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Old 05-03-2012, 08:28 PM   #46
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Updated my post with new card.
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Old 05-04-2012, 12:45 AM   #47
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Quote:
Originally Posted by jwanders View Post
Saving Grace xw
Instant (U)
Prevent the next X damage that would be dealt this turn you, your teammates, and each creature and planeswalker you control.
This not being symmetrical could be a problem, but I guess it's basically a bad Safe Passage unless you are having 1 or 2 damage dealt to things you control. Including teammates and so on is an interesting touch. I can't really tell what you mean X to be here, I guess 1?

6/10

Quote:
Originally Posted by Random_Nation View Post
Ambush Sniper 2w
Creature-Human Archer (U)
Flash
When Ambush Sniper enters the battlefield deals 2 damage to target attacking or blocking creature.
2/1
Sure, it's pretty good but probably comparable to Benalish Knight, maybe a 2 for 1 if they are attacking with two 2 toughness guys. Everything is good except that it needs to say "When Ambush Sniper enters the battlefield, it deals 2 damage..."

8/10

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Originally Posted by Atrius View Post
Soothing Hymn 1w
Instant (C)
Remove target creature from combat.
As the chorus of angels flew nearby, Brogg no longer felt like pummeling the guards.
Sure, Hollowhenge Spirit says this is still squarely in white's color pie. I imagine it could be pulled off for a single mana, since it seems a lot worse than even Soul Parry.

7/10

Quote:
Originally Posted by Flabort View Post
Capture Collar 2
Artifact - Equipment (Rare)
Flash.
You gain control of equipped creature. It gets -1/-1 while under your control.
When Capture Collar is unattached from a creature, it's owner gains control of it, and it deals damage to you equal to its toughness.
Equip ug
You can't equip equipment to creatures other players control, so this does nothing but give your guy -1/-1 unless you use Magnetic Theft. The "gain control" clause needs a trigger. As you know, flash makes little sense here, and I guess that flash is the reason for the green mana, but the equip cost is strange.

1/10

Unfortunately, no plan of attack was posted here, so that will equal a 0/3 for teamwork this round. In any case, the cards presented do not provide any way to deal exactly three damage to a Gargoyle. Therefore:

The heat is too much. In a breakdown of communication, you fall one after another, sauteed to a crisp on the hot granite floor. If only you could have tasted that legendary recipe...

Send in the next team! I will update this post with final scores for Team Tropesalot tomorrow.
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Old 05-04-2012, 12:49 AM   #48
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Eh, honestly, 24 hours to come up with cards that work well together when people are in different timezones is more difficult than you may think.

I honestly think people need more time...
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Old 05-04-2012, 12:50 AM   #49
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Quote:
Originally Posted by Atrius View Post
Eh, honestly, 24 hours to come up with cards that work well together when people are in different timezones is more difficult than you may think.

I honestly think people need more time...
Frankly I agree, but I'm not making the rules.
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Old 05-04-2012, 07:50 AM   #50
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Team Much Larger Dave
Mana Available: 20wwwwwwwuuuuuuubbbbbbbrrrrrrrggggggg
KoolKoal(Druid) — 5 life — 0
Emocakes(Artificer/Auramancer) — 5 life — 0
Prophylaxis(Warlock) — 5 life — 0
Balefire(Taskmage) — 5 life — 0


Team Results
FLOOR ONE: __

LEVEL I
PAR 5

Do You Have a Reservation?

You proceed down the stone steps, with only your torches against the darkness. The sulfurous smells of the volcanic landscape outside fade with surprising speed, replaced by a barrage of varied smells; dark stains on the wall with a fishy smell, tufts of lemongrass charred with hellfire, even cloudy chunks of brown ore protruding from the walls that reek of cinnamon. Finally, the torches flutter as a light breeze stirs the stagnant, fragrant air, and the stairs twist about into a spiral descent to a stone floor. Coming out into the chamber, you find four identical doors, open arches with stone carvings of a crossed fork and knife above each one. They lead out in the four cardinal directions from this room, but it is too dark to tell what might lie beyond each one. One of your members takes a few steps forward, but you sense a magic in the doorways, and caution him to hold still. The devious Asmoranomardicadaistinaculdacar is not likely to have left his tomb without protective traps.

