Round Three of the March 2010 Card Creation League is underway! Ravnica has begun to mirror its old self, with new Guilds born from the ashes of the old vying for power.
The small print:
The Short Version
- I'll give you a task, and each leaguer has 3.5 days to submit a card. (We have a deadline, so try to adhere to this)
- Then the round closes, and each of you will have 1.5 days to post a Top 3 and reviews (And I shall do my best to have the next round up every 5 days)
- We'll have at least 2 teams. Each team will review another team's cards. After 3 rounds, we will cut to the top 8 players as determined by points.
- Each 1st place earns you 3 points, 2nd place earns 2 points and 3rd place earns 1 point
- Additionally, each player who posts a review for at least half the cards gains 1 point. Anyone who submits a Top 3 (drawn from the team they were assigned to critique) within deadline also receives a point.
- At the end of the third round, we go to a Top 8, where each session becomes a 1 vs. 1 (or not, it can sometimes be a 1 vs. 1 vs. 1 battle royal) elimination, until we have our champion.
- We have a "probation" procedure, which means that if you don't post a card or a Top 3, you are on probation. For Top 3 violations, if you didn't have time to post your T3 in time, PM it to me before the following round closes and I'll remove the probation.
- Some rounds I will vary the teams and scoring policies. I'll do my best to inform everyone what those changes entail.
- Here is a long, but very old version of the rules (thanks to Jau for finding this). Read at your own peril.
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% all 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
Note: A B next to your name indicates a Card probation, while a means a Top 3 probation; a W means you earned a "Get Out of Jail Free" card somehow, which can cancel out a probation. If you missed your Top 3, you can still PM them to me before this round is over to have your probation removed.
Your Guilds have grown in power and stature, but while their combined might has brought them far, two once-competing factions cannot be completely integrated overnight; internal strife and pressures still plague them from within, just as much of a threat to their survival as their enemies on the outside. If your Guild is to ever reach its full potential, these fundamental conflicts must be recognized and reconciled. Your task this round is to create a split card representing two dissenting halves of your guild, demonstrating their differences while providing a connection between them.
Art isn't required, as always for the CCL, but art descriptions are encouraged and appreciated.
Parun: Vergul the ReactiveURG
Legendary Creature - Goblin Mutant (R)
Mass 3
Vergul the Reactive can't be blocked except by X or more creatures, where X is its power.
Whenever Vergul deals combat damage to a player, draw that many cards, then discard that many cards at random.
2/2
Mechanic:
Mass N (Whenever this creature deals combat damage to a player, distribute X +1/+1 counters among creatures you control.)
Flavor:
Clumps of cytoplast have transformed the plundering Gruul hordes into Katamari Damacy-style agglomerating monsters. Every building or citizen they smash is eventually absorbed into a larger, out of control mass of smashiness, or pieces of the mass break up and reattach to nearby raiders. The color justification is blue's long-term planning in the choice of where to put counters, modulating green's desire for growth and red's desire to attack. The new guild is called the Pacul Crush.)
Pacul Spire-Vaulter2R
(A Viashino, long tongue hanging out of the side of his mouth and bluish clumps encasing his arms and legs, leaps off from a tall spire, taking chunks of it with him.)
Creature - Viashino Scout (C)
Mass 1 (Whenever this deals combat damage to a player, put a +1/+1 counter on a creature you control.) U: Pacul Spire-Vaulter gains flying until end of turn.
2/2
Nullbark Mossdog 3RG
Creature - Plant Hound (U)
(A crouched creature with green, shaggy body and a smooth black head emits some kind of blue blast from its mouth. Two white-cloaked figures are gesturing towards it, but dissipating runes in the air show that their magic has gone awry.)
Mass 1 (Whenever this deals combat damage to a player, put a +1/+1 counter on a creature you control.) 3U, Remove a +1/+1 counter from Nullbark Mossdog: Counter target spell. Of all Ravnica's wild hounds, only these have a bark that makes the city quieter.
3/3
Oh boy split cards. My guild's concept is a mesh between the Simic (UG) and the Gruul (RG), but this split card will deal with how blue modulates its two enemy colors within the guild.
Argh Plunder ruining good split names.
Grab // Go (Grab)3UR
Sorcery (U)
Attach all Equipment and Auras to target creature you control, then move all counters onto that creature.
Grab // Go (Go)1GU
Sorcery (U)
Whenever target creature you control deals damage this turn, draw that many cards.
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
ART: A Fiery winged Griffin pierces through a barrier creating circling white rings around it. Along the edges of the ring bits of remnant artifact and wisps of energy dissolve into the black darkness.
Sorcery {U}
Destroy target artifact or enchantment. It can't be regenerated. Crack deals damage to that permanent's controller equal to the its converted mana cost.
ART: A giant is exploding in blinding white light. As the skin is peeling back, the skeletal insides are visible as light beams pour out.
Sorcery {U}
Destroy target creature. It can't be regenerated. You gain life equal to its converted mana cost.
Metric
Base: 10points (min 0point; max 20points)
Unique Names: +1 point/each
Nonunique Names: -1 point/each
Balance: -2 to +2
Creative: -2 to +2
Meets Challenge (ie rift in ideals): -1 to +1
Card reasonably fits in Split Frame (I will use MSE): -1 to +1
Flavor text: -1/each (No Split cards ever printed have flavor text)
Art Direction: +1/each (Since there is no flavor, this is where the card's flavor shines!)
Agrus Kos, Judgemaster -- 1RWU
Legendary Creature -- Human Soldier Advisor
Red creatures you control have double strike as long as an opponent controls a creature with a penalty counter on it.
White creatures you control have protection from creatures with penalty counters on them.
Blue creatures you control have "T: Put target creature with a penalty counter on it on the bottom of its owner's library." 3: Put a penalty counter on target creature.
3/4
702.XX Judge
702.XXa Judge is a triggered ability. "Judge N" means "Whenever another creature blocks or becomes blocked by this creature, put N penalty counters on that creature." Though penalty counters in and of themselves do nothing to a card, certain other cards that may or may not have Judge have benefits that hinge on penalty counters.
702.XXb If a creature has multiple instances of Judge, each triggers separately.
Law // Order (U)
Law -- 2RW
Instant
For each creature attacking you, put a 2/2 red and white Human Soldier creature token with Judge 1 onto the battlefield.
// Order -- 1WU
Instant
Return target creature to its owner's hand. If that creature had a penalty counter on it, repeat this process.
Okay, now that I'm starting to feel better I made some changes to make my cards better haha
Since we have the Orzhov basically controlling the Rakdos at this point, we have a card representing the oppression Orzhovians enforce upon the Rakdos and other guilds:
Oppress2WWBB
Sorcery
Exile all creatures controlled by target player.
Then on the opposite side, we have the pent up rage being unleashed in cataclysmic death by the Rakdos:
Unleash3BBRRR
Sorcery
Creatures you control gain double strike and are unblockable until end of turn. Sacrifice those creatures at the beginning of the end step.
Ps - This is a rare split card, which I neglected to put on the render.
The two "science" guilds, the Simic and the Izzet, make a natural pair.
Niv-Mizzet, the OvermindUURRGG
Legendary Creature - Dragon Wizard
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control and Niv-Mizzet deals 1 damage to target creature.
Whenever a creature you control deals damage to an opponent, draw a card.
5/5
Essentially, the Simic were totally destroyed by their own creations, the guild wrecked beyond recognitions. But there were a few survivors, and afterwards there wasn't anywhere left for them to go... save to the Izzet, the one guild willing to take in the mad flesh-mages. Niv-Mizzet found their techniques intriguing, and began to experiment with grafting himself. Now the Izzet have a total monopoly on science.
The Izzet have become slightly more mature with the addition for the former Simic members. They are still a bit on the wild side, but knowledge of just how bad things can get out of control has caused them to be a bit more controlled and refined. They have kept the old mechanics of Replicate and Graft, but the opening of new avenues of research has let them expand into new areas. In particular, they have learned techniques for converted the raw power of their minds into mana, allowing them to use their natural gift for research to fuel their spells. This has manifested in the Pitch mechanic, combining the short-term gain strategies of Red with the card-drawing powers of Blue and Green.
Pitch X (You may discard X cards that share a color with this card rather than pay its mana cost.)
Mind (Mind//Body)2UR
((Art description: An elder wizard is holding a spellbook in his hand, flipping through the pages. A growing aura of sparks surrounds his head, and his eyes glow with power. Menacing shadows are apparent on the wall behind him.))
Instant (R)
Reveal the top two cards of your library. Mind deals damage to target creature equal to the total number of colors of those cards, then put those cards into your hand.
// Body (Mind//Body)UG
((Art description: The same wizard tosses away his spellbook away. Power ripples through his body, and his muscles visibly bulge outwards in a disgusting manner as he lunges towards a viashino mugger.))
Instant (R)
Reveal the top four cards of your library. Target creature gets +X/+X until end of turn, where X is the number of colors of those cards. Put the revealed cards back on top of your library in any order.
