Welcome to the Card Creation League! For the month of June, players will attempt to create their wonderful civilization from the ground up!
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Quick Note: There will be a new grading system being tested due to complaints from the last CCL. Here are the details:
Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
Well, I have been a participant in a couple of these things, but never in my life did I think that I would host one of these. I guess there is a first time for everything.
I saw a lot of very powerful and very interesting kings, and it looks like this month is going to be really fun for everyone (but me, because I can't participate :tongue::cool:). Anyway, good luck to all in this round!
Welcome to the uncharted plane of Menyizorta, a tropical paradise never even explored by planeswalkers, till now. The plane is literally a paradise with millions of square miles of untamed wilderness. Many of the animals you have seen before, yet there are those you have never seen.
You have been sent to this plane to ultimately cultivate an upstanding civilization that will meet your diety's wishes, who has specifically chosen you for this task. You and a handful of followers have been planeswalked to a certain part of the plane, unknowing that there are others, like you, who have landed in the same region.
You and your followers cannot do anything now, for you have no foothold in this place. You need a base of operations to get started, so that your can expand and rule over all the land (whether its justly or unjustly is up to you). Fortunately for you, you have been planewalked to a region that emits about the same mana as your own, and you feel that this place is an excellent place to start. You lay out the plans, and your minions/subjects obey and start building.
I tried to, more or less, put people into teams based on the nature of their king, so that it would fit more with the storyline. And for lack of better team names, here are the teams:
Team Savannah:
Ohmusama
Stormblade
Meatball Warrior
Caesarius
Ced395
Mzc87
Kev the Walker
Team Tropical Island:
Blue Lotus
Impulsive Knowledge
Gerrard's Mom
Person3412
Void nothing
Krey
Myevilhamster
Team Taiga:
Phyrexian
Brasil dude
Darkfire Games
Jimmy Groove
Summon Legend
Drewdagreek
Team Badlands:
MagicProfessor28
Crimson Crossfire
Morguloth
Asrama
Monkey Playing MTG
Furiously Sleeping Idea
Netn9
To make it easier on your judges, you may want to post a small backstory as to why that land fits in your domain. (Does it make sense with your "king", etc.) However, while judges can give comments on a certain players "king", please don't base judgings on any aspect of the king, only the land.
Savannah Critiques Badlands
Badlands Critiques Taiga
Taiga Critiques Tropical Island
Tropical Island Critiques Savannah
The Round one submissions are due on Saturday (6/5) @ 12 noon Eastern Time
The Round one critiques/top 3's are due when Monday (6/7) turns into Tuesday (6/8), Eastern Time.
Times subject to change if everyone is done (since we started a day late, I will try to find ways to make up time. Forgive me for that. :))
Round one challenge: Create a land card that depicts a part of your domain. This could be anything from your caste/stronghold to something in the surrounding lands.
For reference, please refer to the previous rounds: Signups
Have fun, and happy building.
PM me if you have any questions.
Edit: As just a reminder, there are 5 slots left for anyone else to come in and join the fun. Just post a Legendary Rare Creature as your "King" along with your Round 1 submissions. However, new entries will not be accepted once critiques start.
Ratchet, Goblin Engineer1RR
Legendary Creature - Goblin Artificer {R}
Other goblin creatures you control get +1/+1.
Sacrifice a Goblin: Ratchet, Goblin Engineer deals 1 damage to target player and each creature he or she controls. Just take this and run! 2/2
Prologue: A Leader With Brains
Although Ratchet is a goblin, he could be considered to have above average intelligence (for a Goblin anyway). Consequently, although he isn't one for palace intrigue or political mind games, he knows that people (or goblins) follow those they respect. And Ratchet is respected, after all, it's not like every other goblin is capable of inventing bombs (among other things). Consequently, since he was respected, Ratchet knew he'd be followed, and he also knew that if he wanted to keep any followers, he better figure out some way to keep them alive.
Chapter I: The Birth of a Warren
After trudging through the forest for two or three weeks, the goblin troupe stumbled upon the entrance to cave at the foot of a gigantic mountain. The goblins, in stereotypical goblin fashion, went right in, paying no heed to the dangers that may have lurked inside. After a walking for a bit, what the goblins discovered was that the small entrance way they came through led to a vast cave, with bridge-like rock beams crisscrossing from spire to spire. Ratchet knew they'd found their place.
Of course, the cave was not empty, and the beasts inside did not take take kindly to the goblins. However, a few brave (or foolish) goblins decided to put Ratchet's bombs to work, and soon they had the cave to themselves. Then came to the task of truly making this place feel like a warren. The slamming of pickaxes and the odd explosion was all that occurred for the next few days. Eventually, the goblins had transformed a section of the cave into home sweet home.
What happened next, however, was a rather interesting phenomenon. Arson's Peak (as the mountain came to be called), had a terribly large amount of red mana surrounding it. The goblins were not used to this much mana, and had to adjust to it. While red mana usually served to heighten the goblins' carelessness and lust for chaos, it also had an unexpected consequence: during this adjustment period, rates of erm... "reproduction" in the original party of goblins boomed. With time, the goblins dapted to the excess of mana, and birthing rates returned to normal, but by then, the damage had been done. Ratchet now led more than three times the amount of goblin's he'd arrived with, and the Great Warren, as it came to be known, was expanded into what it is today.
The Great Warren
Tribal Land - Goblin {U}
The Great Warren enters the battlefield tapped.
:symtap:: Add to your mana pool. 1R,T: Put two 1/1 red Goblin creature tokens into play. The Great Warren deals 3 damage to you. The problem with with a warren full of goblins is just that, a warren full of goblins.
Inash, Queen of Pain3RR
Legendary Creature - Human Shaman (R)
Creatures you control get +1/+0 for each point of damage on them. R: Inash, Queen of Pain deals 1 damage to each creature and planeswalker. "When everyone fears you, your soldiers fight with ferocity unmatched, and your enemies quiver and fall even when untouched."
4/4
Citadel of Torment
Land (U) T: Add 1 to your mana pool. T: Citadel of Torment deals one damage to a creature you control. If it does, add G,R, or B to your mana pool. Inash demands as much from the land as from her followers, and she is willing to shed blood to get what she wants.
Alexis, Nirkana Bloodchief :3mana::symb::symb:
Legendary Creature - Vampire Warrior (Rare)
Whenever a creature is put into a graveyard from the battlefield, put a +1/+1 counter on each vampire you control. "I could command my people everything I want except one thing: to not eat a good meal"
- Alexis, Nirkana Bloodchief
3/3
King's Story:
Our story begin in the Rise of the Eldrazi events. The big Eldrazi woke up and began to destroy and devour everything, crushing homes and hopes alike, entry towns and places were gone.
After one year of battle between the humanity verses the Eldrazi, the battle was over and the results are sad: Zendikar is no more, and there are no survivors. after some more years, Zendikar was forgotten from the memories of the people from other planes and planswalkers. Zendikar deleted from the existence and from the history.
Sorin knew that this would happen, so he invited each bloodchief from each of the vampire's families, and he gave to each of them a choice: Stay in Zendikar and be a feast for the Eldrazi, or go with him to other plane. At first the bloodchiefs laughed at Sorin, "Zendikar is the only plane that exist! there is no way to escape from the Eldrazi verdict!"
But the vampires had no other choices. Sorin took the bloodchiefs and scattered them and there children between five different planes.
The plane chosen for the Nirkana familiy was Menyizorta...
