Thus begins Round Four of the March 2010 Card Creation League! It's always been survival of the fittest on Ravnica, and while some Guilds have floundered under pressure from their rivals or succumbed to self-destruction, others still have the chance to prove their mettle.
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.
Each of your Guilds fought valiantly (or in many cases, underhandedly), but unfortunately some didn't quite make the cut, as only the top two from each Team can move on. But those Guilds that have survived thus far are in much better shape than before; finding their own niche in society, they have begun to gain recognition by the populace of Ravnica at large, establishing a real foothold on the city-plane. Still, for your presence to become a truly permanent fixture, you'll need a base of operations from which to expand your influence; your first task this round is to create a headquarters for your Guild: an uncommon, non-legendary (but properly named) land. To aid your Guild in their quest for domination, you'll also need to make them a powerful //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&name=+%21[muse">+%21[bronze]+%21[sword]+%21[shield]+%21[gargoyle]+%21[curio]+%21[cloister]&block=%7C[%22Ravnica%20Block%22]%7C[%22Ravnica%20Block%22]&rarity=%7C[R]&type=+[%22Artifact%22]"]artifact (normal, creature, or equipment) that functions on its own, but whose true power is only unlocked with your Guild's colors. Finally, your Guild will also require a herald to spread word of your Guild to every corner of Ravnica - an iconic tri-colored creature (not hybrid) that encapsulates the ideals of your Guild. This herald should avoid being massively complex; if this were the first card from your Guild a player opened in a pack, it should stick with them and immediately come to mind whenever they think of the Guild.
Art isn't required, as always for the CCL, but art descriptions are encouraged and appreciated.
Just finished my last final paper, and that's quite a challenge. Looking forward to attacking this over the weekend!
Are you waiting to post pairings for judgings until critiques start, Kiwi? Or are we competing against our former teammates?
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
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.
Volput, the Bubbling Well
Land (U) T: Add 1 to your mana pool. XURG, T: Target creature with power X or less is unblockable this turn.
Cytoreactor Cannon2
Artifact (R) T: Move a counter from target permanent to another target permanent. URG,T: For each counter on target permanent, put another of those counters on another target permanent.
ClumpcasterURG
Creature - Goblin Wizard (U)
Mass 1 (Whenever this deals combat damage to a player, put a +1/+1 counter on a creature you control.)
Remove a +1/+1 counter from Clumpcaster: Choose one — Draw a card, then discard a card; or Clumpcaster deals 1 damage to target creature or player; or add one mana of any color to your mana pool.
2/2
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.
Jaraziv, Laboratory of Harazv
Land (U) T: Add 1 to your mana pool. GUB,T: Put a +1/+1 counter on target creature and a -1/-1 counter on another target creature. When the very walls itself breathe and die, you know that this building houses every secret and detail held highly by the Harazv.
Growth Essence ChamberXX
Artifact (R)
Growth Essence Chamber comes into play with X charge counters on it.
Creatures with converted mana cost equal to the number of charge counters on Growth Essence Chamber get +2/+2 and trample. GUB: Return Growth Essence Chamber to your hand. Draw a card.
Infuser of Life and Death1BUG
Creature - Elf Druid (R)
Deathtouch
Whenever Infuser of Life and Death deals damage to a player, draw a card. “A simple thought brings life anew, and a simple poison brings death so true.”
—Armetis, Ravnican Poet
4/2
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.
ART: A spire rises above the massive Ravnica city. Atop the pinnacle sits a slender columned Mausoleum. The Spire almost reaches the clouds where breaking sunbeams cast rays across the city as the Mausoleum looks down in silent reproach.
Land {U}
T: Add W to your mana pool. Activate this ability only if you control a Mountain.
T: Add B to your mana pool. Activate this ability only if you control a Plains.
T: Add R to your mana pool. Activate this ability only if you control a Swamp.
ART: A long lance adorned with a white scarf inscribed with the guild insignia. The lance head appears normal at the tip, but extra grooves have been carved in what appears to be an attempt to expedite bleeding. The shaft is cut with a gentle spiral grip.
Artifact - Equipment {U}
Equipped creature gets +2/+0 and has first strike.
Equip 1W
1BR: Equipped creature gains deathtouch until end of turn.
ART: A white winged angel with red tips and a blazing halo, strikes down at a golem splitting it asunder. From the remnants a prismatic spirit drifts backward toward heaven against the darkened skies of a night in Ravnica.
Creature - Angel {R}
Flying
When Herald of the Afterlife enters or leaves the battlefield, destroy target permanent. Its controller puts a 1/1 spirit creature token with flying that is all colors onto the battlefield.
A "Herald" is someone who announces another, so obviously they would come before. Not to outshine your avatar, but surely to be... Noticeable, or else who would listen?
Everything up to this point: Parun Augustin, Twice-Bit COST 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.
Color Matters 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
Split Card Innocence1UW 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 Instant (U) Target creature's controller sacrifices it.
This Round:
Veripole, Beacon of Wisdom Land (U) T: Add 1 to your mana pool. WUB,T: Look at the top card of target player's library. You may put that card on the bottom of that player's library. No one ever questioned a lighthouse in the old market district.
Azodir Tome 3 Artifact (R) 1U,T: Each player draws a card. 2WB,T, Exile Azodir Tome: Each player exiles his or her hand. Chapter One: How to Hide a Guild
Azodir Guildmage WUB Creature – Vedalken Wizard (R) 1WU, reveal a card in your hand: Gain life equal to the revealed card’s converted mana cost. Activate this ability only any time you could cast a sorcery. 1UB, discard a card: Return target card with converted mana cost equal to the discarded card from your graveyard to your hand. Activate this ability only any time you could cast a sorcery. 2/2
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"
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
Offer (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.)
How close could be these guilds be together?
Carnivorous Zombie 4B
Creature — Zombie
Fear
Offer (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.)
He doesn’t know the word friend, only eatable.
3/3
Seleari's Shaman2B
Creature — Treefolk Shaman (U) GW, sacrifice ~: Saproling you control gain +2/+2 until end of turn.
Dredge 2 In Seleari's guild, with death comes life.
1/3
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.
Hrichol, the Living Grave
Land (U)
:symtap:: Add to your mana pool. 2BGW,T: Target creature card in your graveyard has Dredge 3 until end of turn. Draw a card.
At Hrichol, death and life are interchangeably.