Mulch - (When this creature is put into a graveyard from the battlefield, put a +1/+1 counter on target creature.)
I made this using the main goals of the two guilds that were combined to make the Harazv. The Golgari enjoyed death and things that occured with death. The Simic enjoyed boosting creatures with +1/+1 counters. I found it only fitting I combined them both.
Lake MossbeastBUG
Creature - Plant Beast (C)
Mulch (When this creature is put into a graveyard from the battlefield, put a +1/+1 counter on target creature.)
When Lake Mossbeast attacks, add G to your mana pool. It shambles across the ends of the old Simic chambers, as if asking to be made anew.
2/3
" in "Harazv"">Mutatizo1UU
Creature - Shapeshifter (R)
As long as you control a green creature, Mutatizo gets +1/+1 and gains “G: Regenerate Mutatizo.”
As long as you control a black creature, Mutatizo gets +1/+1 and gains intimidate. “I cried to Brozhenya to protect us...and I cried to our troops to fall back as it threatened to destroy us.”
—Dmitri, Brozhenya Soldier
2/2
Search2UG
Instant (R)
Search your library for 2 basic land cards, reveal them and put them in your hand. If you played this as a sorcery, you may play 2 additional lands this turn.
// Destroy2BG
Instant (R)
Destroy up to 2 non-creature permanents. For every 2 permanents destroyed this way, target opponent sacrifices a creature.
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Tear Down // Dig Up (U) Tear Down1RG
Sorcery
Destroy target artifact.
Target creature gains +X/+0 until end of turn, when X is the converted mana cost of that artifact.
Dig Up 1BG
Sorcery
Return target creature card that was put into your graveyard from the battlefield this turn to the battlefield with a +1/+1 counter on it.
Minir Treg, Coilyle Reanimaster :2mana::symg::symu::symb:
Legendary Creature - Vedalken Zombie Wizard (MR)
Creatures with +1/+1 counters you control have persist.
:symg::symu::symb:, :symtap:: Put a +1/+1 counter on each creature you control. "Death is not to be defeated, but enhanced. The Coilyle creed is simple to learn, but impossible to master. Of course, the impossible has never stopped me."
3/5
Cease 1BG
Instant (R)
Exile target creature card in a graveyard. Cease deals damage equal to that creature’s converted mana cost to target creature. The Coilyle agree that death is a powerful force.
Art description for Cease: A dark green fire rages on the ground in a shape reminiscent of a dragon. Among the flames, a small humanoid figure can be seen, burning in agony. He is a Vedalken who looks just at the point of falling to the ground. Focus: The dragon-shaped pyre Mood: "Oh the humanity!"
///////
Desist GUU
Instant (R)
Counter target spell. If a spell is countered in this way, you may return target creature card from your graveyard to your hand. They simply disagree on which side of the process to use.
Art description for Desist: A twinning red flame comes from off-pane toward a Vedalken wizard. The Vedalken has his arms outstretched, palm outward, just outside the spiraling flames. The flames that have already crossed the plane made by his hand have bent downward and changed to a greenish-yellow hue. The new destination for the flames is a beast's skull resting near the wizard's feet. Focus: The conversion of energy. Mood: Sudden manipulation
Ghazi, Martyr-Tree of the Expansive Clan3RGGW
Legendary Creature- Dryad Lord (Mythic)
Defender
Genesis 2 (Whenever this creature is dealt damage, put two 1/1 Green Saproling creature tokens into play.)
Each creature you control without Genesis gains “Genesis 1 (Whenever this creature is dealt damage, put a 1/1 Green Saproling creature token into play.)"
0/5 “Here, all those that give their life for the Clan will be remembered for all time.”
Vitality Spreader Shaman(R/G)(G/W)
Creature- Elf Shaman (Common)
Genesis 1 (Whenever this creature is dealt damage, put a 1/1 Green Saproling creature token into play.)
0/1 “I would gladly give myself that I would give life to others; for none can stop the progress of life itself.”
Thundercrowned Wurm 3RRRR
Creature- Wurm (Rare)
Haste
While you control a Green permanent, Thundercrowned Wurm has Trample.
While you control a White Permanent, Thundercrowned Wurm has Vigilance.
7/5 “Look at this beast. Where once there was mindless rage, we have given it direction, and from that direction new strength arises!” - Oarek, War Consul
Split Card
Rest // Pieces
Rest2GGW
Instant (Rare)
Regenerate all creatures you control. Then, you may gain one life for each tapped creature in play.
Art copright Laura Diehl @ same place everthing else came from.
PiecesXRG
Instant (Rare)
As an additional cost to play Pieces, sacrifice a nontoken creature. Pieces deals X damage to target creature or player and then deals damage equal to the converted mana cost of the sacrificed creature to target creature or player.
Art copyright Scott Johnson @ same place everything else came from.
Honor // Duty (Honor):symw::symr: Instant(U)
Creatures you control get +1/+1 until end of turn. Honor // Duty (Duty):symw::symb: Instant(U)
Creatures your opponents control get -1/-1 until end of turn.
Previous cards
Imperator Ralius Salov :symr::symw::symw::symb: Legendary Creature - Spirit Soldier Cleric
Vigilance
Imperator Ralius Salov is indestructible and has shroud as long as you control 4 or more creatures.
4/4
Imperator's Blessing :1mana::symw: Instant [c]
Target creature gets +1/+2 until end of turn. If that creature is red, it gains first strike until end of turn. If that creature is black, it gains deathtouch until end of turn. Honor rages against dishonor. Virtue hates vice.
Shadehome Centurion :1mana::symw: Creature - Spirit Soldier
Soulbind :3mana::symw: (When this card is put into a graveyard form the battlefield, exile it haunting target creature that shares a color with it. At the beginning of your upkeep if Shadehome Centurion is haunting a creature you may cast it for :3mana::symw:.)
"Enlistment in the legions no longer ends with death." 2/2
Razia, Boros Spiritangel3:symwb::symrw: Legendary Creature- Angel Spirit {M} Flying Haunt Radiance - When the creature ~ haunts is put into the graveyard from the battlefield, destroy all creatures that share a color with it. Her soul wandered Ravnica, searching for a group to bind herself to, but the Orzhov found her first. 5/5
Boros Soulblade1:symbr::symrw: Creature- Spirit Soldier {C} First Strike Haunt Radiance - When the creature Boros Soulblade haunts is put into the graveyard from the battlefield, creatures you control that share a color with it get +1/+0 until the beginning of your next end step. His soul, bound to the Syndicate causes their influence and power to expand as his own depletes. 2/1
Gravefire2 Instant {R} Radiance - Choose a color. Gravefire deals X damage to target creature or player, where X is equal to the number of cards in all graveyards which share that color. Haunt When the creature Gravefire haunts is put into the graveyard from the battlefield and you cast a white spell this turn, you may return a creature card from your graveyard to the battlefield tapped. The Orzhov have infused Boros’ scalding powers of justice and twisted it to suit their own nefarious needs.
Rise Above2 Instant {R} Prevent all combat damage that would be dealt this turn. Each player gains X life, where X is equal to the amount of damage prevented this way. Draw a card. The division of the Orzhov Syndicate allowed for a few select souls to bypass Agyrem. // Fall Below :symbw::symbw: Sorcery {R} Destroy target creature, it can’t be regenerated. Then that creature’s controller loses X life and you gain X life where X is equal to that creature’s power. A guild divided will take a few souls with it as it slowly dies.
Anguar, Ghost of Decay :2mana::symb::symb::symg::symw:
Legendary Creature - Elf Spirit {M}
You may use dredge on exiled cards you own as if they were in your graveyard.
Cards you own that are haunting a black, green, or white creature have dredge X, where X is the converted mana cost of that card plus the converted mana cost of the creature it's haunting.
3/3
Soulrip (When this card is put into a graveyard or exiled from the battlefield, you may sacrifice a creature. If you do, destroy target creature.)
Ripper Ghost :3mana::symw::symb:
Creature - Spirit {C}
Soulrip (When this card is put into a graveyard or exiled from the battlefield, you may sacrifice a creature. If you do, destroy target creature.) Brought together by deals and decay, the Orzhov and Golgari formed the Delaad, and they refuse to loosen their vice grip upon death in Ravnica.
3/3
Art: A humanoid ghost that appears to have an arrow lodged in his chest, floating over an elf who's about to shoot a bow. Only the elf's head, shoulders, and part of her bow are visible. The ghost has his hand above the elf's head, and the elf's spirit is beginning to be pulled out of her, creating a double image of her.
Deathgleaner :3mana::symw::symb:
Creature - Zombie Thrull {R}
Haunt
When you use dredge on a card in your graveyard, if Deathgleaner is haunting a green creature, put the top card of your library into your hand. Deathgleaners turn the unthought urges of the dead into knowledge.
3/2
Art: A half decayed thrull (with two legs that are skeletal from the knees down, two arms ending in hands that seem to have talons, a skeletal wing, a leathery wing that has been torn in many places, and an over sized mouth taking up half of its head, which has no other features) leans over the remains of an imp, which is covered in bitemarks. What passes for the thrulls face is smeared and covered in the imps blood, and it has its mouth around the imps head. A glowing liquid is dribbling out of the corner of the thrulls mouth. Location: Interior of a former Orzhov church, covered in overgrowth. Pews split from larger plant life and covered in moss and smaller plantlife are visible in the background.