And the land - Dreadrage, Nirkana's Stronghold:
Dreadrage, Nirkana's Stronghold
Legandery Land (Rare)
:symtap:: Add to your mana pool.
:5mana::symb::symb:, :symtap:: Destroy target creature, it can't be regenerated. Put a 2/2 black Zombie creature token onto the battlefield named Mindless Null with “This creature can’t block unless you control a Vampire.” "Even the walls of Dreadrage has the thirst for blood as the Nirkana vampires"
Melovarn the Vindictive :4mana::symb::symr:
Legendary Creature - Vampire (MR)
Flying
Whenever a creature dealt damage by Melovarn the Vindictive this turn is put into a graveyard, put a +1/+1 counter Melovarn.
Whenever a creature deals damage to you or to Melovarn, Melovarn deals 4 damage to that creature.
4/4
Pits of Devastation
Land (U) T: Add 1 to your mana pool. 2BR,T, sacrifice Pits of Devastation: Destroy target creature that dealt damage to you this turn. "Why make traps on the way in? That way, I won't be able to watch them suffer."
— Melovarn the Vindictive
Fallen Kings of Osril1WWB Legendary Creature - Spirit Knight (R) Whenever you're attacked and control no other creatures, put four 1/1 white and black spirit knight creature tokens with first strike onto the battlefield. If you do, exile them at the beginning of your end step. Sacrifice five creatures: Exile target creature. 1/3
Vigilant Barbican Land (R) ~ enters the battlefield tapped. T: Add W or B to your mana pool. 3WB: Untap ~. Until end of turn, it becomes a 4/4 white and black Elemental Spirit creature with lifelink and persist. It's still a land.
Just wanna add that the land is an outpost set up as a temporary watchtower of sorts, not as a stronghold. Surprisingly though, the affinity of the mana utilized in combination with the spiritual energies residing there cause the area to rise up and defend itself against any would-be intruders. Mechanically, the land is also a great mix with the king because you can use it as the 5th sacrifice target twice (for the exile ability) because it'll come back again with persist.
P.S.: FYI I added creature types to the land after judgings started. Totally forgot about it. Stupid stupid..
Endels, Ariosan Recruit WW
Legendary Creature - Human Soldier
Level Up - 1W |2/2|
[Level 2-4] First strike |3/3|
[Level 5+] First strike, vigilance |5/5|
Brief description: My design is taking a Beginning/End approuch. My legendary creature is a young man named Endels with dreams to be a great warrior. However, like all great men, he must start somewhere. That place is Helios, a proving ground for aspiring soldiers. Helios is basically the bootcamp for the Ariosan army, which Endels is a part of.
Helios, the Training Grounds
Legendary Land T: Add one mana of any color to your mana pool. Spend this mana only to activate abilities of creatures with level up.
Whenever a creature you control levels up, put an additional level counter on it. "Legends have it a king will be trained here. I hope to meet that soldier one day." - Endels, Ariosan recruit
Temple of Fliliman
Legendary Land {R}
Golem Spells cost 2 less to cast. ,T: Target Golem is indestructible this turn.
Long ago, a great bolt of energy fell from the sky and struck a pile of metal and stone scraps left behind by some unknown merchant. The area infused with mana, sparked by this electric jolt was the genesis of a Golem species in Menyizorta.
These new creations viewed themselves as humble servants of the Fliliman (a broken version of Filament or that great conductor that gave them life) their God. As such they regard all living things as benefactors of Fliliman and believe that killing other things is evil. As they are golems, they neither need to eat plants or meat, breath, or even sleep.
They have constructed a city, Gen Sanli (or Great City), in a region where the five manas coalesce. Painstakingly transplanting each plant before laying a single stone. Here they have build a great temple to Fliliman which has a great lightning rod to attract his great powers.
Some side notes:
The Golems call their race the "Cavavar" (or Self Aware).
Cavavar speak in their own language that seems to be a complete broken version of common. Golems call their children "droßins" (or Products) and the children call their parent "Fliliman'gima" (or Filament Giver, meaning "One who gives the power of Filament").
Each golem is tied to a color, which happens to be the primary color of mana in Gen Sanli at the time of its creation. This is represented by the hybrid mana symbols (3/G).
As golems are passive, all Cavavar base power is 0. This doesn't prevent them from increasing their power through other means. For example the King of the city is a golem Coat of Arms and as such can boost their power.
Another aspect of the Cavavar is their activation costs, almost exclusively mirror their mana cost. And because they come in many different colors, there will be many repeatable slightly overcosted abilities, but you will be able to splash these in to any build.
Karenth, Evincar Ultima :symw::symb::symr: {MR}
Legendary Creature - Knight
Whenever a creature enters the battlefield from your graveyard, you may deal two damage to target creature or player and gain two life.
:symtap:: Target non-shade creature gains shadeform until end of turn (When this creature is put into a graveyard from the battlefield, exile it. If you do, put a black shade creature token onto the battlefield under your control with power and thoughness equal to the exiled creature's power and toughness with ":symb:: This creature gets +1/+1 until end of turn")
3/2 "You will still serve long after your soul has died."
Warpost of Aroch
Land
:symtap:: Add to your mana pool. If you control a shade, you may add or to your mana pool instead.
:symtap:: Shades you control get +1/+1 until end of turn.
Aroch is a planeswalker who long ago existed as a human warlock, but since has become a a planeswalker during the mending. During the mending, he became so immersed in his black mana that he became a shade-like creature, and now has the ability to make others into shades after death. He later acquired his other two colors of mana from the plane of Ravnica, watching and learning from the Boros and the Rakdos. He now uses his army to make a conquest of other lands, using Karenth as his herald and general. Aroch intends to someday engulf the multiverse in darkness and rule it.
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.
Conor is a charismatic leader able to draw followers on even the most idyllic plane, dazzling the inhabitants with the trophies and magical treasures "given unto me as tribute from rulers across the Multiverse." Of course, that's a load of hooie - he stole almost all of it.
Conor only manages to elude even the most powerful mind-mages in the universe thanks to a remarkable discovery he made in his youth. A thrill-seeker even then, young Conor dove into a rift on his home plane and nearly lost himself in the eternities, his mind careening without finding a destination. As his consciousness grew colder, he felt a nebulous, probing presence, like a curious child silently gazing at him. Memories raced through his mind as the exotic intelligence grew more interested in the young huckster. Slowly one thought in particular grew focused in his mind: his dream of becoming a great adventuring king, living in halls of stone covered in tapestries to his glory -- and that is exactly where he awoke. Whatever it was Conor had met in his extraplanar journey, it wanted to come along for the ride, and shaped itself into a fabulous keep, complete with soaring turrets and colorful banners, to accompany and protect him on his journeys. Conor named the castle Tola.
Despite his appeal and his powerful but usually passive partner, Conor lacks, shall we say, sticktoitiveness. Though he's capable of leading his wide-eyed converts on massive military campaigns, throwing nations into chaos, eventually people tend to find out he's nothing but a clown and a charlatan, and when they do another revelation usually follows: He's also a coward. Conor needs to be able to flee in a hurry when things turn bad (and he has to bring along all his fabulous acquisitions, and the band of fun-loving comrades that travel with him), so in those cases Tola is his ticket out, protecting him until the castle itself can planeswalk away, taking Conor and his band to unknown shores, and a new adventure.
Conor Claddagh, Happy Traitor2RR
Legendary Creature - Human Rogue
As an additional cost to cast Conor, sacrifice a land. 2RR, return Conor to its owner's hand: Each creature on the battlefield deals damage equal to its power to a random creature. The ground thundered under the rebel king's advance, but confusion reigned upon his hasty retreat. 4/4
Tola, Living Stronghold
Legendary Land - Tola t: Add 1 to your mana pool.