Life-Flux Altar
Artifact (R)
Creature spells you cast have Offer. (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.) BGW: Put a 1/1 green Saproling creature token onto the battlefield. "The best offer is to give back what you have taken."
— Altar's inscription
Root-Kin HeraldXBGW
Creature — Elemental (R)
Offer (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.) ~ enters the battlefield with X +1/+1 counters.
If damage would be dealt to ~, prevent that damage. Remove a +1/+1 counter from ~.
0/0
Oracle of Ideas
Land (U) T: Add 1 to your mana pool.
Whenever you draw the first card in a turn, you may discard a card. If you do, draw a card.
Flowing Concept5
Artifact Creature - Weird (R)
At the beginning of your upkeep, discard a card for each artifact you control, then draw that many cards. UGR: Flowing Concept gets +1/+1 for each card you drew this turn and gains trample until end of turn. "You should see what was rejected."
3/3
Herald of the IzzetUGR
Creature - Human Wizard (U)
If you would draw a card, instead draw two cards, and then discard a card. "Great ideas demand giving up ideas that are only good. Sometimes, this is very hard."
3/2
OH, mine is there on purpose, If you remember my "Afterlife" mechanic, the Herald basically "gives a permanent afterlife, and then destroys it" Its quite beautiful actually.
White: Here, have an afterlife.
B/R: Oh, wait, I destroyed you.
So I posted a little early. I went in and edited it to count zanny. Still no FSI.
Critiques for this round: Team Undercity
FuriouslySleepingIdea
no call, no show
Solesticio
-Hrichol, the Living Grave basically reads: :2mana::symb::symg::symw:, mill 3: raise dead. That is too much for me to even look at this card seriously. Volrath's Stronghold was a mere 1B to topdeck a creature.
+Life-Flux Altar is strong but good. I could definitely see this card getting played.
-Root-Kin Herald pretty much has devour 2, but you can still be paid with X actual mana. Unfortunately, he has no regeneration, trample, or staying power otherwise.
Team Utvara
Ohmusama
+Spire Mausoleum should be the enemy wedge land that just enters the battlefield tapped and taps for W, B, or R. The guildhomes however, all tapped for 1 and had a secondary ability based on the guild's colors. Yours does not, and so it does not pass for this round.
-Dread Lance starts off similar to no-dachi. The only time you can equip this is when you are in white, which is not a drawback. Paying 3 for deathtouch, however, is a drawback. Gorgon's Flail set the standard for deathtouch equipment. I like it, but I think you were trying to do too much with one piece of cardboard.
+Herald of the Afterlife can only be compared to angel of despair. She was a finisher and aggressively costed to destroy one card. This is 2 mana less than despair and also destroys something on the way in and on the way out.
Gerrard's Mom
+Valput, the Bubbling Well's second ability seems expensive at first but I really like it.
-Cytoreactor Cannon should only move between two cards of the same type with the same controller so it isn't stealing loyalty from enemy planeswalkers because there is no flavor in that. This should not be usable with planeswalkers at all.
+Clumpcaster seems clumpy at first but then gets more Jitte-esque as you read him. I would love to open this guy especially if I had anything else with graft. He should be rare.
Team Tin Street
zunemi
+Luxia, Stronghold of Brilliance is great. I think it is a little strong at uncommon, but for 4 mana, this is really good. I like how it can become an obvious combat trick to survive a skirmish and draw a card.
-Thoughtstreamer Scroll has two seemingly unrelated abilities. I think the artifact should tap for the second ability to prevent drawing a ridiculous amount of cards. I understand that after you do, and you have to discard them, it makes sense to reveal and bottomdeck them instead. That feels more green recycling type effect, not red, white, or blue.
+Edit #1: Lambent Courier is what the battlemage was supposed to be. I like the first ability. I like the second ability. I like this guy a lot.
Zanny77
-Edit #2: Your land is good. However, all the guildhomes had flavor text except Svogthos. He didn't have room. Your land does have room and so should have had flavor text.
-I am not even going to look at your artifact because it says comes into play.
-Your herald would have been better off with intimidate, fear, unblockable, etc. Deathtouch does nothing on larger power creatures. I understand you want this guy to hit a player, but at 4 power, that isn't going to happen as often as you want it to and when it does, you are killing them faster than you are getting real card advantage. This isn't a bad card, I just think you could have done better with evasion over deathtouch.
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"
Hrichol, the Living Grave basically reads: :2mana::symb::symg::symw:, mill 3: raise dead. That is too much for me to even look at this card seriously. Volrath's Stronghold was a mere 1B to topdeck a creature.
Life-Flux Altar is strong but good. I could definitely see this card getting played.
Root-Kin Herald pretty much has devour 2, but you can still be paid with X actual mana. Unfortunately, he has no regeneration, trample, or staying power otherwise.
Team Utvara
Ohmusama
Spire Mausoleum should be the enemy wedge land that just enters the battlefield tapped and taps for W, B, or R. The guildhomes however, all tapped for 1 and had a secondary ability based on the guild's colors. Yours does not, and so it does not pass for this round.
Dread Lance starts off similar to no-dachi. The only time you can equip this is when you are in white, which is not a drawback. Paying 3 for deathtouch, however, is a drawback. Gorgon's Flail set the standard for deathtouch equipment. I like it, but I think you were trying to do too much with one piece of cardboard.
Herald of the Afterlife can only be compared to angel of despair. She was a finisher and aggressively costed to destroy one card. This is 2 mana less than despair and also destroys something on the way in and on the way out. Yes, it gives you a chump blocker each time, but this can terrastodon your own stuff to give you an extra point of flying damage.
Gerrard's Mom
Valput, the Bubbling Well's second ability seems expensive at first but I really like it.
Cytoreactor Cannon should only move between two cards of the same type with the same controller so it isn't stealing loyalty from enemy planeswalkers because there is no flavor in that. Otherwise, I do like this card, especially as simic/izzet and it is also very playable as an artifact without the guild colored mana.
Clumpcaster seems clumpy at first but then gets more Jitte-esque as you read him. I would love to open this guy especially if I had anything else with graft.
Team Tin Street
zunemi
Luxia, Stronghold of Brilliance is great. I think it is a little strong at uncommon, but for 4 mana, this is really good. I like how it can become an obvious combat trick to survive a skirmish and draw a card.