Body // Soul (Body) 4BG
Sorcery {R}
Each player sacrifices a creature for each creature card in all of their opponents graveyards.
Art: A group of former Gruul are walking through a field. Skeletons are reaching up through the ground and grabbing some of the stragglers, while more skeletons reach for the beings in front of the group.
Body // Soul (Soul)3WB
Sorcery {R}
Target player loses X life and you gain X life, where X is the number of exiled cards you own.
Art: Two humans fighting in catacombs. One is dressed as a cleric, the other like an arena fighter. Spirits are leaving the body of the fighter, leaving him drained, and moving towards the cleric, who has outstreched arms to welcome them.
Augustin, Twice-Bit :2mana::symw::symu::symb:
Legendary Creature - Vampire Advisor (M)
Discard a card: Draw a card.
Whenever a card is put into your graveyard from anywhere, lose 1 life.
2/3
Mechanical Common
Mind ShadowU
Instant (c)
Draw a card
Foreshadow - While you're searching your library, you may cast this spell from your library.
Round 2
Circu Azodir Arbiter2UU
Legendary Creature - Human Advisor
Whenever you play a black spell, search your library for a card and exile it face down. If you do, shuffle your library.
Whenever you play a white spell, you may put a card exiled by Circu into your hand.
2/2
This round:
SinkUB
Instant(U)
Target creature gains islandhome until end of turn. (This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice This creature.)
// SwimWU
Instant (U)
Target land becomes an Island until end of turn.
Target creature gains islandwalk until end of turn.
Just kidding...
Innocence1UW
Art: Young man having handcuffs removed by an impassive vedalken in front of an (Azorius) court.
Instant (U)
Exile target creature. Its controller draws a card.
Return that card to the battlefield under its owner's control at the beginning of the next end step.
// Guilt1UB
Art: Same young man, being aggressively handcuffed by a Boros Legionnaire.
Instant (U)
Target creature's controller sacrifices it.
Originally Posted by Zsehaelax:
halo hunter can never kill baneslayer angel
Originally Posted by Jace, the Mindsculptor: 2/17
Oracle Rules text on Halo hunter from Gatherer:
When Halo Hunter enters the battlefield, destroy target Angel.
BSA is an angel, is it not??
Originally Posted by Zsehaelax:
Oracle Rules text on Baneslayer Angel:
"Protection from Demons" means the following:
Baneslayer Angel can't be targeted by abilities from sources with the creature type Demon"
Kraniv, Master Researcher :symu::symu::symr::symg:
Legendary Creature - Mutant Wizard
Graft 2 (This permanent enters the battlefield with two +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this permanent onto it.)
:1mana::symu:: Put a +1/+1 counter on Kraniv, Master Researcher. Use this ability only once a turn.
: Remove any number of +1/+1 counters from other creatures you control. Draw that many cards.
2/2
Round 1
Needleshot Elf (R/G)U
Creature - Elf Mutant (c)
Graft 2 (This permanent comes into play with two +1/+1 counters on it. Whenever a creature comes into play, you may move a +1/+1 counter from this permanent onto it.)
Spite (Whenever a creature enters the battlefield under an opponent's control, you may deal 1 damage to that creature and put a -1/-1 counter on this permanent.)
0/1
Round 2
Experiment Overseer3U
Creature - Human Wizard (U) T: Draw a card, then discard a card.
As long as you control a Forest, Experiment Overseer gets +1/+0 and has reach.
As long as you control a Mountain, Experiment Overseer gets +1/+0 and has first strike. The best overseers adapt to the environment of their experiments.
1/3
Mutliply // Divide (Multiply)3GU
Instant (U)
Choose one: Double the amount of mana in your mana pool; or double the number of counter on target permanent.
Mutliply // Divide (Divide)2UR
Instant (U)
Put 3 -1/-1 counters on target creature. If that creature goes to the graveryard this turn, put a number of 1/1 blue faerie tokens with flying into play equal to the number of -1/-1 counters that were on that creature.
Cease1BG
Instant (R)
Exile target creature card in a graveyard. Cease deals damage equal to that creature’s converted mana cost to target creature. The Coilyle agree that death is a powerful force.
Art description for Cease: A dark green fire rages on the ground in a shape reminiscent of a dragon. Among the flames, a small humanoid figure can be seen, burning in agony. He is a Vedalken who looks just at the point of falling to the ground. Focus: The dragon-shaped pyre Mood: "Oh the humanity!"
///////
Desist GUU
Instant (R)
Counter target spell. If a spell is countered in this way, you may return target creature card from your graveyard to your hand. They simply disagree on which side of the process to use.
Art description for Desist: A twinning red flame comes from off-pane toward a Vedalken wizard. The Vedalken has his arms outstretched, palm outward, just outside the spiraling flames. The flames that have already crossed the plane made by his hand have bent downward and changed to a greenish-yellow hue. The new destination for the flames is a beast's skull resting near the wizard's feet. Focus: The conversion of energy. Mood: Sudden manipulation
I like this card. Although some damage removal in black and green is funky, the flavor really works for it. Desist works to give something cool with the counter.
Rest2GGW
Instant (Rare)
Regenerate all creatures you control. Then, you may gain one life for each tapped creature in play.
Art copright Laura Diehl @ same place everthing else came from.
PiecesXRG
Instant (Rare)
As an additional cost to play Pieces, sacrifice a nontoken creature. Pieces deals X damage to target creature or player and then deals damage equal to the converted mana cost of the sacrificed creature to target creature or player.
Hmm, this weird. Rest seems over-costed, and Pieces seems over-costed. Although I would love to try Pieces with Draco...
Honor // Duty (Honor):symw::symr: Instant(U)
Creatures you control get +1/+1 until end of turn. Honor // Duty (Duty):symw::symb: Instant(U)
Creatures your opponents control get -1/-1 until end of turn.
These are pretty weak. :[ Seeing as how Zealous Persecution offers both for WB, this seems really lacking.
Mutliply // Divide (Multiply)3GU
Instant (U)
Choose one: Double the amount of mana in your mana pool; or double the number of counter on target permanent.
Mutliply // Divide (Divide)2UR
Instant (U)
Put 3 -1/-1 counters on target creature. If that creature goes to the graveryard this turn, put a number of 1/1 blue faerie tokens with flying into play equal to the number of -1/-1 counters that were on that creature.
Divide is pretty cool, but I don't know about Multiply. This seems like it can be broken, especially with a Banefire or something.
EmptyXXBG
Sorcery (R)
Destroy up to X target non-creature, non-land permanents. When the dark side of Golgari...
// FillXXGW
Sorcery (R)
Put X X/X green beasts creature tokens onto the battlefield. ...meets the shiny side of Selesnya.
At first, I didn't think these would really work, but I think for their abilities, they actually work. Especially with Empty, it works having the double X cost.
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Selesnya and Golgari joined, 'cause life and death should be together...bringing the best of each!
Seleari, Darkness of Conclave2WBG
Legendary Creature — Elf Shaman (R)
Whenever a nontoken creature you control is put into a graveyard, put a 1/1 green Saproling creature token onto the battlefield.
Whenever a creature you control is put into a graveyard, draw a card. "The simplest things are the most beautiful."
3/3
EmptyXXBG
Sorcery (R)
Destroy up to X target non-creature, non-land permanents. When the dark side of Golgari...
// FillXXGW
Sorcery (R)
Put X X/X green beasts creature tokens onto the battlefield. ...meets the shiny side of Selesnya.
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Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
Metric
Base: 10points (min 0point; max 20points)
Unique Names: +1 point/each
Nonunique Names: -1 point/each
Balance & Grammer: -2 to +2
Creative: -2 to +2
Meets Challenge (ie rift in ideals): -1 to +1
Card reasonably fits in Split Frame (I will use MSE): -1 to +1
Flavor text: -1/each (No Split cards ever printed have flavor text)
Art Direction: +1/each (Since there is no flavor, this is where the card's flavor shines!)
1. Zsehaelax(20) - [:rate5::rate5::rate5::rate2:]
Unique Names: +2
Balance & Grammer: +1 The cards seem balanced, except I'd probably bump Guilt cost by 2, as its better than destroy so it should cost at least 4, and then its a split modal spell so that should add 1.
Creative: +0 Innocence is nice, but not terribly new. Its a turn to mist cantrip, and Guilt has been done before, but they are simple and well executed.
Meets Challenge (ie rift in ideals): +1
Card reasonably fits in Split Frame (I will use MSE): +1
Flavor text: -0
Art Direction: +2 This is fantastic direction. Simple, but flavorful enough that you can really get a hint at how they would look, well done overall.