Find the correct door and proceed without any of your members dying.
(Each door is considered a different player with one card in hand. Three of the doors hold Pitfall Traps that will be cast on anyone approaching them. Remember, you are each 0/1 creatures. The doors take no other action, but you each only have one card to cast this round.)
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Old 05-04-2012, 08:50 AM   #51
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My entry will be here this afternoon or evening.
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Old 05-04-2012, 09:21 AM   #52
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Good luck, Much Larger Dave. My charred corpse awaits you
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Old 05-04-2012, 09:51 AM   #53
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Final Results for Tropesalot's Cookery Run

Team Tropesalot
Random_Nation(Druid) — 5 life — 20
Flabort(Artificer/Auramancer) — 5 life — 16
Atrius(Warlock) — 5 life — 20
Jwanders(Taskmage) — 5 life — 22

Team Results
LEVEL ONE: 7.25 PASS
LEVEL TWO: 6.75 PASS...barely
LEVEL THREE: 5.5 FAIL

Team Much Larger Dave, I'm hoping to go to a Release event tonight and might be able to grade you after that (11PM Pacific), if not it will be Saturday morning.
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Old 05-04-2012, 10:52 AM   #54
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First idea: not being used:


Energy Elemental 1r
Creature - Elemental (R)
Whenever Energy Elemental becomes the target of a spell, that spell's controller puts a token onto the battlefield that is a copy of Energy Elemental. That token gains haste. Exile it at the beginning of the next end step.
3/1

Basically, you all would target this with spells/auras and then we attack all the doors at once making sure all of the elementals can be targeted by the pitfall traps. This would show us which door is safe so we can all go through it on the next turn.

I think we can do better, but I'm working today so I need to post something at least. If you guys think of something else, I should be getting home from work about 20 minutes before GM's first time he mentioned grading us (11 pm pacific). So make it obvious what I should change my card to .
Domesticated Saberclaw g
Creature - Cat (U)
Discard a card: Prevent all damage that would be dealt by Domesticated Saberclaw this turn. Any player may activate this ability.
A sharp word beats sharp claws.
3/2

I play my creature, Prophy activates its ability discarding his card and casting it for its madness cost, viewing/discarding a door's hand. Bale plays his creature, peeking at another door's hand. Emocakes places his aura on Bale's creature and Bale sacrifices his creature to peak at a third doors hand. We now know what card each of the doors holds so we attack the correct door.
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Old 05-04-2012, 06:15 PM   #55
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I'd definitely prefer tomorrow morning, GM. That'd allow time for us to coordinate a little more.

Plus it's Friday night and I'm fairly sure we're all a little busy.

<--------(Going to see The Avengers.)
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Old 05-04-2012, 06:21 PM   #56
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Telescopic Infiltrator 1u
Creature - Weird {C}
When Telescopic Infltrator enters the battlefield or dies, look at target player's hand.
It has no eyes,
But isn't blind,
For with its probes,
It scours your mind.

1/3
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Old 05-04-2012, 08:30 PM   #57
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Specter's Venom

Enchantment - Aura {C}

Enchant creature

Enchanted creature has swampwalk and "Sacrifice this creature: Each player dealt damage by enchanted creature this turn discards a card."
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Old 05-04-2012, 10:17 PM   #58
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Hmm... I was to design a Telepathy variant?

I can only design instants or sorceries, guys.
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Old 05-05-2012, 12:47 AM   #59
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@Prophy: Based on our long winded plan, we need you to design a card that peeks at an oppoent with a madness cost of 0 (among other things).
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Old 05-05-2012, 01:43 AM   #60
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Surgeon's Slice 1b
Sorcery (U)
Choose a number. Target player reveals his or her hand and you choose a nonland card with the same converted mana cost as that number. That player discards that card.
Madness 0
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