Tola enters the battlefield with five loyalty counters on it. 5: Until end of turn, Tola becomes a planeswalker with "Creatures your opponents control must attack Tola if able." It's still a land. As armies attempt to breach its walls, it can open a breach in reality itself.
[Remember that planeswalkers with no loyalty counters "planeswalk away" and are put in the graveyard, even if they're also lands.]
Illimian, Duke of Baltiok2GU Legendary Creature - Human DruidR
Veil (This creature cannot be targeted by spells or abilities your opponents control.)
Whenever a creature you control plays an activated ability for the first time in a turn, you may pay 2. If you do, draw a card.
:symug::symug:: Untap target creature with an activated ability. "Disasters spin in the oceans and mainland of my city. We search for knowledge of the ancient relics in Roaholan pertaining to those disasters and to fuel our great sagacity."
3/4
Baltiok is a capital of the nation that is located right along the shores between the vast ocean and the lush forests of the land.
Baltiok's people focus on magic, as well as their own internal knowledge of a particular skill, similar to that of a "task mage". Their focus is to draw magic from the land in pursuit of their own knowledge and to use that knowledge to build their capital into an even stronger domain. The residents in Baltiok have an interest of studying ancient relics, or anything that would be benefitial to their own people. These studies have advanced their civilization, for example, they recently created a barrier invisible to the naked eye powered by "The Holder Sphere". The Holder Sphere is powered by the magic within the people and is able to repel any meta-physical matter from entering the barrier, making so that most natural disasters would not eliminate the city entirely.
The government system is your standard monarchy, with Illimian being the "duke" of Baltiok. Illimian is actually a fair ruler, but he will not hesitate to eliminate any adversary that tries to destroy his city or it's people. He is overly protective, which is why he has issued the creation of the "Holder Sphere" and the invisible barrier that surrounds the entire city to ensure that no natural disaster would destroy it.
After Illimian comes the "King's Handmen", who acts similar to the United States Supreme Court, only they can take matters to their own hands if they feel that it is necessary, even during national combat.
From the Handmen comes the "Shores", which in this caste consists of officers of law enforcement and the magical scholars that research any magical object for the Duke, and they also serve as sort of a team of forensic scientists.
Then comes the working class, who make up the bulk of the society. Everyone here is born with some degree of magical capabilities.
The reason that Baltiok's people possesses a power is because of the location they reside in. Where they live is actually an area where two types of mana clash with each other, making powerful, transparent waves to emit throughout the dismeter of the area. Anyone living in there will gradually gain abilities of green and blue mana, or a mixture of both. The factors of the mana clashing are the ocean and the forest areas that sandwich Baltiok, though it is unknown still if there are any extraordinary forces in the two areas besides concentrated pure mana...though Baltiok may be able to find that out soon enough?
The residents of Baltiok are mostly human and elf, with the occasional "Amorph-Kin" and "Root-Kin" elemental folk. Root-Kin are almost exactly like the Rootkin in the Ravnica block, while the Amorph-Kin are Blue Mana based Elementals that take the form as though they are made out of shaped water. Feel a Amorph-Kin to the touch, however, would feel more like human flesh then actual water. The residents have no problem with their interracial status, though they may give anything that looks like a minotaur or a goblin or another factions elf or human a weird eye...
Baltiok's people somewhat shun outsiders, for they do not wish to reveal their own abilties to anyone because they fear that they would take advantage of them. If in conflict, they always try to put up a great defense first and then strike second. Illimian, however, encourages trade with other nations if only they will keep a truce with them for economic needs, since Baltiok is only abundant in fish, vegetation, and other goods as their primary export. So the only people who really leave the city are merchants, caravans, and Baltioks gaurds and troops.
Baltiok centers itself in Blue and Green mana (hence it's location between the ocean and the forest.) The main focus of the people of Baltiok is the use of their own "magical abilities" (Or what we call in the Paper Magic world "activated abilities"). The following has also been discovered as a form of magic in Baltiok so far:
* Elemental Magic of Water, Earth, Wind, and Naturalistic sources of energy.
* Landshaping (Lands into Creatures or changing lands in general)
* Amplifying (Increasing the potentcity of a magic spell or activated ability)
* Increasing the boundries of the mind, and limiting them too. (Drawing/Searching more cards through certain events/Hindering creatures abilities.)
* Barriers of magic. (Shroud effects.)
* Enveloping magic onto weapons. (Combat bonuses)
To be continued when I get the time.
Baltiok, the Shore Capital Legendary LandR
Baltiok, The Shore Capital enters the battlefield tapped unless you control a creature with an activated ability. T: Add G or U to your mana pool. If this mana was spent to activate an ability from a creature you control, that creature gains shroud until end of turn. "Each Baltiokian is gifted. What Baltiok's residents have in common is that they perfer to keep their gifts safe within themselves, while showing it to anyone who questions it from afar." ~ Zi, scholar of the Baltiok monastery
* Misc Notes for my own enjoyment and time wasting *
"Zi" happens to be an Amorph-Kin who is one of the middle ranking "Shores" of Baltiok. He has contributed a lot to the research of Baltiok, and is somewhat known by the Handsmen. He plays a role in Baltioks technology.
Degenerating Catacombs
Land - (R)
~ enters the battlefield tapped.
Decay 2 (This card enters the battlefield with 2 -1/-1 counters on it. Whenever a creature enters the battlefield, you may move a -1/-1 counter from this card onto it.) ,T: Add BG to your mana pool.
Breel, Disciple of Gaia :1mana::symg::symg::symg:
Legendary Creature - Ef Warrior (R)
Shroud
Green, black and red spells you control cost less to cast.
White and blue spells cost more to cast.
3/3 The seeds of rebellion were planted in Breel's heart when the elvish elders decided to allow the humans to establish a kingdom. Now with his new allies he is goin to destroy their fragile kingdom.
Breel was sitting on the floor of his tent, looking over some maps of the place of his next raid. His plans were bearing fruits and the empire of the humans was falling, it was only a matter of time to make them move out of the forest and return to their cursed land. Breel was happy with his campaign even when he had to side with those brutish ogres and giants from the mountains and the disgusting creatures of the swamplands. Even then, he could not deny how efficient they were in the soon to come defeat of the humans. Suddently, a greenish glow emerged from the torch that was bringing light to the tent. Breel realized this was a visitation from none other than Gaia herself and touched the ground with his forehead as a signal of respect.
Rise my disciple, told Gaia to the elf. The fates has been good for you, your actions have saved us from a dark future. Now I have a new assigment for you, oh faithful one. Breel still kneeling told Gaia that the war against the humans was not done, that he was still needed here. Gaia smiled and told his faithfu one, I know that, but I know that victory is secure. Denocs, your trusted assistant shall conclude your campaing. I need you to help others that have not known of me. Breel only responded, Your wish is my command, oh lady of the green. Gaia touched his forehead and lifted his face so he could see her eyes. I have come to known a new place that exist that have not known my touch and I need you to preserve that place of green so that world coud be saved as you saved this forest. I will send you to that place, along with some of your most worthy allies to prepare it for my arrival there. Would you do that for me, loyal Breel? Breel looked at Gaia with passion on his eyes and told her, I will shed all of my blood, if needed, for you, my lady.