2. Jimmy Groove(14) - [:rate5::rate5::rate5::rate2:]
Unique Names: +2
Balance & Grammer: -1 Mind would be good as a stand alone, but as per my standart warning, on a modal spell things should probably cost 1 more. Body should probably reveal less cards. It has the maximum potential of giving +20/+20, which should probably be avoided. Maybe you mean for it to be pooled for colors. In which you need the word among in there. maybe "where X is the number of colors among those cards"? I'm not 100% sure, but currently if that is what you are shooting for it is misleading. Also your grammer is inconsistant from Mind to Body, so I'm not sure if they are supposed to do something different here.
Creative: +2 Wonderfly creative, I love the mechanic here which is new and refreshing
Meets Challenge (ie rift in ideals): +1
Card reasonably fits in Split Frame (I will use MSE): +1 They fit, barely
Flavor text: -0 No flavors
Art Direction: +2 Hurray Art direction. I like them too!
3. arsenick wrath(12) - [:rate5::rate5::rate4::rate0:]
Unique Names: +2
Balance & Grammer: -1 Opress should be worded "Exile all creatures target player controls." and stand alone that is good, let alone finding this on a split card, which usually means the cards should cost a little more because of their modal options. Unleash is just silly, Its an 8 cost just win card if you have any amount of creatures on the field. I realize it doesnt happen in ALL circumstances, but Its kind of obscene.
Creative: +1 Oppress doesnt seem to jive with exile, but Unleash is just neat when you compare it with what it actually does. I enjoy that.
Meets Challenge (ie rift in ideals): +1
Card reasonably fits in Split Frame (I will use MSE): +1 As per your rendter they fit
Flavor text: -0 Good no flavor text
Art Direction: +2 You have pictures, that sort of match? at least they have the right colors. Which is cool, but its hard to get it done with stolen art from the internet.
4. MagicProfessor28(14) - [:rate5::rate4::rate0::rate0:]
Unique Names: +2 (however there is a Rise // Fall... I assume you found this and decided against useing those simple 1 word names usually used for split cards)
Balance & Grammer: -2 Rise Above is a cantrip, that is obscenely good. you get damage prevention in mono red and life gain in mono red, NO. Fall below is also victim of hybrid failure of design. White does not get creature destruction (unless its attacking or blocking), and let alone life stealing! NO.
Creative: +0 Rise Above is Ineresting, and Fall below is interesting, but not sigficantly creative.
Meets Challenge (ie rift in ideals): +0 I feel the cards only partially represent the guilds at play here.
Card reasonably fits in Split Frame (I will use MSE): -1 NO the text is TINY, gah!
Flavor text: -2 No flavor text is allowed on split cards, Had you left this off, you wouldn't have failed the OMG SMALL text check.
Art Direction: +2 The art is beautiful as ever, And fitting to the name vorthos and feel of the cards. I commend you for your great ability to steal pictures that meet your vorthos.
[card]Zealous Persecution[/card]: The fact that both sides of your card are strictly worse than a real card saddens me, even if that card is really good for its cost.
Solesticio
Empty seems like a targeted Pernicious Deed, which I like, except it seems expensive to me. Fill, on the other hand, isn’t Supply or Beastial Menace, nor does it feel rare.
Saagn
Multiply seems expensive at 5. Divide is black, not red/blue.
KoolKoal
Cease seems more Boros to me. Desist is a bad Soul Manipulation. I do see the conflict within the guild(s) though and since that is what this round was about, you get credit. Great flavor texts as well.
Originally Posted by Zsehaelax:
halo hunter can never kill baneslayer angel
Originally Posted by Jace, the Mindsculptor: 2/17
Oracle Rules text on Halo hunter from Gatherer:
When Halo Hunter enters the battlefield, destroy target Angel.
BSA is an angel, is it not??
Originally Posted by Zsehaelax:
Oracle Rules text on Baneslayer Angel:
"Protection from Demons" means the following:
Baneslayer Angel can't be targeted by abilities from sources with the creature type Demon"
Grab is really cool, I wonder if it really needs to cost this much though? A lot of auras are unplayable and equipment will simply be reattached to something owner controls, but the big problem is negative enchantments being on the field make this unplayable. I really like the spell Go, but the name doesn’t really work for me.
Ohmusama
I like crack, but the name doesn’t really make sense to me when it comes to destroying enchantments, I realize of course that split cards are hard to name. Pop is just gross, I love the flavor. It’s very simple, but it’s very M10-resonant.
Drewdagreek
Very nice. A perfect example of split card names and matching effects. At first glance I didn’t understand why Tear Down gave a power boost, but then I realized how cool the flavor was. As for Dig Up, I feel it’s a bit limited at Sorcery speed, but it’s a good card nonetheless.
Ced
First off, I like both halves, however, split cards are always the same card type, so I don’t think you should have an Instant/Sorcery combo. Split cards already have tons of rules baggage, so let’s keep them simple. Now to the individual parts. Divide is a really cool effect, but when I began reading the sac part, I was assuming you would put two copies of the creature into play because of the name. But that’s not what happens. I don’t think this effect really captures the name of the card. As for Conquer, I like it. The name isn’t perfect, but it’s not bad either. It’s also very green/blue.
No shows - Monkey dropped and Nokiou is no where to be seen!
I was very upset by the criticism that you had given me on two fronts. The first is that despite scoring higher on your rubric, I was still in 4th compared to arsenic wrath in 3rd and therefore also urge a reconsideration on your points. To begin, you argue that Rise Above is a design failure because it is a cantrip. To this, I respond, yes, but a lot of great cards were cantrips and I sought this card to be constructed playable. Further you affirm that Rise Above cannot be red because there is no damage prevention in mono red, yet a list includes:
In regards to mono red not getting life gain, the issue here is that you are not looking at the card as a hybrid, where cards like Scourge of the Nobilis and cards involving white like Flash Conscription or Rakavolver involve life gain.
In regards to the comments about Fall Below, in which you claim white doesn’t get life stealing, one can look to a few rare examples like another hybrid such as Batwing Brume, which shows the fallacy in your argument or even Orzhov guildmage. Furthermore white does have non-attacking or blocking creature destruction and although it is rare to see, it has real untapped potential (see list).
As far as the color choices, please see my above letter.
In regards to your comments about Rise Above: Someone doesn’t like control at all. Some control decks may run it, yet it is no better than pollen lullaby in fact, this card actually gains both of you life in the process! It may be strong, but at 3 cmc, it is just a good rare.
In regards to your comments about Fall Below: The card is supposed to be costed 3 w/b w/b , but the spoilers accidentally truncated the 3. See the render for the true cost. The card is not an instant and is in fact a sorcery
I strongly urge a reconsideration here and an adjustment of scores if found due.
Thanks in advance! MP28
* A note: If I come off harsh here, it is because I am very busy and have a lot of work to do, so I hope no one takes offense
Balduvian Hydra Really? You don't see how this actually isn't damage prevention, but as you deal damage the creature weakens. Callous Giant This thematically fits into red, to shrug off anything that doesn't specifically kill the giant. Remember a hit of 4 or more kills the giant. Desert Nomads FROM A DESERT! Desperate Gambit This is not prevention, this is crazy random, which is red. It either double hits you, or "misses" Goblin Furrier This is preventing damage this creature would deal, try again Goblin Snowman Really? This is mass prevention? Its thematically an Iceage snowman that no matter how hard you hit it, it's still just snow. No. Hostility No, This is "converting" damage into elementals, its not preventing it. Yet again, red theme. Impulsive Maneuvers See Desperate Gambit Indentured Oaf Yet again, this is preventing damage that this creature would Deal, not that it takes. Loafing Giant Did you even look at these cards before posting them? Ordruun Commando IT HAS A WHITE ACTIVATION COST! Rock Hydra As before, this is like Balduvian Hydra, as the creature takes damage, it gets weaker or "knocks off +1/+1 counters"
Scourge of the Nobilis As long as the creature is, what? Oh thats right, white. Flash Conscription Did you miss the "if W was spent to cast it. That makes it not mono red... Rakavolver Uhm, White kicker? yes that is correct, White.
Batwing Brume Uh, This isn't life drain, and even still you only get the life loss effect IF you paid B Hand of Justice I will agree this is a little out of the pie, but even still, it feels white, in that you use your soldier army to gang up on an opponent. Remember 1 card does not make a rule! Path of Peace White has always had creature removal with a compensation for their opponent. See Swords to Plowshares, Crib Swap, Path to Exile that you missed in this group. While not technically "destroy" the effect is even MORE severe. Intrepid Hero I love this card, because it embodies white! It is literally whites objective to have either very small weeny soldiers, or very large angels/avatars. This is the perfect example of a white soldier counter to late game fatties. Afterlife See Crib Swap. No really. "In exchange for" has always been white's deal. Misfortune’s Gain This is Path to Peace but in portal, why example twice? Pentarch Paladin Like Northern Paladin or Southern Paladin or Eastern Paladin or Western Paladin but all mashed into one. This thematically fits white. White has protection and hate of specific colors. Steam Catapult Ahh Portal, This one also breaks the pie (if you don't look closely), usually White gets "Destroy target attacking creature" However, if you look closely at how this works, is you can only hit tapped creatures, and only on your turn. That probably means the creature attacked you, Oh noes! Color pie saved.