Thoughtstreamer Scroll has two seemingly unrelated abilities. I think the artifact should tap for the second ability to prevent drawing a ridiculous amount of cards. I understand that after you do, and you have to discard them, it makes sense to reveal and bottomdeck them instead. That feels more green recycling type effect, not red, white, or blue.
Ordruun Battlemage was incomplete, so no points there.
Edit: Lambent Courier is what the battlemage was supposed to be. I like the first ability. I like the second ability. I like this guy a lot.
Waiting until close to deadline = confusion D:
sry, unfortunately I've been developing having a life. :[[
sry it took a while D: but at least I'm in before the deadline (b'-')b
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.
I'll extend the deadline a couple more hours in case FSI shows up (I'll send him a PM). Zsehaelax, you jumped the gun a bit, as Zanny did make it in before the original deadline and FSI may yet join us.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Suffer the little creatures, for they may yet rise up and beat you senseless."
Zanny77 - [:rate5::rate5::rate1:] WINNER
Home: I'm inclined to think that repeatable -1/-1 counters are too strong on a land, but compared to many of the other lands, this one seems much more reasonable. I like how you could kill your own mulching creature just to get extra +1/+1 counters. Very subtle, very blue (-1/-1 is black and the +1/+1 is green) (4)
Durable: This is a little dangerous, I'd say too strong, and its not the bouncing to your hand to draw cards to get a new value, that seems, less effective in a way. What I'm concerned about is token generation. Tokens have 0 coverted mana cost, This for a total cost of 0 gives all tokens +2/+2 and trample. Thats crazy good. (2)
Herald: Deathtouch is almost moot, because of the 4 power. I would have prefered to see something more rare, like a cool evasion ability. maybe "This creature cannot be blocked by creatures with power less than it" That would have made it neat, and worthwhile as a rare. Otherwise I dont understand the 4/2, Green X/X, Black perfers X+1/X and Blue prefers X/X+1 It just doesn't seem to fit terribly. (2)
As always, art/redner and flavor text appriciated (+3)
zunemi - [:rate5::rate2::rate0:]
Home: I like your guild home. Despite its wording, it effectivly reads 1RWU,T: Deal 2 damage to target player and draw a card. Activate this ability only if you control an attacking unblocked creature" In essence I think this is how it will be use 90% of the time. It has other applications though, so I think its okay. (3)
Durable: The first ability fits the mana cost, but to add the second ability seems to make this guy crazy good! You get repeatable LOTs of card draw for 4 (yes I know its 3 colors) but its repeatable and doesnt require T. This is dangerous even IF it had been using T: If you are playing agro, this would be the most damning card on the field. (1)
Herald: I like this. Its a Guildmage, that is unique for this round. But the cost, for the power level of the creature is all wrong. You pay 3 for a 3/3, that can repeatably shock (WITH card draw) is abusably absurd. Also the card draw mechanic worded as is, would allow you to potentially draw MANY cards in a turn once the ability triggeres. If you had an untapping mechanic, this could draw you more than one card a dead creature. (2)
As always, art/render and flavor text aprricated (+1)
Zsehaelax - [:rate5::rate5::rate2:] WINNER
Home: This is a cool take on fateseal. It basically reads WUB,T: Fateseal 1. And I think it fits the colors which is nice, And I cant see it being Amazingly abuseable, its strong, but I cant see it being too strong. (4)
Durable: The Tomb is neat, and makes sense. It fits the colors quite well and I like it. It gives the feeling that I would want to use this in an Underworld Dreams deck. (4)
Herald: This is a nice take on a guildmage, but it requires cards in hand. I have a strong concern with the first ability. Have you seen Draco? I think there are some other obscenely high cmc critters with Convoke in Ravnica block that you could use just to build around with this guy, The second ability seems fair. (3)
As always, art/render and flavor text appricated (+1)
Jimmy Groove - [:rate5::rate3::rate0:]
Home: Oracle is a person isn't it? Shouldn't this be a creature? or a Land Creature? or something? Anyway I think the land is crazy strong. Think of what would happen if there were 4 of these on the field. You could sift through all the dross of your hand each turn. It would effectivly allow you to dig 5 cards a turn, for free (1)
Durable: I really like this artifact. It can be crazy good, but at the same time you are slowly (or rapidly) milling your self in exchange for bursts of power, Artifact is blue, shortterm gain is red, and trample fatty is green. I like this alot (5)
Herald: I cannot judge this in a vaccume as you posted your guild land, in conjunction with this, I feel. Very strongly afraid of what you are trying to do here. The card itself is not unfair, so I give you that, but I am afraid of how strong this could easily turn out to be (3)
As always, art/render and flavor text appriciated (+1)
No links to any previous posts (-2)
Solesticio - [:rate5::rate5::rate0:] WINNER(Lucky you and your free ride!)
Home: This is too strong on an uncommon land, esp late game is is seriuosly "Gimmy this creature back" Think Volrath's Stronghold as that was a rare, and it cost you a draw. You're gives you a free draw... (1)
Durable: I really like this concept. And I like how you can get saprolings for a cost of 3, but sacrificing them gives you 2. That is really balanced to me, and makes this one of those things that would be fun to play, but not break the game as i've seen quite a bit of tonight (5)
Herald: So, its like having Devour 2 on a Hydra. But instead of having the standard Hydra effect, you gave it the Spirit effect of damage negation. I'm not a fan of that combo, or I would have prefered to see Spirit as a creature type, because as elemental it makes less sense, otherwise interesting (3)
As always, art/render and flavor text appriciated (+1)
Volput, the Bubbling Well
Land (U) T: Add 1 to your mana pool. XURG, T: Target creature with power X or less is unblockable this turn.
Hmmm, a nice balanced effect, perfect for an uncommon, regular uncommon land format, no bubbles, everything check out here.
Quote from Gerrard"s Mom »
Cytoreactor Cannon2
Artifact (R) T: Move a counter from target permanent to another target permanent. URG,T: For each counter on target permanent, put another of those counters on another target permanent.
Hmmm, ohhaiDarksteel Reactor
I like it though, but I would rather see a 2 instead of the T for the first effect.
Quote from Gerrard"s Mom »
ClumpcasterURG
Creature - Goblin Wizard (U)
Mass 1 (Whenever this deals combat damage to a player, put a +1/+1 counter on a creature you control.)