The next morning Breel and his allies, elves, giants and ogres among them, stood in a clearing of the forest. Breel addresed the rest of the congregated warriors. My brothers in arms, Our Lady Gaia has told me to give her a new land, a new place where she could protect all of the creatures that dwell there. I and these valiant soldiers that stand with me will go to that place and do Gaia's wish. Denocs will stand as a leader for you and mantain all of our agreements. Now I leave and may Gaia's grace allow me to see you soon. With that Breel shouted at the heavens, Gaia, my lady. We are ready! Laves started to fall on them, a vortex of leaves formed on the warriors and soon no one could see them anymore. When the leave vortex dissipated none stood on the clearing. The elves gave praises to Gaia, the dwellers of the mountains and swamps were astonish with the power of the godess.
When Breel saw the leaves dissipate, the first thin he saw was a forest. But this was not the same forest he was in when the vortex came upon them. In that moment Breel knew the beauty of this forest and why his Lady wanted it. This place resonated with the power he knew. The sun sit in the highest part of the sky, he did not knew when it would set. He ordered his troops to locate a place where they could build a throne fit for the godess. Off they went to find that place. Breel knew he would make the Lady proud of him again.
Great Oak Temple
Land (U)
Great Oak Temple enters the battlefield tapped.
Great Oak Temple does not untap during its controller's untap step.
Whenever you cast a green, red or black spell, untap Great Oak Temple. T: Add 1G to your mana pool. Breel found that the land with the greatest of trees provided a greater amount of power.
Leyna, Earthcarver of Gaea - 2RG Legendary Creature - Elemental Shaman
All permanents have haste
All lands are 2/2 red and green elemental creatures that are still lands.
~ gets +1/+1 for each untapped land you control. T: Untap target land. "Consider yourselves awakened."
0/3
Substratum Upsurge Tribal Land - Elemental T: Add 1 to your mana pool. T: Add RG to your mana pool. ~ deals 3 damage to you. Spend this mana only to cast Elemental spells or activate abilities of Elementals. 'Neath the surface, 'tween fire and rock, sears a primitive flame.
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Father DandelionRG
Legendary Creature - Human Druid
Father Dandelion can't be countered.
Spells you control that are cast for their Madness cost can't be countered by spells or abilities.
Madness 0 Father Dandelion / King through Spring and Winters / Father Dandelion / His mind all a splinters.
{2/2}
Demshi Gorge, Reason's Gap
Legendary Land (R)
Demshi Gorge, Reason's Gap doesn't untap during your untap step. T: Add RR,RG, or GG to your mana pool.
During your upkeep, you may discard a card at random. If you do, untap Demshi Gorge. As Father Dandelion walked / Upon the walls of Demshi Gorge / He said “This is a good place.” / As he wiped clean his brow of gore.
Demshi Gorge is a mile deep canyon deep in the jungles of Menyizorta. Originally carved by the mighty Txilin River, the extreme presence of red and green mana in the area has even turned the river aside, forcing it away from the Gorge. In the river's place, an ocean of plants has filled the entire gorge, growing on the floor and straight up to the top of the walls.
The presence of so much excess red and green mana has caused a shift in the flora and fauna in the area. Even on moonless night it is not difficult to see the gorge as all of the plants in the gorge fluoresce to some degree. While the sheer walls of the gorge relegate the largest of creatures to the bottom of the gorge, the majority of life is comprised of over-sized spiders, monkeys, and centipedes, with strange chimera offshoots filling out the food chain. However, the masses of the gorge avoid the bottom of the gorge, where titanic Wurms, agile Kavu, and wild Elementals make their homes.
However, the benefits to the local wildlife is not with cost: Instinct and Emotion rule Demshi Gorge with an iron fist. Most sentient creatures that enter the gorge are driven to an animalistic state from which they never recover. Those that aren't merely lose the ability to form logical trains of thought, often acting on the impulses they have immediately.
A place where Rhyme and Reason dare not stay? A perfect base for a man who has traded his mind to an abomination for the promise of power.
Since the keyword of Father Dandelion is Madness, I wanted most of his associated cards either having you discard things or having madness themselves. And since the first card is a land, a Madness cost doesn't make much sense.
Demshi Gorge started off very similarly to how it is now, with it not untapping during that phase and untapping when you discarded a card. I felt that was elegant but not quite fitting with the theme. The Gorge then become a manland that was activated by discarding two cards. However, a red and green creature with Intimidate isn't as useful as I thought. So next it became a land that if you discarded two cards you cast a random spell in your graveyard for free. Good, put it didn't fit with the theme.
Ultimately, I went back to the discard-to-untap method, but made the discard random and during your upkeep. That felt fair, balanced, and keeping within theme.
Tenthos Saladim :4mana::symu::symu:
Legendary Creature - Human Wizard
Protection from converted mana cost 3 or greater.
Whenever you cast a spell with converted mana cost 2 or less, you may draw a card.
3/3
Library of Wonders
Land (R) T: Add 1 to your mana pool.
When Library of Wonders enters the battlefield, reveal the top card of your library. If that card’s converted mana cost is 2 or less, put it into your hand.
I might write up some flavor later. The connection is obvious: both characters care about small spells and encourage you to pack your library with the poor underloved cheap spells.
Kfalan of the Living WizdomUU
Legendary Creature - Elemental Wizard
Spells with X in their mana cost have Affinity for Islands.
2/3
Kfalan's Lagoon
Land
When ~ comes into play, target land becomes an Island in addition to its other types. T: Add U to your mana pool. 0: Return ~ to its owner's hand. Play this ability only as a Sorcery.
Christopher, Dragosian Emperor4RW
Legendary Creature — Human Samurai
Double Strike, Bushido 2. 2RW: Put a 3/4 red and white Samurai creature token named Christopher Clone with Double Strike and Bushido 2 onto the battlefield (When Christopher leaves your control, all token created this way are destroyed)
3/4
Odawara Fortress
Land
You may choose not to untap ~ during your upkeep. T: Add 1 to your mana pool for each Samurai you control. T: All Samurai tokens and Samurai with a power less then 3 you control gain +0/+3 and Defender as long as ~ is tapped.
Odawara was built into the side of a mountain as a precursor to the Dragosian Invasion of Menyizorta. It along with several other smaller fortresses were link via a series of tunnels so that if one was under siege the other many help without the worry of running into other forces. However this limited the distance between the fortresses and incursion into this new land.
Caulter Tronsvalle was the captain of a merchant fleet... once. He lost all the wealth, servants, and glory he once enjoyed in a shipwreck that left him the only apparent survivor on a deserted island. After many months of seclusion, eking out survival on the uncharted isle, he discovered a strange thing: The trees and the ocean were talking to him.
Story to be continued later.
Tethywane, Wracklord's Bungalow Legendary Land
:symtap:: Add or to your mana pool. Activate this ability only if you control a creature. ,T: Put a juju counter on target permanent. Activate this ability only if you control four or more creatures.
Permanents with juju counters on them lose all other types and abilities and are Forest Island lands.
Alrin the Archlich :2mana::symu::symb: Legendary Creature - Zombie Wizard [r]
Prevent all damage that would be dealt to Alrin the Archlich. Exile the top card of your library for each damage prevented this way.
You may cast instant and sorcery cards exiled with Arlin the Archlich this turn.
3/3
The Land
Nexus of Reclamation
Land [r]
:symtap:: Add to your mana pool.
:symtap:, put an exiled card you own on the bottom of your library: Add 1 mana of each of that card's colors to your mana pool. Here reality is thin and nothing is gone forever.