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Design Survivor - Season 1 Winner
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Round Three of the March 2010 Card Creation League is underway! Ravnica has begun to mirror its old self, with new Guilds born from the ashes of the old vying for power.
The small print:
- I'll give you a task, and each leaguer has 3.5 days to submit a card. (We have a deadline, so try to adhere to this)
- Then the round closes, and each of you will have 1.5 days to post a Top 3 and reviews (And I shall do my best to have the next round up every 5 days)
- We'll have at least 2 teams. Each team will review another team's cards. After 3 rounds, we will cut to the top 8 players as determined by points.
- Each 1st place earns you 3 points, 2nd place earns 2 points and 3rd place earns 1 point
- Additionally, each player who posts a review for at least half the cards gains 1 point. Anyone who submits a Top 3 (drawn from the team they were assigned to critique) within deadline also receives a point.
- At the end of the third round, we go to a Top 8, where each session becomes a 1 vs. 1 (or not, it can sometimes be a 1 vs. 1 vs. 1 battle royal) elimination, until we have our champion.
- We have a "probation" procedure, which means that if you don't post a card or a Top 3, you are on probation. For Top 3 violations, if you didn't have time to post your T3 in time, PM it to me before the following round closes and I'll remove the probation.
- Some rounds I will vary the teams and scoring policies. I'll do my best to inform everyone what those changes entail.
- Here is a long, but very old version of the rules (thanks to Jau for finding this). Read at your own peril.
* 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% all 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
:symrw::symwb: FuriouslySleepingIdea 14+3+3+3+1+1+1+3=29
:symgb::symgw: Solesticio 8+2+2+1+1=14
:symug::symur: Saagn 1+1+1+2+3+1+1+2=12
:symbg::symgu: KoolKoal 3+1+1+1+1+1=8
:symrg::symgw: Umi-no Samui 3+1+1=5
:symub::symwb:
Bom Scriba(Dropped):symwu::symub:
BlackBull(Dropped)Team Utvara
:symrg::symgu: Gerrard's Mom 11+1+1+3+1+3=20
:symrw::symwb: Ohmusama 7+1+1+1+2+3+2=17 W
:symgb::symrg: drewdagreek 4+1+1+2+2+1=11
:symgw::symgu: ced395 4+1+1+3+1=10
:symbr::symrg: Nokiou 2 B
:symug::symur: Monkey Playing MTG (Dropped)
Team Agyrem
:symwu::symub: Zsehaelax 17+1+1+1=20
:symrw::symwb: MagicProfessor28 4+2+1+3+1+1+2=14
:symgu::symur: Jimmy Groove 9+1+2+2=14
:symwb::symrb: arsenick wrath 3+1+1+3+1+3=12 B
:symbu::symbr:
CoJoeTheLawyer(Dropped):symwu::symwb:
Caesarius10(Dropped)Team Tin Street
:symur::symrw: zunemi 18+1+1+1+1=22
:symgb::symgu: Zanny77 9+1+1+1+3+3+3=21
:symwb::symgb: CasualThor 8+3+1+1+2=15
:symrw::symwu: IlGreven 7+2+2+1+1+1+2=16
:symgw::symgu:
DeusofCalamityDropped:symrg::symgu:
TaloreDroppedBoros: 5
Dimir: 3
Golgari: 5
Izzet: 3
Orzhov: 5
Gruul: 4
Azorius: 3
Simic: 7
Rakdos: 2
Your Guilds have grown in power and stature, but while their combined might has brought them far, two once-competing factions cannot be completely integrated overnight; internal strife and pressures still plague them from within, just as much of a threat to their survival as their enemies on the outside. If your Guild is to ever reach its full potential, these fundamental conflicts must be recognized and reconciled. Your task this round is to create a split card representing two dissenting halves of your guild, demonstrating their differences while providing a connection between them.
Art isn't required, as always for the CCL, but art descriptions are encouraged and appreciated.
Previous Rounds:
Sign Up
Round One
Round Two
This round's pairings:
Undercity vs. Tin Street
Agyrem vs. Utvara
You have until Noon Pacific on Tuesday, March 16th.
Round 1 Posted - March 1stRound 1 Critiques - March 4thRound 2 Posted - March 7th
Round 2 Critiques - March 10th
Round 3 Posted - March 13th
Round 3 Critiques - March 16th
Round 4 Posted - March 19th
Round 4 Critiques - March 22nd
Round 5 Posted - March 25th
Round 5 Critiques - March 28th
Round 6 Posted - March 30th
Final Poll Posted - April 2nd
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Vergul the Reactive URG
Legendary Creature - Goblin Mutant (R)
Mass 3
Vergul the Reactive can't be blocked except by X or more creatures, where X is its power.
Whenever Vergul deals combat damage to a player, draw that many cards, then discard that many cards at random.
2/2
Mechanic:
Mass N (Whenever this creature deals combat damage to a player, distribute X +1/+1 counters among creatures you control.)
Flavor:
Clumps of cytoplast have transformed the plundering Gruul hordes into Katamari Damacy-style agglomerating monsters. Every building or citizen they smash is eventually absorbed into a larger, out of control mass of smashiness, or pieces of the mass break up and reattach to nearby raiders. The color justification is blue's long-term planning in the choice of where to put counters, modulating green's desire for growth and red's desire to attack. The new guild is called the Pacul Crush.)
Pacul Spire-Vaulter 2R
(A Viashino, long tongue hanging out of the side of his mouth and bluish clumps encasing his arms and legs, leaps off from a tall spire, taking chunks of it with him.)
Creature - Viashino Scout (C)
Mass 1 (Whenever this deals combat damage to a player, put a +1/+1 counter on a creature you control.)
U: Pacul Spire-Vaulter gains flying until end of turn.
2/2
Nullbark Mossdog 3RG
Creature - Plant Hound (U)
(A crouched creature with green, shaggy body and a smooth black head emits some kind of blue blast from its mouth. Two white-cloaked figures are gesturing towards it, but dissipating runes in the air show that their magic has gone awry.)
Mass 1 (Whenever this deals combat damage to a player, put a +1/+1 counter on a creature you control.)
3U, Remove a +1/+1 counter from Nullbark Mossdog: Counter target spell.
Of all Ravnica's wild hounds, only these have a bark that makes the city quieter.
3/3
Argh Plunder ruining good split names.
Grab // Go (Grab) 3UR
Sorcery (U)
Attach all Equipment and Auras to target creature you control, then move all counters onto that creature.
Grab // Go (Go) 1GU
Sorcery (U)
Whenever target creature you control deals damage this turn, draw that many cards.
Last round's Top 3:
1. FSI
2. Saagn
3. Koolkoal
Edit: Don't worry ohmusama, I'll just come back and beat you again next month
Host of the July CCL '10, Host of the March CCL '11
Round 0: http://forums.mtgsalvation.com/showpost.php?p=5002409&postcount=5
Round 1: http://forums.mtgsalvation.com/showpost.php?p=5024629&postcount=3
Round 2: http://forums.mtgsalvation.com/showpost.php?p=5050653&postcount=7
Oh Snap, the guilds just wont get along, well Crack the durables, and Pop the foes, lets get over this!
Metric
Base: 10points (min 0point; max 20points)
Unique Names: +1 point/each
Nonunique Names: -1 point/each
Balance: -2 to +2
Creative: -2 to +2
Meets Challenge (ie rift in ideals): -1 to +1
Card reasonably fits in Split Frame (I will use MSE): -1 to +1
Flavor text: -1/each (No Split cards ever printed have flavor text)
Art Direction: +1/each (Since there is no flavor, this is where the card's flavor shines!)
Agrus Kos, Judgemaster -- 1RWU
Legendary Creature -- Human Soldier Advisor
Red creatures you control have double strike as long as an opponent controls a creature with a penalty counter on it.
White creatures you control have protection from creatures with penalty counters on them.
Blue creatures you control have "T: Put target creature with a penalty counter on it on the bottom of its owner's library."
3: Put a penalty counter on target creature.
3/4
702.XX Judge
702.XXa Judge is a triggered ability. "Judge N" means "Whenever another creature blocks or becomes blocked by this creature, put N penalty counters on that creature." Though penalty counters in and of themselves do nothing to a card, certain other cards that may or may not have Judge have benefits that hinge on penalty counters.
702.XXb If a creature has multiple instances of Judge, each triggers separately.
Law // Order (U)
Law -- 2RW
Instant
For each creature attacking you, put a 2/2 red and white Human Soldier creature token with Judge 1 onto the battlefield.
//
Order -- 1WU
Instant
Return target creature to its owner's hand. If that creature had a penalty counter on it, repeat this process.
Common:
Color Assistant:
Split Card:
Since we have the Orzhov basically controlling the Rakdos at this point, we have a card representing the oppression Orzhovians enforce upon the Rakdos and other guilds:
Oppress 2WWBB
Sorcery
Exile all creatures controlled by target player.