Remove a +1/+1 counter from Clumpcaster: Choose one — Draw a card, then discard a card; or Clumpcaster deals 1 damage to target creature or player; or add one mana of any color to your mana pool.
2/2
hmmm, this is pretty interesting, and all the abilities are ones I would stick on an uncommon. Nice and balanced...yup, everything checks out
ART: A spire rises above the massive Ravnica city. Atop the pinnacle sits a slender columned Mausoleum. The Spire almost reaches the clouds where breaking sunbeams cast rays across the city as the Mausoleum looks down in silent reproach.
Land {U}
T: Add W to your mana pool. Activate this ability only if you control a Mountain.
T: Add B to your mana pool. Activate this ability only if you control a Plains.
T: Add R to your mana pool. Activate this ability only if you control a Swamp.
When I heard uncommon land, I was thinking the ones like Orzhova, Church of Deals and the like. I really don't like the conditional mana for this card either, it really would screw a lot of people up mana wise.
ART: A long lance adorned with a white scarf inscribed with the guild insignia. The lance head appears normal at the tip, but extra grooves have been carved in what appears to be an attempt to expedite bleeding. The shaft is cut with a gentle spiral grip.
Artifact - Equipment {U}
Equipped creature gets +2/+0 and has first strike.
Equip 1W
1BR: Equipped creature gains deathtouch until end of turn.
I also see the artifacts like the other guild artifacts. They work without your guilds mana, but get even BETTER with your mana. So for W u get +2/+0 and first strike, but have to add BR to get deathtouch. Ouch.
ART: A white winged angel with red tips and a blazing halo, strikes down at a golem splitting it asunder. From the remnants a prismatic spirit drifts backward toward heaven against the darkened skies of a night in Ravnica.
Creature - Angel {R}
Flying
When Herald of the Afterlife enters or leaves the battlefield, destroy target permanent. Its controller puts a 1/1 spirit creature token with flying that is all colors onto the battlefield.
"All things have a soul. It is my job to find it"
4/3
And this looks a little too powerful.
Just swing in "ohaithurBroodmate Dragon ur a 1/1 nao lawlz"
And to do it twice is even more insane...
Gerrard's Mom
Quote from Zsehaelax »
Veripole, Beacon of Wisdom
Land (U) T: Add 1 to your mana pool. WUB,T: Look at the top card of target player's library. You may put that card on the bottom of that player's library. No one ever questioned a lighthouse in the old market district.
This is ok, but I don't know about the ability. Lurking Informant did this a lot better for less.
Azodir Tome 3
Artifact (R) 1U,T: Each player draws a card. 2WB,T, Exile Azodir Tome: Each player exiles his or her hand. Chapter One: How to Hide a Guild[/QUOTE]
Again, I like to see the artifacts as working without the guild's colors, but better with them. But I am so intrigued by this card!
Quote from Zsehaelax »
Azodir Guildmage WUB
Creature – Vedalken Wizard (R) 1WU, reveal a card in your hand: Gain life equal to the revealed card’s converted mana cost. Activate this ability only any time you could cast a sorcery. 1UB, discard a card: Return target card with converted mana cost equal to the discarded card from your graveyard to your hand. Activate this ability only any time you could cast a sorcery.
2/2
: O I would sure hope I have Draco in my hand so I can gain 16 life! But in honesty, this is pretty good. I like the effects, but I can't help but feel the second one is a bit underwhelming...
Quote from Jimmy Groove »
Oracle of Ideas
Land (U) T: Add 1 to your mana pool.
Whenever you draw the first card in a turn, you may discard a card. If you do, draw a card.
Hmm...this is interesting, but I think this is very powerful. I might stick this on a rare.
Quote from Jimmy Groove »
Flowing Concept5
Artifact Creature - Weird (R)
At the beginning of your upkeep, discard a card for each artifact you control, then draw that many cards. UGR: Flowing Concept gets +1/+1 for each card you drew this turn and gains trample until end of turn. "You should see what was rejected."
3/3
WOW, I really like this card. I love how it can work nice on it's own and is just CRAZY with other artifacts, but your guild mana makes this thing BOSS.
Quote from Jimmy Groove »
Herald of the IzzetUGR
Creature - Human Wizard (U)
If you would draw a card, instead draw two cards, and then discard a card. "Great ideas demand giving up ideas that are only good. Sometimes, this is very hard."
3/2
This is a good card, simple yet does it's job, but this card doesn't really stand out to me.
Hrichol, the Living Grave
Land (U)
:symtap:: Add to your mana pool. 2BGW,T: Target creature card in your graveyard has Dredge 3 until end of turn. Draw a card.
At Hrichol, death and life are interchangeably.
Life-Flux Altar
Artifact (R)
Creature spells you cast have Offer. (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.) BGW: Put a 1/1 green Saproling creature token onto the battlefield. "The best offer is to give back what you have taken."
— Altar's inscription
Root-Kin HeraldXBGW
Creature — Elemental (R)
Offer (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.) ~ enters the battlefield with X +1/+1 counters.
If damage would be dealt to ~, prevent that damage. Remove a +1/+1 counter from ~.
0/0
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.
Solesticio: Need to check your wording, offer should say "cast," not "play." Having two mechanics in your guild is a little strange, but the cards seem fine in and of themselves. The land is pretty powerful, actually, but otherwise ok.
FSI: Sorry about that, I'm sure you could have come up with some good ideas.
Zsehaelax: The land seems kind of weak and not terribly white, but it isn't out of the realm of possibility. A library search effect would have helped your mechanic. The artifact works pretty well, assuming you are preventing them from playing cards somehow. Interesting take in breaking up the mana costs. The guildmage seems ok, the first ability seems actually the more annoying of the two.
Jimmy: You have quite a combo pack going on, with just those three out you draw six and discard five by my count. Library churn seems fine for those colors, especially if you have some way to restock. The land is too good, any combo deck would play 4 and most anything that can handle the colorless would as well. The artifact is pretty exciting, although I'm not sure why he makes you suddenly like artifacts. What happened to the number of colors mechanic from last round? I'm pretty sure the last guy doesn't make you draw your whole deck with infinite replacement, which is good. The mechanic isn't hugely green, but makes enough sense, and it seems fun to play.