Devra, Lord of the People :2mana::symu::symw:
Legendary Creature - Human Lord
If you control a creature with flying, ~ has flying. The same goes for first strike, double strike, haste, trample, lifelink, deathtouch, and shroud.
3/3 A true leader is nothing without the support of the people.
The Castle
Gathering Gardens
Legendary Land R
:symtap:: Add one mana of any color as long as you control a creature of the same color. 3,:symtap:: Put a 2/1 white Soldier with first strike, 2/2 green Bear with trample, 1/1 red Goblin with haste, 1/1 blue Fairy with flying, or a 1/1 black Ooze with deathtouch into play.
Valia, Graceful Spirit :2mana::symg::symw:
Legendary Creature - Elf Advisor (MR)
Whenever Valia, Graceful Spirit would deal damage, instead put that many +1/+1 counters on each other creature you control. "Watch well, my children, and learn."
1/4
Scarab Colony
Land (U) T: Add G to your mana pool.
Graft 1
As long as Scarab Colony has at least one counter on it, it’s a 0/0 green Insect creature in addition to its other types.
Cal'Marn, King Eternal 3WB Legendary Creature- Human Spirit (R) Flying, Deathtouch, Lifelink When Cal'Marn, King Eternal is put into the graveyard from the battlefield, you may put a 5/5 black Zombie creature token onto the battlefield with "Sacrifice this creature: Return Cal'Marn, King Eternal from your graveyard to the battlefield tapped." 3/3
Nal’Caam, Life Storehouse Legendary Land (R) T, Pay one life: Add W or B to your mana pool. Put a storage counter on Nal’Caam, Life Storehouse. X, T: Remove up to X storage counters from Nal’Caam, Life Storehouse. For each counter removed this way, you gain one life. For a small price, even one’s life can be preserved for eternity.
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
I saw a lot of very powerful and very interesting kings, and it looks like this month is going to be really fun for everyone (but me, because I can't participate :tongue::cool:). Anyway, good luck to all in this round!
You have been sent to this plane to ultimately cultivate an upstanding civilization that will meet your diety's wishes, who has specifically chosen you for this task. You and a handful of followers have been planeswalked to a certain part of the plane, unknowing that there are others, like you, who have landed in the same region.
You and your followers cannot do anything now, for you have no foothold in this place. You need a base of operations to get started, so that your can expand and rule over all the land (whether its justly or unjustly is up to you). Fortunately for you, you have been planewalked to a region that emits about the same mana as your own, and you feel that this place is an excellent place to start. You lay out the plans, and your minions/subjects obey and start building.
Team Savannah:
Ohmusama
Stormblade
Meatball Warrior
Caesarius
Ced395
Mzc87
Kev the Walker
Team Tropical Island:
Blue Lotus
Impulsive Knowledge
Gerrard's Mom
Person3412
Void nothing
Krey
Myevilhamster
Team Taiga:
Phyrexian
Brasil dude
Darkfire Games
Jimmy Groove
Summon Legend
Drewdagreek
Team Badlands:
MagicProfessor28
Crimson Crossfire
Morguloth
Asrama
Monkey Playing MTG
Furiously Sleeping Idea
Netn9
To make it easier on your judges, you may want to post a small backstory as to why that land fits in your domain. (Does it make sense with your "king", etc.) However, while judges can give comments on a certain players "king", please don't base judgings on any aspect of the king, only the land.
Savannah Critiques Badlands
Badlands Critiques Taiga
Taiga Critiques Tropical Island
Tropical Island Critiques Savannah
The Round one submissions are due on Saturday (6/5) @ 12 noon Eastern Time
The Round one critiques/top 3's are due when Monday (6/7) turns into Tuesday (6/8), Eastern Time.
Times subject to change if everyone is done (since we started a day late, I will try to find ways to make up time. Forgive me for that. :))
Round one challenge: Create a land card that depicts a part of your domain. This could be anything from your caste/stronghold to something in the surrounding lands.
For reference, please refer to the previous rounds: Signups
Have fun, and happy building.
PM me if you have any questions.
Edit: As just a reminder, there are 5 slots left for anyone else to come in and join the fun. Just post a Legendary Rare Creature as your "King" along with your Round 1 submissions. However, new entries will not be accepted once critiques start.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Legendary Creature - Goblin Artificer {R}
Other goblin creatures you control get +1/+1.
Sacrifice a Goblin: Ratchet, Goblin Engineer deals 1 damage to target player and each creature he or she controls.
Just take this and run!
2/2
Although Ratchet is a goblin, he could be considered to have above average intelligence (for a Goblin anyway). Consequently, although he isn't one for palace intrigue or political mind games, he knows that people (or goblins) follow those they respect. And Ratchet is respected, after all, it's not like every other goblin is capable of inventing bombs (among other things). Consequently, since he was respected, Ratchet knew he'd be followed, and he also knew that if he wanted to keep any followers, he better figure out some way to keep them alive.
Chapter I: The Birth of a Warren
After trudging through the forest for two or three weeks, the goblin troupe stumbled upon the entrance to cave at the foot of a gigantic mountain. The goblins, in stereotypical goblin fashion, went right in, paying no heed to the dangers that may have lurked inside. After a walking for a bit, what the goblins discovered was that the small entrance way they came through led to a vast cave, with bridge-like rock beams crisscrossing from spire to spire. Ratchet knew they'd found their place.
Of course, the cave was not empty, and the beasts inside did not take take kindly to the goblins. However, a few brave (or foolish) goblins decided to put Ratchet's bombs to work, and soon they had the cave to themselves. Then came to the task of truly making this place feel like a warren. The slamming of pickaxes and the odd explosion was all that occurred for the next few days. Eventually, the goblins had transformed a section of the cave into home sweet home.
What happened next, however, was a rather interesting phenomenon. Arson's Peak (as the mountain came to be called), had a terribly large amount of red mana surrounding it. The goblins were not used to this much mana, and had to adjust to it. While red mana usually served to heighten the goblins' carelessness and lust for chaos, it also had an unexpected consequence: during this adjustment period, rates of erm... "reproduction" in the original party of goblins boomed. With time, the goblins dapted to the excess of mana, and birthing rates returned to normal, but by then, the damage had been done. Ratchet now led more than three times the amount of goblin's he'd arrived with, and the Great Warren, as it came to be known, was expanded into what it is today.
Tribal Land - Goblin {U}
The Great Warren enters the battlefield tapped.
:symtap:: Add to your mana pool.
1R,T: Put two 1/1 red Goblin creature tokens into play. The Great Warren deals 3 damage to you.
The problem with with a warren full of goblins is just that, a warren full of goblins.
Legendary Creature - Human Shaman (R)
Creatures you control get +1/+0 for each point of damage on them.
R: Inash, Queen of Pain deals 1 damage to each creature and planeswalker.
"When everyone fears you, your soldiers fight with ferocity unmatched, and your enemies quiver and fall even when untouched."
4/4
Land (U)
T: Add 1 to your mana pool.
T: Citadel of Torment deals one damage to a creature you control. If it does, add G,R, or B to your mana pool.
Inash demands as much from the land as from her followers, and she is willing to shed blood to get what she wants.
Alexis, Nirkana Bloodchief :3mana::symb::symb:
Legendary Creature - Vampire Warrior (Rare)
Whenever a creature is put into a graveyard from the battlefield, put a +1/+1 counter on each vampire you control.
"I could command my people everything I want except one thing: to not eat a good meal"
- Alexis, Nirkana Bloodchief
3/3
King's Story:
Our story begin in the Rise of the Eldrazi events. The big Eldrazi woke up and began to destroy and devour everything, crushing homes and hopes alike, entry towns and places were gone.