Then on the opposite side, we have the pent up rage being unleashed in cataclysmic death by the Rakdos:
Unleash 3BBRRR
Sorcery
Creatures you control gain double strike and are unblockable until end of turn. Sacrifice those creatures at the beginning of the end step.
Ps - This is a rare split card, which I neglected to put on the render.
Niv-Mizzet, the Overmind UURRGG
Legendary Creature - Dragon Wizard
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control and Niv-Mizzet deals 1 damage to target creature.
Whenever a creature you control deals damage to an opponent, draw a card.
5/5
Essentially, the Simic were totally destroyed by their own creations, the guild wrecked beyond recognitions. But there were a few survivors, and afterwards there wasn't anywhere left for them to go... save to the Izzet, the one guild willing to take in the mad flesh-mages. Niv-Mizzet found their techniques intriguing, and began to experiment with grafting himself. Now the Izzet have a total monopoly on science.
The Izzet have become slightly more mature with the addition for the former Simic members. They are still a bit on the wild side, but knowledge of just how bad things can get out of control has caused them to be a bit more controlled and refined. They have kept the old mechanics of Replicate and Graft, but the opening of new avenues of research has let them expand into new areas. In particular, they have learned techniques for converted the raw power of their minds into mana, allowing them to use their natural gift for research to fuel their spells. This has manifested in the Pitch mechanic, combining the short-term gain strategies of Red with the card-drawing powers of Blue and Green.
Pitch X (You may discard X cards that share a color with this card rather than pay its mana cost.)
Mind (Mind//Body) 2UR
((Art description: An elder wizard is holding a spellbook in his hand, flipping through the pages. A growing aura of sparks surrounds his head, and his eyes glow with power. Menacing shadows are apparent on the wall behind him.))
Instant (R)
Reveal the top two cards of your library. Mind deals damage to target creature equal to the total number of colors of those cards, then put those cards into your hand.
//
Body (Mind//Body) UG
((Art description: The same wizard tosses away his spellbook away. Power ripples through his body, and his muscles visibly bulge outwards in a disgusting manner as he lunges towards a viashino mugger.))
Instant (R)
Reveal the top four cards of your library. Target creature gets +X/+X until end of turn, where X is the number of colors of those cards. Put the revealed cards back on top of your library in any order.
Mulch - (When this creature is put into a graveyard from the battlefield, put a +1/+1 counter on target creature.)
I made this using the main goals of the two guilds that were combined to make the Harazv. The Golgari enjoyed death and things that occured with death. The Simic enjoyed boosting creatures with +1/+1 counters. I found it only fitting I combined them both.
Lake Mossbeast BUG
Creature - Plant Beast (C)
Mulch (When this creature is put into a graveyard from the battlefield, put a +1/+1 counter on target creature.)
When Lake Mossbeast attacks, add G to your mana pool.
It shambles across the ends of the old Simic chambers, as if asking to be made anew.
2/3
Creature - Shapeshifter (R)
As long as you control a green creature, Mutatizo gets +1/+1 and gains “G: Regenerate Mutatizo.”
As long as you control a black creature, Mutatizo gets +1/+1 and gains intimidate.
“I cried to Brozhenya to protect us...and I cried to our troops to fall back as it threatened to destroy us.”
—Dmitri, Brozhenya Soldier
2/2
Instant (R)
Search your library for 2 basic land cards, reveal them and put them in your hand. If you played this as a sorcery, you may play 2 additional lands this turn.
//
Destroy 2BG
Instant (R)
Destroy up to 2 non-creature permanents. For every 2 permanents destroyed this way, target opponent sacrifices a creature.
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
Tear Down // Dig Up (U)
Tear Down 1RG
Sorcery
Destroy target artifact.
Target creature gains +X/+0 until end of turn, when X is the converted mana cost of that artifact.
Dig Up 1BG
Sorcery
Return target creature card that was put into your graveyard from the battlefield this turn to the battlefield with a +1/+1 counter on it.
Legendary Creature - Vedalken Zombie Wizard (MR)
Creatures with +1/+1 counters you control have persist.
:symg::symu::symb:, :symtap:: Put a +1/+1 counter on each creature you control.
"Death is not to be defeated, but enhanced. The Coilyle creed is simple to learn, but impossible to master. Of course, the impossible has never stopped me."
3/5
Instant (R)
Exile target creature card in a graveyard. Cease deals damage equal to that creature’s converted mana cost to target creature.
The Coilyle agree that death is a powerful force.
Art description for Cease: A dark green fire rages on the ground in a shape reminiscent of a dragon. Among the flames, a small humanoid figure can be seen, burning in agony. He is a Vedalken who looks just at the point of falling to the ground.
Focus: The dragon-shaped pyre
Mood: "Oh the humanity!"
///////
Desist GUU
Instant (R)
Counter target spell. If a spell is countered in this way, you may return target creature card from your graveyard to your hand.
They simply disagree on which side of the process to use.
Art description for Desist: A twinning red flame comes from off-pane toward a Vedalken wizard. The Vedalken has his arms outstretched, palm outward, just outside the spiraling flames. The flames that have already crossed the plane made by his hand have bent downward and changed to a greenish-yellow hue. The new destination for the flames is a beast's skull resting near the wizard's feet.
Focus: The conversion of energy.
Mood: Sudden manipulation
Ghazi, Martyr-Tree of the Expansive Clan 3RGGW
Legendary Creature- Dryad Lord (Mythic)
Defender
Genesis 2 (Whenever this creature is dealt damage, put two 1/1 Green Saproling creature tokens into play.)
Each creature you control without Genesis gains “Genesis 1 (Whenever this creature is dealt damage, put a 1/1 Green Saproling creature token into play.)"
0/5
“Here, all those that give their life for the Clan will be remembered for all time.”
Vitality Spreader Shaman (R/G)(G/W)
Creature- Elf Shaman (Common)
Genesis 1 (Whenever this creature is dealt damage, put a 1/1 Green Saproling creature token into play.)
0/1
“I would gladly give myself that I would give life to others; for none can stop the progress of life itself.”
Thundercrowned Wurm 3RRRR
Creature- Wurm (Rare)
Haste
While you control a Green permanent, Thundercrowned Wurm has Trample.
While you control a White Permanent, Thundercrowned Wurm has Vigilance.
7/5
“Look at this beast. Where once there was mindless rage, we have given it direction, and from that direction new strength arises!” - Oarek, War Consul
Split Card
Rest // Pieces
Rest 2GGW
Instant (Rare)
Regenerate all creatures you control. Then, you may gain one life for each tapped creature in play.
Art copright Laura Diehl @ same place everthing else came from.
Pieces XRG
Instant (Rare)
As an additional cost to play Pieces, sacrifice a nontoken creature. Pieces deals X damage to target creature or player and then deals damage equal to the converted mana cost of the sacrificed creature to target creature or player.
Art copyright Scott Johnson @ same place everything else came from.
Instant(U)
Creatures you control get +1/+1 until end of turn.
Honor // Duty (Duty):symw::symb:
Instant(U)
Creatures your opponents control get -1/-1 until end of turn.
Previous cards
Imperator Ralius Salov :symr::symw::symw::symb:
Legendary Creature - Spirit Soldier Cleric
Vigilance
Imperator Ralius Salov is indestructible and has shroud as long as you control 4 or more creatures.
4/4
Imperator's Blessing :1mana::symw:
Instant [c]
Target creature gets +1/+2 until end of turn. If that creature is red, it gains first strike until end of turn. If that creature is black, it gains deathtouch until end of turn.
Honor rages against dishonor. Virtue hates vice.
Shadehome Centurion :1mana::symw:
Creature - Spirit Soldier
Soulbind :3mana::symw: (When this card is put into a graveyard form the battlefield, exile it haunting target creature that shares a color with it. At the beginning of your upkeep if Shadehome Centurion is haunting a creature you may cast it for :3mana::symw:.)
"Enlistment in the legions no longer ends with death."
2/2
Razia, Boros Spiritangel 3:symwb::symrw:
Legendary Creature- Angel Spirit {M}
Flying
Haunt
Radiance - When the creature ~ haunts is put into the graveyard from the battlefield, destroy all creatures that share a color with it.
Her soul wandered Ravnica, searching for a group to bind herself to, but the Orzhov found her first.
5/5
Karoly Bera
http://www.epilogue.net/cgi/database/art/view.pl?id=116174
Boros Soulblade 1:symbr::symrw:
Creature- Spirit Soldier {C}
First Strike
Haunt
Radiance - When the creature Boros Soulblade haunts is put into the graveyard from the battlefield, creatures you control that share a color with it get +1/+0 until the beginning of your next end step.
His soul, bound to the Syndicate causes their influence and power to expand as his own depletes.
2/1
Peter Mohrbacher
http://www.epilogue.net/cgi/database/art/view.pl?id=119798
Gravefire 2
Instant {R}
Radiance - Choose a color. Gravefire deals X damage to target creature or player, where X is equal to the number of cards in all graveyards which share that color.