Zanny77: The land is a little too strong, see Gnarled Effigy for example. The artifact doesn't feel particularly black, is nuts with tokens, and is interesting but would make more sense to me just giving a bonus based on the number of counters you pay for, rather than being set to a certain CMC. That would solve the token problem as well. The creature is not very well balanced in terms of p/t. With both deathtouch, which discourages blocking, and a saboteur ability that works no matter how much damage you do, I think you would have been far better off making it a 1/4 or so, and possibly giving it vigilance as well, since green and blue have it. That would make it great defense while providing a useful offensive ability as well. As is, it's probably just going to trade with a 2 drop of some sort.
zunemi: The land is a little bland (no pun intended), it's sort of Chinese menu that is ok with your mechanic but doesn't actually help you set up impulse as much as, say, grabbing a small creature to attack with yours or something. I like the idea behind the artifact, although I wonder if the effect isn't a bit green. The colored activation fits your guild, although it is probably far too cheap, especially considering you can activate it multiple times. By the time we get to your creature, we get a little tired of attacking effects with blue card draw welded on. Strong, although I believe the one cost should be RW (symbol order, see Goblin Legionnaire).
Solesticio by default
Jimmy Groove for fun factor
zunemi for balance and consistency
Ohmusama
Land- This is not like the usual lands. Minus points for that, imo. Also, it's obviously broken, specially at uncommon. Nimbus Maze is rare and, despite giving colorless, it only generates two colors
Artifact - Once again, you didn't follow the pattern. Your artifact is useless if you can't access white, and the point was to be useful, but more powerful with your guild colors.
Herald - A crib swap in a 4/3 flying body seems a bit much, but isn't completely broken I guess. But the two times trigger makes me think twice about its power
Gerrard's Mom
Land- The card is surely balanced, but I think it's a bit underpowered. Comparing with Whispersilk Cloak, your land is pretty bland.
Artifact - I understand this kind of ability fits perfectly with your guild, but this is much seen. Also, the 2nd ability could be a bit abusive with Planeswalkers...
Herald - For an uncommon, I thinks it's a lot going on here. With so much mass around, this could be really broken. If you can put some counters here, you clean the blockers, attack unblocked with one or two mass creatures, rinse and repeat. However, I like the concept. At rare maybe I could accept it.
Notes: I would like to see some flavor text, and you do it so well...
winner: GM. Although the cards were weak, in my opinion ohmusama failed to accomplish the required.
Zsehaelax
Land- It says "fateseal 1", but the cost might be a bit expensive for it's ability.
Artifact - I say to you the same I said to ohmusama.
Herald - I like how you made your herald, and the first ability is ok. The second one is more difficult to analyse. It makes your cards transmutable, something we have seen only in a few cards, because it could be something powerful. Hard to judge this one...
Jimmy Groove
Land- Your land has no guild-ability. However recycle a card each turn for free seems a bit much
Artifact - Good one, it's an odd Bottle Cloister, with a possible really good creature.
Herald - Here once again you have the same problem than in your land.
winner:Zsehaelax. Here both of you failed on one of the cards, but Jimmy's cards were a bit more powerful than Zsehaelax's (I'm thinking about the herald)
zunemi
Land- Great land. It's ability is really useful, and it's not overpowered at all.
Artifact - Another nice concept, much like the Ravnica artifacts, really nice job.
Herald - Indeed, not much inspiration here. The second ability is the worst, cause 2 damage and a draw is really good. A better Magma Jet each turn is nuts.
Zanny77
Land- I like the concept. Because it is a 3color ability it makes it fine.
Artifact - I guess I would prefer to run overrun, even if just applicable for a turn. The clause "equal" and not "less than or equal" makes it much weaker then it could be. Unless you have a bunch of tokens (bitterblossom would like this a lot!), and because of that it shouldn't be free. The power-up ability seems weak but, once again, it's a nice recursion if you play it for free. Maybe too good, but I'm not sure on this one.
Herald - Good one. It's simple and clean, and captures a bit of your guild. UBG are the right colors for this
winner: Zanny77. This one was the hardest match for me, I the vote is for Zanny because, overall, he made more balanced cards
Thus begins Round Four of the March 2010 Card Creation League! It's always been survival of the fittest on Ravnica, and while some Guilds have floundered under pressure from their rivals or succumbed to self-destruction, others still have the chance to prove their mettle.
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 29+1+2+3=35
:symgb::symgw: Solesticio 14+1+1*+3+2+2=23
:symug::symur:
Saagn12+2+1+1*+1+3=20 (Eliminated):symbg::symgu:
KoolKoal8+3+1=12 (Eliminated):symrg::symgw:
Umi-no Samui5+1+1+1=8 (Eliminated):symub::symwb:
Bom Scriba(Dropped):symwu::symub:
BlackBull(Dropped)Team Utvara
:symrw::symwb: Ohmusama 17+3+3+1+1*+2=27 W
:symrg::symgu: Gerrard's Mom 20+1+1*+2+2+1=27
:symgb::symrg:
drewdagreek11+1+1*+1+1+3=18 (Eliminated):symgw::symgu:
ced39510+1+1*=12 (Eliminated):symbr::symrg:
Nokiou(Dropped):symug::symur:
Monkey Playing MTG(Dropped)Team Agyrem
:symwu::symub: Zsehaelax 20+2+2+3+3+1+1=32
:symgu::symur: Jimmy Groove 14+3+3+1+1*+2+2=26
:symwb::symrb:
arsenick wrath12+1+1+1+1+1+1*=18 B (Eliminated):symrw::symwb:
MagicProfessor2814 (Eliminated):symbu::symbr:
CoJoeTheLawyer(Dropped):symwu::symwb:
Caesarius10(Dropped)Team Tin Street
:symur::symrw: zunemi 22+3+3+1+1+1*=31
:symgb::symgu: Zanny77 21+1+2+1+1*=27
:symrw::symwu:
IlGreven16+1+1+1*+3=22 (Eliminated):symwb::symgb:
CasualThor15+2+2+1+1*=21 (Eliminated):symgw::symgu:
DeusofCalamityDropped:symrg::symgu:
TaloreDroppedBoros: 3
Dimir: 1
Golgari: 2
Izzet: 2
Orzhov: 2
Gruul: 1
Azorius: 1
Simic: 3
Rakdos: 0
Each of your Guilds fought valiantly (or in many cases, underhandedly), but unfortunately some didn't quite make the cut, as only the top two from each Team can move on. But those Guilds that have survived thus far are in much better shape than before; finding their own niche in society, they have begun to gain recognition by the populace of Ravnica at large, establishing a real foothold on the city-plane. Still, for your presence to become a truly permanent fixture, you'll need a base of operations from which to expand your influence; your first task this round is to create a headquarters for your Guild: an uncommon, non-legendary (but properly named) land. To aid your Guild in their quest for domination, you'll also need to make them a powerful //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&name=+%21[muse">+%21[bronze]+%21[sword]+%21[shield]+%21[gargoyle]+%21[curio]+%21[cloister]&block=%7C[%22Ravnica%20Block%22]%7C[%22Ravnica%20Block%22]&rarity=%7C[R]&type=+[%22Artifact%22]"]artifact (normal, creature, or equipment) that functions on its own, but whose true power is only unlocked with your Guild's colors. Finally, your Guild will also require a herald to spread word of your Guild to every corner of Ravnica - an iconic tri-colored creature (not hybrid) that encapsulates the ideals of your Guild. This herald should avoid being massively complex; if this were the first card from your Guild a player opened in a pack, it should stick with them and immediately come to mind whenever they think of the Guild.
