Elemental Illusion (U)
Mist Strider's power and toughness are each equal to the number of Islands you control.
Whenever Mist Strider becomes the target of a spell or ability, return it to its owner's hand.
Even on the brightest day, the mists of Arvabel never truly clear.
*/*
(Light/Absorption)
Blinded by Sin 1W
Enchantment - Aura (U)
Flash
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
When Blinded by Sin enters the battlefield, prevent all damage that enchanted creature would deal this turn. For each 1 damage prevented this way, put a time counter on Blinded by Sin.
Enchanted creature doesn't untap during its controller's untap step.
(Illusion/Mental)
Realm of Figments 2UU
Enchantment (R)
1U, Return a creature you control to its owner's hand: You may put another creature card with converted mana cost less than or equal to the first creature's converted mana cost from your hand onto the battlefield.
"Who are you when your self is no longer bound to your body?"
-Hapredd, Illusionist-at-Large
Draining, Restoration (new element)
Blunt Extraction 2UB
Sorcery {U}
Target player puts the top ten cards of his or her library into his or her graveyard, then returns a creature card from his or her graveyard to his or her hand.
"A summoner's brain is a big gray blob of treasures. Now let's go digging!" - Prolok, lobotomist
And not any later.
other elements: Earth, Water, Lightning.
New Element: Dark.
Tentative entry (Dark, Absorption):
Chromatic Decomposition 2BG
Instant U
Prismatic — Target creature gets -X/-X until end of turn, where X is the number of colors among permanents on the battlefield. Put a +1/+1 counter on each of up to X target creatures you control.
Cycling—Have an opponent of your choice gain 3 life. (Have an opponent of your choice gain 3 life, Discard this card: Draw a card.)
@ImpulsiveKnowledge: If possible, I would really apreciate to have time until tomorrow this time for polishing the entry. I don't think that extending until midnight monday would be necessary. I'm asking this because today I had a hard back to work and now I was able to spend on my computer just a couple of hours. Thanks (anyway ^_^)
Have at it.
To crit do i just pick a winner of the other pairing?
Yes.
Gerrard's Mom made a "blue Survival." Like its inspiration, I think this would probably be overpowered in some circumstances, so R&D would have to be careful about the environment in which it was printed. Though I feel like I would hate playing against it, it is clever and references a classic.
I vote for Gerrard's Mom.
Neither of you included your past cards, but they don't have that much bearing on this I suppose.
I like the flavor of Phyrexian Editor's card, the sadistic feel fits blue/black well, and the mechanics are great for that as well. Although I recall mention that finding blue/black hybrid mechanics is hard to do, this almost gets there, although of course gold is the safe choice. It's surprising we haven't seen a card like this already, although I have one piece of advice: it would work a lot better as a Zombify over Raise Dead. It would cost more and maybe even qualify as a rare, but the Bribery-esque aspect should appeal to lots of players, and you could use it on opponents without the tension between self-mill and reanimating.
BlackBull touches on the space seen on Bloom Tender and Bound // Determined with a new ability word. It's a little hard to control, unless you can provide them all yourself, but I guess it works like Domain. I'm not sure if Drag Down can get you +1/+1 counters for only a G more, although I guess prismatic may be harder to fulfill than domain? In either case, I don't like the fact that the drain is temporary but the counters are permanent, makes the flavor a bit tougher. I'm also not sure what the weird cycling rider was added for.
Both cards make interesting play decisions with a little tension about when and where to target, but I think Phyrexian Editor's wins for the cleanness of the concept.
Good luck guys!
The next round will come up later on today (evening, maybe). Until then, keep your eyes peeled.