After one year of battle between the humanity verses the Eldrazi, the battle was over and the results are sad: Zendikar is no more, and there are no survivors. after some more years, Zendikar was forgotten from the memories of the people from other planes and planswalkers. Zendikar deleted from the existence and from the history.
Sorin knew that this would happen, so he invited each bloodchief from each of the vampire's families, and he gave to each of them a choice: Stay in Zendikar and be a feast for the Eldrazi, or go with him to other plane. At first the bloodchiefs laughed at Sorin, "Zendikar is the only plane that exist! there is no way to escape from the Eldrazi verdict!"
But the vampires had no other choices. Sorin took the bloodchiefs and scattered them and there children between five different planes.
The plane chosen for the Nirkana familiy was Menyizorta...
And the land - Dreadrage, Nirkana's Stronghold:
Dreadrage, Nirkana's Stronghold
Legandery Land (Rare)
:symtap:: Add to your mana pool.
:5mana::symb::symb:, :symtap:: Destroy target creature, it can't be regenerated. Put a 2/2 black Zombie creature token onto the battlefield named Mindless Null with “This creature can’t block unless you control a Vampire.”
"Even the walls of Dreadrage has the thirst for blood as the Nirkana vampires"
Melovarn the Vindictive :4mana::symb::symr:
Legendary Creature - Vampire (MR)
Flying
Whenever a creature dealt damage by Melovarn the Vindictive this turn is put into a graveyard, put a +1/+1 counter Melovarn.
Whenever a creature deals damage to you or to Melovarn, Melovarn deals 4 damage to that creature.
4/4
Pits of Devastation
Land (U)
T: Add 1 to your mana pool.
2BR,T, sacrifice Pits of Devastation: Destroy target creature that dealt damage to you this turn.
"Why make traps on the way in? That way, I won't be able to watch them suffer."
— Melovarn the Vindictive
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Fallen Kings of Osril 1WWB
Legendary Creature - Spirit Knight (R)
Whenever you're attacked and control no other creatures, put four 1/1 white and black spirit knight creature tokens with first strike onto the battlefield. If you do, exile them at the beginning of your end step.
Sacrifice five creatures: Exile target creature.
1/3
Vigilant Barbican
Land (R)
~ enters the battlefield tapped.
T: Add W or B to your mana pool.
3WB: Untap ~. Until end of turn, it becomes a 4/4 white and black Elemental Spirit creature with lifelink and persist. It's still a land.
P.S.: FYI I added creature types to the land after judgings started. Totally forgot about it. Stupid stupid..
My Sales Post!
Endels, Ariosan Recruit WW
Legendary Creature - Human Soldier
Level Up - 1W |2/2|
[Level 2-4] First strike |3/3|
[Level 5+] First strike, vigilance |5/5|
Helios, the Training Grounds
Legendary Land
T: Add one mana of any color to your mana pool. Spend this mana only to activate abilities of creatures with level up.
Whenever a creature you control levels up, put an additional level counter on it.
"Legends have it a king will be trained here. I hope to meet that soldier one day." - Endels, Ariosan recruit
Retired Player
Temple of Fliliman
Legendary Land {R}
Golem Spells cost 2 less to cast.
,T: Target Golem is indestructible this turn.
Long ago, a great bolt of energy fell from the sky and struck a pile of metal and stone scraps left behind by some unknown merchant. The area infused with mana, sparked by this electric jolt was the genesis of a Golem species in Menyizorta.
These new creations viewed themselves as humble servants of the Fliliman (a broken version of Filament or that great conductor that gave them life) their God. As such they regard all living things as benefactors of Fliliman and believe that killing other things is evil. As they are golems, they neither need to eat plants or meat, breath, or even sleep.
They have constructed a city, Gen Sanli (or Great City), in a region where the five manas coalesce. Painstakingly transplanting each plant before laying a single stone. Here they have build a great temple to Fliliman which has a great lightning rod to attract his great powers.
Some side notes:
The Golems call their race the "Cavavar" (or Self Aware).
Cavavar speak in their own language that seems to be a complete broken version of common. Golems call their children "droßins" (or Products) and the children call their parent "Fliliman'gima" (or Filament Giver, meaning "One who gives the power of Filament").
Each golem is tied to a color, which happens to be the primary color of mana in Gen Sanli at the time of its creation. This is represented by the hybrid mana symbols (3/G).
As golems are passive, all Cavavar base power is 0. This doesn't prevent them from increasing their power through other means. For example the King of the city is a golem Coat of Arms and as such can boost their power.
Another aspect of the Cavavar is their activation costs, almost exclusively mirror their mana cost. And because they come in many different colors, there will be many repeatable slightly overcosted abilities, but you will be able to splash these in to any build.
Pronunciation Guide:
Fliliman (FLi-Li-MAN)
Gen Sanli (GheN SaN-LEE)
Cavavar (CAw-VAw-VAR)
Droßins (DROw-SiNs)
Fliliman'gima (FLi-Li-MAN'GEMA)
Karenth, Evincar Ultima :symw::symb::symr: {MR}
Legendary Creature - Knight
Whenever a creature enters the battlefield from your graveyard, you may deal two damage to target creature or player and gain two life.
:symtap:: Target non-shade creature gains shadeform until end of turn (When this creature is put into a graveyard from the battlefield, exile it. If you do, put a black shade creature token onto the battlefield under your control with power and thoughness equal to the exiled creature's power and toughness with ":symb:: This creature gets +1/+1 until end of turn")
3/2
"You will still serve long after your soul has died."
Warpost of Aroch
Land
:symtap:: Add to your mana pool. If you control a shade, you may add or to your mana pool instead.
:symtap:: Shades you control get +1/+1 until end of turn.
Aroch is a planeswalker who long ago existed as a human warlock, but since has become a a planeswalker during the mending. During the mending, he became so immersed in his black mana that he became a shade-like creature, and now has the ability to make others into shades after death. He later acquired his other two colors of mana from the plane of Ravnica, watching and learning from the Boros and the Rakdos. He now uses his army to make a conquest of other lands, using Karenth as his herald and general. Aroch intends to someday engulf the multiverse in darkness and rule it.
Host of the July CCL '10, Host of the March CCL '11
Conor only manages to elude even the most powerful mind-mages in the universe thanks to a remarkable discovery he made in his youth. A thrill-seeker even then, young Conor dove into a rift on his home plane and nearly lost himself in the eternities, his mind careening without finding a destination. As his consciousness grew colder, he felt a nebulous, probing presence, like a curious child silently gazing at him. Memories raced through his mind as the exotic intelligence grew more interested in the young huckster. Slowly one thought in particular grew focused in his mind: his dream of becoming a great adventuring king, living in halls of stone covered in tapestries to his glory -- and that is exactly where he awoke. Whatever it was Conor had met in his extraplanar journey, it wanted to come along for the ride, and shaped itself into a fabulous keep, complete with soaring turrets and colorful banners, to accompany and protect him on his journeys. Conor named the castle Tola.
Despite his appeal and his powerful but usually passive partner, Conor lacks, shall we say, sticktoitiveness. Though he's capable of leading his wide-eyed converts on massive military campaigns, throwing nations into chaos, eventually people tend to find out he's nothing but a clown and a charlatan, and when they do another revelation usually follows: He's also a coward. Conor needs to be able to flee in a hurry when things turn bad (and he has to bring along all his fabulous acquisitions, and the band of fun-loving comrades that travel with him), so in those cases Tola is his ticket out, protecting him until the castle itself can planeswalk away, taking Conor and his band to unknown shores, and a new adventure.