Art isn't required, as always for the CCL, but art descriptions are encouraged and appreciated.
Previous Rounds:
Sign Up
Round One
Round Two
Round Three
You have until Noon Pacific on Monday, March 22nd.
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)
Just finished my last final paper, and that's quite a challenge. Looking forward to attacking this over the weekend!Are you waiting to post pairings for judgings until critiques start, Kiwi? Or are we competing against our former teammates?
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
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.
Volput, the Bubbling Well
Land (U)
T: Add 1 to your mana pool.
XURG, T: Target creature with power X or less is unblockable this turn.
Cytoreactor Cannon 2
Artifact (R)
T: Move a counter from target permanent to another target permanent.
URG,T: For each counter on target permanent, put another of those counters on another target permanent.
Clumpcaster URG
Creature - Goblin Wizard (U)
Mass 1 (Whenever this deals combat damage to a player, put a +1/+1 counter on a creature you control.)
Remove a +1/+1 counter from Clumpcaster: Choose one — Draw a card, then discard a card; or Clumpcaster deals 1 damage to target creature or player; or add one mana of any color to your mana pool.
2/2
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
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.
Land (U)
T: Add 1 to your mana pool.
GUB,T: Put a +1/+1 counter on target creature and a -1/-1 counter on another target creature.
When the very walls itself breathe and die, you know that this building houses every secret and detail held highly by the Harazv.
Artifact (R)
Growth Essence Chamber comes into play with X charge counters on it.
Creatures with converted mana cost equal to the number of charge counters on Growth Essence Chamber get +2/+2 and trample.
GUB: Return Growth Essence Chamber to your hand. Draw a card.
Creature - Elf Druid (R)
Deathtouch
Whenever Infuser of Life and Death deals damage to a player, draw a card.
“A simple thought brings life anew, and a simple poison brings death so true.”
—Armetis, Ravnican Poet
4/2
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(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
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
Round 3: http://forums.mtgsalvation.com/showpost.php?p=5073702&postcount=4
Crypt:
T: Add B to your mana pool. Activate this ability only if you control a Plains.
T: Add R to your mana pool. Activate this ability only if you control a Swamp.
Durable:
Equip 1W
1BR: Equipped creature gains deathtouch until end of turn.
Herald Popper:
When Herald of the Afterlife enters or leaves the battlefield, destroy target permanent. Its controller puts a 1/1 spirit creature token with flying that is all colors onto the battlefield.
"All things have a soul. It is my job to find it"
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Parun
Augustin, Twice-Bit COST
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 Shadow U
Instant (c)
Draw a card
Foreshadow - While you're searching your library, you may cast this spell from your library.
Color Matters
Circu Azodir Arbiter 2UU
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
Split Card
Innocence 1UW
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
Instant (U)
Target creature's controller sacrifices it.
This Round:
Veripole, Beacon of Wisdom
Land (U)
T: Add 1 to your mana pool.
WUB,T: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
No one ever questioned a lighthouse in the old market district.
Azodir Tome 3
Artifact (R)
1U,T: Each player draws a card.
2WB,T, Exile Azodir Tome: Each player exiles his or her hand.
Chapter One: How to Hide a Guild
Azodir Guildmage WUB
Creature – Vedalken Wizard (R)
1WU, reveal a card in your hand: Gain life equal to the revealed card’s converted mana cost. Activate this ability only any time you could cast a sorcery.
1UB, discard a card: Return target card with converted mana cost equal to the discarded card from your graveyard to your hand. Activate this ability only any time you could cast a sorcery.
2/2
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
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Hrichol, the Living Grave
Land (U)
:symtap:: Add to your mana pool.
2BGW,T: Target creature card in your graveyard has Dredge 3 until end of turn. Draw a card.
At Hrichol, death and life are interchangeably.
Life-Flux Altar
Artifact (R)
Creature spells you cast have Offer. (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.)
BGW: Put a 1/1 green Saproling creature token onto the battlefield.
"The best offer is to give back what you have taken."
— Altar's inscription
Root-Kin Herald XBGW
Creature — Elemental (R)
Offer (You may sacrifice any number of creatures as you play this spell. It cost less to play for each creature sacrificed this way.)
~ enters the battlefield with X +1/+1 counters.
If damage would be dealt to ~, prevent that damage. Remove a +1/+1 counter from ~.
0/0
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Land (U)
T: Add 1 to your mana pool.
Whenever you draw the first card in a turn, you may discard a card. If you do, draw a card.
Flowing Concept 5
Artifact Creature - Weird (R)
At the beginning of your upkeep, discard a card for each artifact you control, then draw that many cards.
UGR: Flowing Concept gets +1/+1 for each card you drew this turn and gains trample until end of turn.
"You should see what was rejected."
3/3
Herald of the Izzet UGR
Creature - Human Wizard (U)
If you would draw a card, instead draw two cards, and then discard a card.
"Great ideas demand giving up ideas that are only good. Sometimes, this is very hard."
3/2
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
White: Here, have an afterlife.
B/R: Oh, wait, I destroyed you.
Critiques for this round:
Team Undercity
Solesticio
-Hrichol, the Living Grave basically reads: :2mana::symb::symg::symw:, mill 3: raise dead. That is too much for me to even look at this card seriously. Volrath's Stronghold was a mere 1B to topdeck a creature.