Haunt
When the creature Gravefire haunts is put into the graveyard from the battlefield and you cast a white spell this turn, you may return a creature card from your graveyard to the battlefield tapped.
The Orzhov have infused Boros’ scalding powers of justice and twisted it to suit their own nefarious needs.
Nicole Cardiff
http://www.artofnicolecardiff.com/interior10.php
Rise Above 2
Instant {R}
Prevent all combat damage that would be dealt this turn. Each player gains X life, where X is equal to the amount of damage prevented this way.
Draw a card.
The division of the Orzhov Syndicate allowed for a few select souls to bypass Agyrem.
//
Fall Below :symbw::symbw:
Sorcery {R}
Destroy target creature, it can’t be regenerated. Then that creature’s controller loses X life and you gain X life where X is equal to that creature’s power.
A guild divided will take a few souls with it as it slowly dies.
Rise Above:
Daniel Freedman
http://www.epilogue.net/cgi/database/art/view.pl?id=111103
Fall Below:
Uwe Jarling
http://www.epilogue.net/cgi/database/art/view.pl?id=52234
Legendary Creature - Elf Spirit {M}
You may use dredge on exiled cards you own as if they were in your graveyard.
Cards you own that are haunting a black, green, or white creature have dredge X, where X is the converted mana cost of that card plus the converted mana cost of the creature it's haunting.
3/3
Creature - Spirit {C}
Soulrip (When this card is put into a graveyard or exiled from the battlefield, you may sacrifice a creature. If you do, destroy target creature.)
Brought together by deals and decay, the Orzhov and Golgari formed the Delaad, and they refuse to loosen their vice grip upon death in Ravnica.
3/3
Art: A humanoid ghost that appears to have an arrow lodged in his chest, floating over an elf who's about to shoot a bow. Only the elf's head, shoulders, and part of her bow are visible. The ghost has his hand above the elf's head, and the elf's spirit is beginning to be pulled out of her, creating a double image of her.
Creature - Zombie Thrull {R}
Haunt
When you use dredge on a card in your graveyard, if Deathgleaner is haunting a green creature, put the top card of your library into your hand.
Deathgleaners turn the unthought urges of the dead into knowledge.
3/2
Art: A half decayed thrull (with two legs that are skeletal from the knees down, two arms ending in hands that seem to have talons, a skeletal wing, a leathery wing that has been torn in many places, and an over sized mouth taking up half of its head, which has no other features) leans over the remains of an imp, which is covered in bitemarks. What passes for the thrulls face is smeared and covered in the imps blood, and it has its mouth around the imps head. A glowing liquid is dribbling out of the corner of the thrulls mouth. Location: Interior of a former Orzhov church, covered in overgrowth. Pews split from larger plant life and covered in moss and smaller plantlife are visible in the background.
Sorcery {R}
Each player sacrifices a creature for each creature card in all of their opponents graveyards.
Art: A group of former Gruul are walking through a field. Skeletons are reaching up through the ground and grabbing some of the stragglers, while more skeletons reach for the beings in front of the group.
Body // Soul (Soul) 3WB
Sorcery {R}
Target player loses X life and you gain X life, where X is the number of exiled cards you own.
Art: Two humans fighting in catacombs. One is dressed as a cleric, the other like an arena fighter. Spirits are leaving the body of the fighter, leaving him drained, and moving towards the cleric, who has outstreched arms to welcome them.
Parun
Legendary Creature - Vampire Advisor (M)
Discard a card: Draw a card.
Whenever a card is put into your graveyard from anywhere, lose 1 life.
2/3
Instant (c)
Draw a card
Foreshadow - While you're searching your library, you may cast this spell from your library.
Round 2
Legendary Creature - Human Advisor
Whenever you play a black spell, search your library for a card and exile it face down. If you do, shuffle your library.
Whenever you play a white spell, you may put a card exiled by Circu into your hand.
2/2
This round:
Sink UB
Instant(U)
Target creature gains islandhome until end of turn. (This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice This creature.)
//
Swim WU
Instant (U)
Target land becomes an Island until end of turn.
Target creature gains islandwalk until end of turn.
Just kidding...
Innocence 1UW
Art: Young man having handcuffs removed by an impassive vedalken in front of an (Azorius) court.
Instant (U)
Exile target creature. Its controller draws a card.
Return that card to the battlefield under its owner's control at the beginning of the next end step.
//
Guilt 1UB
Art: Same young man, being aggressively handcuffed by a Boros Legionnaire.
Instant (U)
Target creature's controller sacrifices it.
halo hunter can never kill baneslayer angel
Originally Posted by Jace, the Mindsculptor: 2/17
Oracle Rules text on Halo hunter from Gatherer:
When Halo Hunter enters the battlefield, destroy target Angel.
BSA is an angel, is it not??
Originally Posted by Zsehaelax:
Oracle Rules text on Baneslayer Angel:
"Protection from Demons" means the following:
Baneslayer Angel can't be targeted by abilities from sources with the creature type Demon"
pwnt
Kraniv, Master Researcher :symu::symu::symr::symg:
Legendary Creature - Mutant Wizard
Graft 2 (This permanent enters the battlefield with two +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this permanent onto it.)
:1mana::symu:: Put a +1/+1 counter on Kraniv, Master Researcher. Use this ability only once a turn.
: Remove any number of +1/+1 counters from other creatures you control. Draw that many cards.
2/2
Round 1
Needleshot Elf (R/G)U
Creature - Elf Mutant (c)
Graft 2 (This permanent comes into play with two +1/+1 counters on it. Whenever a creature comes into play, you may move a +1/+1 counter from this permanent onto it.)
Spite (Whenever a creature enters the battlefield under an opponent's control, you may deal 1 damage to that creature and put a -1/-1 counter on this permanent.)
0/1
Round 2
Experiment Overseer 3U
Creature - Human Wizard (U)
T: Draw a card, then discard a card.
As long as you control a Forest, Experiment Overseer gets +1/+0 and has reach.
As long as you control a Mountain, Experiment Overseer gets +1/+0 and has first strike.
The best overseers adapt to the environment of their experiments.
1/3
Mutliply // Divide (Multiply)3GU
Instant (U)
Choose one: Double the amount of mana in your mana pool; or double the number of counter on target permanent.
Mutliply // Divide (Divide)2UR
Instant (U)
Put 3 -1/-1 counters on target creature. If that creature goes to the graveryard this turn, put a number of 1/1 blue faerie tokens with flying into play equal to the number of -1/-1 counters that were on that creature.
I like this card. Although some damage removal in black and green is funky, the flavor really works for it. Desist works to give something cool with the counter.
Hmm, this weird. Rest seems over-costed, and Pieces seems over-costed. Although I would love to try Pieces with Draco...
These are pretty weak. :[ Seeing as how Zealous Persecution offers both for WB, this seems really lacking.
Divide is pretty cool, but I don't know about Multiply. This seems like it can be broken, especially with a Banefire or something.
At first, I didn't think these would really work, but I think for their abilities, they actually work. Especially with Empty, it works having the double X cost.
2. Solesticio
3. Saagn
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Empty XXBG
Sorcery (R)
Destroy up to X target non-creature, non-land permanents.
When the dark side of Golgari...
//
Fill XXGW
Sorcery (R)
Put X X/X green beasts creature tokens onto the battlefield.
...meets the shiny side of Selesnya.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
The deadline is 10 PM Pacific on Thursday, March 18th.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Metric
Base: 10points (min 0point; max 20points)
Unique Names: +1 point/each
Nonunique Names: -1 point/each
Balance & Grammer: -2 to +2
Creative: -2 to +2
Meets Challenge (ie rift in ideals): -1 to +1
Card reasonably fits in Split Frame (I will use MSE): -1 to +1
Flavor text: -1/each (No Split cards ever printed have flavor text)
Art Direction: +1/each (Since there is no flavor, this is where the card's flavor shines!)
1. Zsehaelax(20) - [:rate5::rate5::rate5::rate2:]
Unique Names: +2
Balance & Grammer: +1 The cards seem balanced, except I'd probably bump Guilt cost by 2, as its better than destroy so it should cost at least 4, and then its a split modal spell so that should add 1.
Creative: +0 Innocence is nice, but not terribly new. Its a turn to mist cantrip, and Guilt has been done before, but they are simple and well executed.
Meets Challenge (ie rift in ideals): +1
Card reasonably fits in Split Frame (I will use MSE): +1
Flavor text: -0
Art Direction: +2 This is fantastic direction. Simple, but flavorful enough that you can really get a hint at how they would look, well done overall.
2. Jimmy Groove(14) - [:rate5::rate5::rate5::rate2:]
Unique Names: +2
Balance & Grammer: -1 Mind would be good as a stand alone, but as per my standart warning, on a modal spell things should probably cost 1 more. Body should probably reveal less cards. It has the maximum potential of giving +20/+20, which should probably be avoided. Maybe you mean for it to be pooled for colors. In which you need the word among in there. maybe "where X is the number of colors among those cards"? I'm not 100% sure, but currently if that is what you are shooting for it is misleading. Also your grammer is inconsistant from Mind to Body, so I'm not sure if they are supposed to do something different here.