Conor Claddagh, Happy Traitor 2RR
Legendary Creature - Human Rogue
As an additional cost to cast Conor, sacrifice a land.
2RR, return Conor to its owner's hand: Each creature on the battlefield deals damage equal to its power to a random creature.
The ground thundered under the rebel king's advance, but confusion reigned upon his hasty retreat.
4/4
Tola, Living Stronghold
Legendary Land - Tola
t: Add 1 to your mana pool.
Tola enters the battlefield with five loyalty counters on it.
5: Until end of turn, Tola becomes a planeswalker with "Creatures your opponents control must attack Tola if able." It's still a land.
As armies attempt to breach its walls, it can open a breach in reality itself.
[Remember that planeswalkers with no loyalty counters "planeswalk away" and are put in the graveyard, even if they're also lands.]
Illimian, Duke of Baltiok 2GU
Legendary Creature - Human Druid R
Veil (This creature cannot be targeted by spells or abilities your opponents control.)
Whenever a creature you control plays an activated ability for the first time in a turn, you may pay 2. If you do, draw a card.
:symug::symug:: Untap target creature with an activated ability.
"Disasters spin in the oceans and mainland of my city. We search for knowledge of the ancient relics in Roaholan pertaining to those disasters and to fuel our great sagacity."
3/4
Baltiok is a capital of the nation that is located right along the shores between the vast ocean and the lush forests of the land.
Baltiok's people focus on magic, as well as their own internal knowledge of a particular skill, similar to that of a "task mage". Their focus is to draw magic from the land in pursuit of their own knowledge and to use that knowledge to build their capital into an even stronger domain. The residents in Baltiok have an interest of studying ancient relics, or anything that would be benefitial to their own people. These studies have advanced their civilization, for example, they recently created a barrier invisible to the naked eye powered by "The Holder Sphere". The Holder Sphere is powered by the magic within the people and is able to repel any meta-physical matter from entering the barrier, making so that most natural disasters would not eliminate the city entirely.
The government system is your standard monarchy, with Illimian being the "duke" of Baltiok. Illimian is actually a fair ruler, but he will not hesitate to eliminate any adversary that tries to destroy his city or it's people. He is overly protective, which is why he has issued the creation of the "Holder Sphere" and the invisible barrier that surrounds the entire city to ensure that no natural disaster would destroy it.
After Illimian comes the "King's Handmen", who acts similar to the United States Supreme Court, only they can take matters to their own hands if they feel that it is necessary, even during national combat.
From the Handmen comes the "Shores", which in this caste consists of officers of law enforcement and the magical scholars that research any magical object for the Duke, and they also serve as sort of a team of forensic scientists.
Then comes the working class, who make up the bulk of the society. Everyone here is born with some degree of magical capabilities.
The reason that Baltiok's people possesses a power is because of the location they reside in. Where they live is actually an area where two types of mana clash with each other, making powerful, transparent waves to emit throughout the dismeter of the area. Anyone living in there will gradually gain abilities of green and blue mana, or a mixture of both. The factors of the mana clashing are the ocean and the forest areas that sandwich Baltiok, though it is unknown still if there are any extraordinary forces in the two areas besides concentrated pure mana...though Baltiok may be able to find that out soon enough?
The residents of Baltiok are mostly human and elf, with the occasional "Amorph-Kin" and "Root-Kin" elemental folk. Root-Kin are almost exactly like the Rootkin in the Ravnica block, while the Amorph-Kin are Blue Mana based Elementals that take the form as though they are made out of shaped water. Feel a Amorph-Kin to the touch, however, would feel more like human flesh then actual water. The residents have no problem with their interracial status, though they may give anything that looks like a minotaur or a goblin or another factions elf or human a weird eye...
Baltiok's people somewhat shun outsiders, for they do not wish to reveal their own abilties to anyone because they fear that they would take advantage of them. If in conflict, they always try to put up a great defense first and then strike second. Illimian, however, encourages trade with other nations if only they will keep a truce with them for economic needs, since Baltiok is only abundant in fish, vegetation, and other goods as their primary export. So the only people who really leave the city are merchants, caravans, and Baltioks gaurds and troops.
Baltiok centers itself in Blue and Green mana (hence it's location between the ocean and the forest.) The main focus of the people of Baltiok is the use of their own "magical abilities" (Or what we call in the Paper Magic world "activated abilities"). The following has also been discovered as a form of magic in Baltiok so far:
* Elemental Magic of Water, Earth, Wind, and Naturalistic sources of energy.
* Landshaping (Lands into Creatures or changing lands in general)
* Amplifying (Increasing the potentcity of a magic spell or activated ability)
* Increasing the boundries of the mind, and limiting them too. (Drawing/Searching more cards through certain events/Hindering creatures abilities.)
* Barriers of magic. (Shroud effects.)
* Enveloping magic onto weapons. (Combat bonuses)
To be continued when I get the time.
Baltiok, the Shore Capital
Legendary Land R
Baltiok, The Shore Capital enters the battlefield tapped unless you control a creature with an activated ability.
T: Add G or U to your mana pool. If this mana was spent to activate an ability from a creature you control, that creature gains shroud until end of turn.
"Each Baltiokian is gifted. What Baltiok's residents have in common is that they perfer to keep their gifts safe within themselves, while showing it to anyone who questions it from afar." ~ Zi, scholar of the Baltiok monastery
* Misc Notes for my own enjoyment and time wasting *
"Zi" happens to be an Amorph-Kin who is one of the middle ranking "Shores" of Baltiok. He has contributed a lot to the research of Baltiok, and is somewhat known by the Handsmen. He plays a role in Baltioks technology.
My land text version
Land - (R)
~ enters the battlefield tapped.
Decay 2 (This card enters the battlefield with 2 -1/-1 counters on it. Whenever a creature enters the battlefield, you may move a -1/-1 counter from this card onto it.)
,T: Add BG to your mana pool.
Render
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Breel, Disciple of Gaia :1mana::symg::symg::symg:
Legendary Creature - Ef Warrior (R)
Shroud
Green, black and red spells you control cost less to cast.
White and blue spells cost more to cast.
3/3
The seeds of rebellion were planted in Breel's heart when the elvish elders decided to allow the humans to establish a kingdom. Now with his new allies he is goin to destroy their fragile kingdom.
Breel was sitting on the floor of his tent, looking over some maps of the place of his next raid. His plans were bearing fruits and the empire of the humans was falling, it was only a matter of time to make them move out of the forest and return to their cursed land. Breel was happy with his campaign even when he had to side with those brutish ogres and giants from the mountains and the disgusting creatures of the swamplands. Even then, he could not deny how efficient they were in the soon to come defeat of the humans. Suddently, a greenish glow emerged from the torch that was bringing light to the tent. Breel realized this was a visitation from none other than Gaia herself and touched the ground with his forehead as a signal of respect.
Rise my disciple, told Gaia to the elf. The fates has been good for you, your actions have saved us from a dark future. Now I have a new assigment for you, oh faithful one. Breel still kneeling told Gaia that the war against the humans was not done, that he was still needed here. Gaia smiled and told his faithfu one, I know that, but I know that victory is secure. Denocs, your trusted assistant shall conclude your campaing. I need you to help others that have not known of me. Breel only responded, Your wish is my command, oh lady of the green. Gaia touched his forehead and lifted his face so he could see her eyes. I have come to known a new place that exist that have not known my touch and I need you to preserve that place of green so that world coud be saved as you saved this forest. I will send you to that place, along with some of your most worthy allies to prepare it for my arrival there. Would you do that for me, loyal Breel? Breel looked at Gaia with passion on his eyes and told her, I will shed all of my blood, if needed, for you, my lady.