+Life-Flux Altar is strong but good. I could definitely see this card getting played.
-Root-Kin Herald pretty much has devour 2, but you can still be paid with X actual mana. Unfortunately, he has no regeneration, trample, or staying power otherwise.
Team Utvara
-Dread Lance starts off similar to no-dachi. The only time you can equip this is when you are in white, which is not a drawback. Paying 3 for deathtouch, however, is a drawback. Gorgon's Flail set the standard for deathtouch equipment. I like it, but I think you were trying to do too much with one piece of cardboard.
+Herald of the Afterlife can only be compared to angel of despair. She was a finisher and aggressively costed to destroy one card. This is 2 mana less than despair and also destroys something on the way in and on the way out.
Gerrard's Mom
-Cytoreactor Cannon should only move between two cards of the same type with the same controller so it isn't stealing loyalty from enemy planeswalkers because there is no flavor in that. This should not be usable with planeswalkers at all.
+Clumpcaster seems clumpy at first but then gets more Jitte-esque as you read him. I would love to open this guy especially if I had anything else with graft. He should be rare.
Team Tin Street
-Thoughtstreamer Scroll has two seemingly unrelated abilities. I think the artifact should tap for the second ability to prevent drawing a ridiculous amount of cards. I understand that after you do, and you have to discard them, it makes sense to reveal and bottomdeck them instead. That feels more green recycling type effect, not red, white, or blue.
+Edit #1: Lambent Courier is what the battlemage was supposed to be. I like the first ability. I like the second ability. I like this guy a lot.
Zanny77
-I am not even going to look at your artifact because it says comes into play.
-Your herald would have been better off with intimidate, fear, unblockable, etc. Deathtouch does nothing on larger power creatures. I understand you want this guy to hit a player, but at 4 power, that isn't going to happen as often as you want it to and when it does, you are killing them faster than you are getting real card advantage. This isn't a bad card, I just think you could have done better with evasion over deathtouch.
For each team:
ohmusama beats Gerrard's Mom.
zunemi beats zanny77.
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
Waiting until close to deadline = confusion D:
sry, unfortunately I've been developing having a life. :[[
sry it took a while D: but at least I'm in before the deadline (b'-')b
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(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)
Home: I'm inclined to think that repeatable -1/-1 counters are too strong on a land, but compared to many of the other lands, this one seems much more reasonable. I like how you could kill your own mulching creature just to get extra +1/+1 counters. Very subtle, very blue (-1/-1 is black and the +1/+1 is green) (4)
Durable: This is a little dangerous, I'd say too strong, and its not the bouncing to your hand to draw cards to get a new value, that seems, less effective in a way. What I'm concerned about is token generation. Tokens have 0 coverted mana cost, This for a total cost of 0 gives all tokens +2/+2 and trample. Thats crazy good. (2)
Herald: Deathtouch is almost moot, because of the 4 power. I would have prefered to see something more rare, like a cool evasion ability. maybe "This creature cannot be blocked by creatures with power less than it" That would have made it neat, and worthwhile as a rare. Otherwise I dont understand the 4/2, Green X/X, Black perfers X+1/X and Blue prefers X/X+1 It just doesn't seem to fit terribly. (2)
As always, art/redner and flavor text appriciated (+3)
zunemi - [:rate5::rate2::rate0:]
Home: I like your guild home. Despite its wording, it effectivly reads 1RWU,T: Deal 2 damage to target player and draw a card. Activate this ability only if you control an attacking unblocked creature" In essence I think this is how it will be use 90% of the time. It has other applications though, so I think its okay. (3)
Durable: The first ability fits the mana cost, but to add the second ability seems to make this guy crazy good! You get repeatable LOTs of card draw for 4 (yes I know its 3 colors) but its repeatable and doesnt require T. This is dangerous even IF it had been using T: If you are playing agro, this would be the most damning card on the field. (1)
Herald: I like this. Its a Guildmage, that is unique for this round. But the cost, for the power level of the creature is all wrong. You pay 3 for a 3/3, that can repeatably shock (WITH card draw) is abusably absurd. Also the card draw mechanic worded as is, would allow you to potentially draw MANY cards in a turn once the ability triggeres. If you had an untapping mechanic, this could draw you more than one card a dead creature. (2)
As always, art/render and flavor text aprricated (+1)
Zsehaelax - [:rate5::rate5::rate2:] WINNER
Home: This is a cool take on fateseal. It basically reads WUB,T: Fateseal 1. And I think it fits the colors which is nice, And I cant see it being Amazingly abuseable, its strong, but I cant see it being too strong. (4)
Durable: The Tomb is neat, and makes sense. It fits the colors quite well and I like it. It gives the feeling that I would want to use this in an Underworld Dreams deck. (4)
Herald: This is a nice take on a guildmage, but it requires cards in hand. I have a strong concern with the first ability. Have you seen Draco? I think there are some other obscenely high cmc critters with Convoke in Ravnica block that you could use just to build around with this guy, The second ability seems fair. (3)
As always, art/render and flavor text appricated (+1)
Jimmy Groove - [:rate5::rate3::rate0:]
Home: Oracle is a person isn't it? Shouldn't this be a creature? or a Land Creature? or something? Anyway I think the land is crazy strong. Think of what would happen if there were 4 of these on the field. You could sift through all the dross of your hand each turn. It would effectivly allow you to dig 5 cards a turn, for free (1)
Durable: I really like this artifact. It can be crazy good, but at the same time you are slowly (or rapidly) milling your self in exchange for bursts of power, Artifact is blue, shortterm gain is red, and trample fatty is green. I like this alot (5)
Herald: I cannot judge this in a vaccume as you posted your guild land, in conjunction with this, I feel. Very strongly afraid of what you are trying to do here. The card itself is not unfair, so I give you that, but I am afraid of how strong this could easily turn out to be (3)
As always, art/render and flavor text appriciated (+1)
No links to any previous posts (-2)
Solesticio - [:rate5::rate5::rate0:] WINNER (Lucky you and your free ride!)