Creative: +2 Wonderfly creative, I love the mechanic here which is new and refreshing
Meets Challenge (ie rift in ideals): +1
Card reasonably fits in Split Frame (I will use MSE): +1 They fit, barely
Flavor text: -0 No flavors
Art Direction: +2 Hurray Art direction. I like them too!
3. arsenick wrath(12) - [:rate5::rate5::rate4::rate0:]
Unique Names: +2
Balance & Grammer: -1 Opress should be worded "Exile all creatures target player controls." and stand alone that is good, let alone finding this on a split card, which usually means the cards should cost a little more because of their modal options. Unleash is just silly, Its an 8 cost just win card if you have any amount of creatures on the field. I realize it doesnt happen in ALL circumstances, but Its kind of obscene.
Creative: +1 Oppress doesnt seem to jive with exile, but Unleash is just neat when you compare it with what it actually does. I enjoy that.
Meets Challenge (ie rift in ideals): +1
Card reasonably fits in Split Frame (I will use MSE): +1 As per your rendter they fit
Flavor text: -0 Good no flavor text
Art Direction: +2 You have pictures, that sort of match? at least they have the right colors. Which is cool, but its hard to get it done with stolen art from the internet.
4. MagicProfessor28(14) - [:rate5::rate4::rate0::rate0:]
Unique Names: +2 (however there is a Rise // Fall... I assume you found this and decided against useing those simple 1 word names usually used for split cards)
Balance & Grammer: -2 Rise Above is a cantrip, that is obscenely good. you get damage prevention in mono red and life gain in mono red, NO. Fall below is also victim of hybrid failure of design. White does not get creature destruction (unless its attacking or blocking), and let alone life stealing! NO.
Creative: +0 Rise Above is Ineresting, and Fall below is interesting, but not sigficantly creative.
Meets Challenge (ie rift in ideals): +0 I feel the cards only partially represent the guilds at play here.
Card reasonably fits in Split Frame (I will use MSE): -1 NO the text is TINY, gah!
Flavor text: -2 No flavor text is allowed on split cards, Had you left this off, you wouldn't have failed the OMG SMALL text check.
Art Direction: +2 The art is beautiful as ever, And fitting to the name vorthos and feel of the cards. I commend you for your great ability to steal pictures that meet your vorthos.
FuriouslySleepingIdea
Solesticio
Saagn
KoolKoal
Umi-no Samui
Pieces seems too wordy for an instant speed X damage spell with a bad kicker. This spell is not green anywhere.
Top 3
1. Solestico
2. Koolkoal
3. FSI
halo hunter can never kill baneslayer angel
Originally Posted by Jace, the Mindsculptor: 2/17
Oracle Rules text on Halo hunter from Gatherer:
When Halo Hunter enters the battlefield, destroy target Angel.
BSA is an angel, is it not??
Originally Posted by Zsehaelax:
Oracle Rules text on Baneslayer Angel:
"Protection from Demons" means the following:
Baneslayer Angel can't be targeted by abilities from sources with the creature type Demon"
pwnt
Grab is really cool, I wonder if it really needs to cost this much though? A lot of auras are unplayable and equipment will simply be reattached to something owner controls, but the big problem is negative enchantments being on the field make this unplayable. I really like the spell Go, but the name doesn’t really work for me.
Ohmusama
I like crack, but the name doesn’t really make sense to me when it comes to destroying enchantments, I realize of course that split cards are hard to name. Pop is just gross, I love the flavor. It’s very simple, but it’s very M10-resonant.
Drewdagreek
Very nice. A perfect example of split card names and matching effects. At first glance I didn’t understand why Tear Down gave a power boost, but then I realized how cool the flavor was. As for Dig Up, I feel it’s a bit limited at Sorcery speed, but it’s a good card nonetheless.
Ced
First off, I like both halves, however, split cards are always the same card type, so I don’t think you should have an Instant/Sorcery combo. Split cards already have tons of rules baggage, so let’s keep them simple. Now to the individual parts. Divide is a really cool effect, but when I began reading the sac part, I was assuming you would put two copies of the creature into play because of the name. But that’s not what happens. I don’t think this effect really captures the name of the card. As for Conquer, I like it. The name isn’t perfect, but it’s not bad either. It’s also very green/blue.
No shows - Monkey dropped and Nokiou is no where to be seen!
Top 3:
1. Drewdagreek
2. Ohmusama
3. Gerrard's Mom
I was very upset by the criticism that you had given me on two fronts. The first is that despite scoring higher on your rubric, I was still in 4th compared to arsenic wrath in 3rd and therefore also urge a reconsideration on your points. To begin, you argue that Rise Above is a design failure because it is a cantrip. To this, I respond, yes, but a lot of great cards were cantrips and I sought this card to be constructed playable. Further you affirm that Rise Above cannot be red because there is no damage prevention in mono red, yet a list includes:
Balduvian Hydra
Callous Giant
Desert Nomads
Desperate Gambit
Goblin Furrier
Goblin Snowman
Hostility
Impulsive Maneuvers
Indentured Oaf
Loafing Giant
Ordruun Commando
Rock Hydra
In regards to mono red not getting life gain, the issue here is that you are not looking at the card as a hybrid, where cards like Scourge of the Nobilis and cards involving white like Flash Conscription or Rakavolver involve life gain.
In regards to the comments about Fall Below, in which you claim white doesn’t get life stealing, one can look to a few rare examples like another hybrid such as Batwing Brume, which shows the fallacy in your argument or even Orzhov guildmage. Furthermore white does have non-attacking or blocking creature destruction and although it is rare to see, it has real untapped potential (see list).
Hand of Justice" target="blank">Hand of Justice
Path of Peace
Intrepid Hero
Afterlife
Misfortune’s Gain
Pentarch Paladin
Steam Catapult
I strongly urge a reconsideration on my judging!
Regards,
MP28
As far as the color choices, please see my above letter.
In regards to your comments about Rise Above:
Someone doesn’t like control at all. Some control decks may run it, yet it is no better than pollen lullaby in fact, this card actually gains both of you life in the process! It may be strong, but at 3 cmc, it is just a good rare.
In regards to your comments about Fall Below:
The card is supposed to be costed 3 w/b w/b , but the spoilers accidentally truncated the 3. See the render for the true cost. The card is not an instant and is in fact a sorcery
I strongly urge a reconsideration here and an adjustment of scores if found due.
Thanks in advance!
MP28
* A note: If I come off harsh here, it is because I am very busy and have a lot of work to do, so I hope no one takes offense
Balduvian Hydra Really? You don't see how this actually isn't damage prevention, but as you deal damage the creature weakens.
Callous Giant This thematically fits into red, to shrug off anything that doesn't specifically kill the giant. Remember a hit of 4 or more kills the giant.
Desert Nomads FROM A DESERT!
Desperate Gambit This is not prevention, this is crazy random, which is red. It either double hits you, or "misses"
Goblin Furrier This is preventing damage this creature would deal, try again
Goblin Snowman Really? This is mass prevention? Its thematically an Iceage snowman that no matter how hard you hit it, it's still just snow. No.
Hostility No, This is "converting" damage into elementals, its not preventing it. Yet again, red theme.
Impulsive Maneuvers See Desperate Gambit
Indentured Oaf Yet again, this is preventing damage that this creature would Deal, not that it takes.
Loafing Giant Did you even look at these cards before posting them?
Ordruun Commando IT HAS A WHITE ACTIVATION COST!
Rock Hydra As before, this is like Balduvian Hydra, as the creature takes damage, it gets weaker or "knocks off +1/+1 counters"
Scourge of the Nobilis As long as the creature is, what? Oh thats right, white.
Flash Conscription Did you miss the "if W was spent to cast it. That makes it not mono red...
Rakavolver Uhm, White kicker? yes that is correct, White.
Batwing Brume Uh, This isn't life drain, and even still you only get the life loss effect IF you paid B
Hand of Justice I will agree this is a little out of the pie, but even still, it feels white, in that you use your soldier army to gang up on an opponent. Remember 1 card does not make a rule!
Path of Peace White has always had creature removal with a compensation for their opponent. See Swords to Plowshares, Crib Swap, Path to Exile that you missed in this group. While not technically "destroy" the effect is even MORE severe.
Intrepid Hero I love this card, because it embodies white! It is literally whites objective to have either very small weeny soldiers, or very large angels/avatars. This is the perfect example of a white soldier counter to late game fatties.
Afterlife See Crib Swap. No really. "In exchange for" has always been white's deal.
Misfortune’s Gain This is Path to Peace but in portal, why example twice?
Pentarch Paladin Like Northern Paladin or Southern Paladin or Eastern Paladin or Western Paladin but all mashed into one. This thematically fits white. White has protection and hate of specific colors.
Steam Catapult Ahh Portal, This one also breaks the pie (if you don't look closely), usually White gets "Destroy target attacking creature" However, if you look closely at how this works, is you can only hit tapped creatures, and only on your turn. That probably means the creature attacked you, Oh noes! Color pie saved.