Home: This is too strong on an uncommon land, esp late game is is seriuosly "Gimmy this creature back" Think Volrath's Stronghold as that was a rare, and it cost you a draw. You're gives you a free draw... (1)
Durable: I really like this concept. And I like how you can get saprolings for a cost of 3, but sacrificing them gives you 2. That is really balanced to me, and makes this one of those things that would be fun to play, but not break the game as i've seen quite a bit of tonight (5)
Herald: So, its like having Devour 2 on a Hydra. But instead of having the standard Hydra effect, you gave it the Spirit effect of damage negation. I'm not a fan of that combo, or I would have prefered to see Spirit as a creature type, because as elemental it makes less sense, otherwise interesting (3)
As always, art/render and flavor text appriciated (+1)
FuriouslySleepingIdea - [NO SUBMISSION]
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Hmmm, a nice balanced effect, perfect for an uncommon, regular uncommon land format, no bubbles, everything check out here.
Hmmm, ohhaiDarksteel Reactor
I like it though, but I would rather see a 2 instead of the T for the first effect.
hmmm, this is pretty interesting, and all the abilities are ones I would stick on an uncommon. Nice and balanced...yup, everything checks out
When I heard uncommon land, I was thinking the ones like Orzhova, Church of Deals and the like. I really don't like the conditional mana for this card either, it really would screw a lot of people up mana wise.
I also see the artifacts like the other guild artifacts. They work without your guilds mana, but get even BETTER with your mana. So for W u get +2/+0 and first strike, but have to add BR to get deathtouch. Ouch.
And this looks a little too powerful.
Just swing in "ohaithurBroodmate Dragon ur a 1/1 nao lawlz"
And to do it twice is even more insane...
This is ok, but I don't know about the ability. Lurking Informant did this a lot better for less.
Azodir Tome 3
Artifact (R)
1U,T: Each player draws a card.
2WB,T, Exile Azodir Tome: Each player exiles his or her hand.
Chapter One: How to Hide a Guild[/QUOTE]
Again, I like to see the artifacts as working without the guild's colors, but better with them. But I am so intrigued by this card!
: O I would sure hope I have Draco in my hand so I can gain 16 life! But in honesty, this is pretty good. I like the effects, but I can't help but feel the second one is a bit underwhelming...
Hmm...this is interesting, but I think this is very powerful. I might stick this on a rare.
WOW, I really like this card. I love how it can work nice on it's own and is just CRAZY with other artifacts, but your guild mana makes this thing BOSS.
This is a good card, simple yet does it's job, but this card doesn't really stand out to me.
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(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
FSI: Sorry about that, I'm sure you could have come up with some good ideas.
Jimmy: You have quite a combo pack going on, with just those three out you draw six and discard five by my count. Library churn seems fine for those colors, especially if you have some way to restock. The land is too good, any combo deck would play 4 and most anything that can handle the colorless would as well. The artifact is pretty exciting, although I'm not sure why he makes you suddenly like artifacts. What happened to the number of colors mechanic from last round? I'm pretty sure the last guy doesn't make you draw your whole deck with infinite replacement, which is good. The mechanic isn't hugely green, but makes enough sense, and it seems fun to play.
zunemi: The land is a little bland (no pun intended), it's sort of Chinese menu that is ok with your mechanic but doesn't actually help you set up impulse as much as, say, grabbing a small creature to attack with yours or something. I like the idea behind the artifact, although I wonder if the effect isn't a bit green. The colored activation fits your guild, although it is probably far too cheap, especially considering you can activate it multiple times. By the time we get to your creature, we get a little tired of attacking effects with blue card draw welded on. Strong, although I believe the one cost should be RW (symbol order, see Goblin Legionnaire).
Jimmy Groove for fun factor
zunemi for balance and consistency
Ohmusama
Land- This is not like the usual lands. Minus points for that, imo. Also, it's obviously broken, specially at uncommon. Nimbus Maze is rare and, despite giving colorless, it only generates two colors
Artifact - Once again, you didn't follow the pattern. Your artifact is useless if you can't access white, and the point was to be useful, but more powerful with your guild colors.
Herald - A crib swap in a 4/3 flying body seems a bit much, but isn't completely broken I guess. But the two times trigger makes me think twice about its power
Gerrard's Mom
Land- The card is surely balanced, but I think it's a bit underpowered. Comparing with Whispersilk Cloak, your land is pretty bland.
Artifact - I understand this kind of ability fits perfectly with your guild, but this is much seen. Also, the 2nd ability could be a bit abusive with Planeswalkers...
Herald - For an uncommon, I thinks it's a lot going on here. With so much mass around, this could be really broken. If you can put some counters here, you clean the blockers, attack unblocked with one or two mass creatures, rinse and repeat. However, I like the concept. At rare maybe I could accept it.
Notes: I would like to see some flavor text, and you do it so well...
winner: GM. Although the cards were weak, in my opinion ohmusama failed to accomplish the required.
Zsehaelax
Land- It says "fateseal 1", but the cost might be a bit expensive for it's ability.
Artifact - I say to you the same I said to ohmusama.
Herald - I like how you made your herald, and the first ability is ok. The second one is more difficult to analyse. It makes your cards transmutable, something we have seen only in a few cards, because it could be something powerful. Hard to judge this one...
Jimmy Groove
Land- Your land has no guild-ability. However recycle a card each turn for free seems a bit much
Artifact - Good one, it's an odd Bottle Cloister, with a possible really good creature.
Herald - Here once again you have the same problem than in your land.
winner: Zsehaelax. Here both of you failed on one of the cards, but Jimmy's cards were a bit more powerful than Zsehaelax's (I'm thinking about the herald)
zunemi
Land- Great land. It's ability is really useful, and it's not overpowered at all.
Artifact - Another nice concept, much like the Ravnica artifacts, really nice job.
Herald - Indeed, not much inspiration here. The second ability is the worst, cause 2 damage and a draw is really good. A better Magma Jet each turn is nuts.
Zanny77
Land- I like the concept. Because it is a 3color ability it makes it fine.
Artifact - I guess I would prefer to run overrun, even if just applicable for a turn. The clause "equal" and not "less than or equal" makes it much weaker then it could be. Unless you have a bunch of tokens (bitterblossom would like this a lot!), and because of that it shouldn't be free. The power-up ability seems weak but, once again, it's a nice recursion if you play it for free. Maybe too good, but I'm not sure on this one.
Herald - Good one. It's simple and clean, and captures a bit of your guild. UBG are the right colors for this
winner: Zanny77. This one was the hardest match for me, I the vote is for Zanny because, overall, he made more balanced cards
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)