The next morning Breel and his allies, elves, giants and ogres among them, stood in a clearing of the forest. Breel addresed the rest of the congregated warriors. My brothers in arms, Our Lady Gaia has told me to give her a new land, a new place where she could protect all of the creatures that dwell there. I and these valiant soldiers that stand with me will go to that place and do Gaia's wish. Denocs will stand as a leader for you and mantain all of our agreements. Now I leave and may Gaia's grace allow me to see you soon. With that Breel shouted at the heavens, Gaia, my lady. We are ready! Laves started to fall on them, a vortex of leaves formed on the warriors and soon no one could see them anymore. When the leave vortex dissipated none stood on the clearing. The elves gave praises to Gaia, the dwellers of the mountains and swamps were astonish with the power of the godess.
When Breel saw the leaves dissipate, the first thin he saw was a forest. But this was not the same forest he was in when the vortex came upon them. In that moment Breel knew the beauty of this forest and why his Lady wanted it. This place resonated with the power he knew. The sun sit in the highest part of the sky, he did not knew when it would set. He ordered his troops to locate a place where they could build a throne fit for the godess. Off they went to find that place. Breel knew he would make the Lady proud of him again.
Great Oak Temple
Land (U)
Great Oak Temple enters the battlefield tapped.
Great Oak Temple does not untap during its controller's untap step.
Whenever you cast a green, red or black spell, untap Great Oak Temple.
T: Add 1G to your mana pool.
Breel found that the land with the greatest of trees provided a greater amount of power.
Legendary Creature - Elemental Shaman
All permanents have haste
All lands are 2/2 red and green elemental creatures that are still lands.
~ gets +1/+1 for each untapped land you control.
T: Untap target land.
"Consider yourselves awakened."
0/3
Tribal Land - Elemental
T: Add 1 to your mana pool.
T: Add RG to your mana pool. ~ deals 3 damage to you. Spend this mana only to cast Elemental spells or activate abilities of Elementals.
'Neath the surface, 'tween fire and rock, sears a primitive flame.
Legendary Creature - Human Druid
Father Dandelion can't be countered.
Spells you control that are cast for their Madness cost can't be countered by spells or abilities.
Madness 0
Father Dandelion / King through Spring and Winters / Father Dandelion / His mind all a splinters.
{2/2}
Legendary Land (R)
Demshi Gorge, Reason's Gap doesn't untap during your untap step.
T: Add RR,RG, or GG to your mana pool.
During your upkeep, you may discard a card at random. If you do, untap Demshi Gorge.
As Father Dandelion walked / Upon the walls of Demshi Gorge / He said “This is a good place.” / As he wiped clean his brow of gore.
The presence of so much excess red and green mana has caused a shift in the flora and fauna in the area. Even on moonless night it is not difficult to see the gorge as all of the plants in the gorge fluoresce to some degree. While the sheer walls of the gorge relegate the largest of creatures to the bottom of the gorge, the majority of life is comprised of over-sized spiders, monkeys, and centipedes, with strange chimera offshoots filling out the food chain. However, the masses of the gorge avoid the bottom of the gorge, where titanic Wurms, agile Kavu, and wild Elementals make their homes.
However, the benefits to the local wildlife is not with cost: Instinct and Emotion rule Demshi Gorge with an iron fist. Most sentient creatures that enter the gorge are driven to an animalistic state from which they never recover. Those that aren't merely lose the ability to form logical trains of thought, often acting on the impulses they have immediately.
A place where Rhyme and Reason dare not stay? A perfect base for a man who has traded his mind to an abomination for the promise of power.
Demshi Gorge started off very similarly to how it is now, with it not untapping during that phase and untapping when you discarded a card. I felt that was elegant but not quite fitting with the theme. The Gorge then become a manland that was activated by discarding two cards. However, a red and green creature with Intimidate isn't as useful as I thought. So next it became a land that if you discarded two cards you cast a random spell in your graveyard for free. Good, put it didn't fit with the theme.
Ultimately, I went back to the discard-to-untap method, but made the discard random and during your upkeep. That felt fair, balanced, and keeping within theme.
Legendary Creature - Human Wizard
Protection from converted mana cost 3 or greater.
Whenever you cast a spell with converted mana cost 2 or less, you may draw a card.
3/3
Library of Wonders
Land (R)
T: Add 1 to your mana pool.
When Library of Wonders enters the battlefield, reveal the top card of your library. If that card’s converted mana cost is 2 or less, put it into your hand.
I might write up some flavor later. The connection is obvious: both characters care about small spells and encourage you to pack your library with the poor underloved cheap spells.
Legendary Creature - Elemental Wizard
Spells with X in their mana cost have Affinity for Islands.
2/3
Kfalan's Lagoon
Land
When ~ comes into play, target land becomes an Island in addition to its other types.
T: Add U to your mana pool.
0: Return ~ to its owner's hand. Play this ability only as a Sorcery.
Legendary Creature — Human Samurai
Double Strike, Bushido 2.
2RW: Put a 3/4 red and white Samurai creature token named Christopher Clone with Double Strike and Bushido 2 onto the battlefield (When Christopher leaves your control, all token created this way are destroyed)
3/4
Odawara Fortress
Land
You may choose not to untap ~ during your upkeep.
T: Add 1 to your mana pool for each Samurai you control.
T: All Samurai tokens and Samurai with a power less then 3 you control gain +0/+3 and Defender as long as ~ is tapped.
R: A Dragons Dinner
RW: Dragosian Forces
WUB: Mirrodin Beastiary
WU: Esper Almanac
WUB: Esper Encyclopedia
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Story to be continued later.
Tethywane, Wracklord's Bungalow
Legendary Land
:symtap:: Add or to your mana pool. Activate this ability only if you control a creature.
,T: Put a juju counter on target permanent. Activate this ability only if you control four or more creatures.
Permanents with juju counters on them lose all other types and abilities and are Forest Island lands.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Alrin the Archlich :2mana::symu::symb:
Legendary Creature - Zombie Wizard [r]
Prevent all damage that would be dealt to Alrin the Archlich. Exile the top card of your library for each damage prevented this way.
You may cast instant and sorcery cards exiled with Arlin the Archlich this turn.
3/3
The Land
Nexus of Reclamation
Land [r]
:symtap:: Add to your mana pool.
:symtap:, put an exiled card you own on the bottom of your library: Add 1 mana of each of that card's colors to your mana pool.
Here reality is thin and nothing is gone forever.
Devra, Lord of the People :2mana::symu::symw:
Legendary Creature - Human Lord
If you control a creature with flying, ~ has flying. The same goes for first strike, double strike, haste, trample, lifelink, deathtouch, and shroud.
3/3
A true leader is nothing without the support of the people.
Gathering Gardens
Legendary Land R
:symtap:: Add one mana of any color as long as you control a creature of the same color.
3,:symtap:: Put a 2/1 white Soldier with first strike, 2/2 green Bear with trample, 1/1 red Goblin with haste, 1/1 blue Fairy with flying, or a 1/1 black Ooze with deathtouch into play.
Like the sig? Check out Damnation Studios!
Valia, Graceful Spirit :2mana::symg::symw:
Legendary Creature - Elf Advisor (MR)
Whenever Valia, Graceful Spirit would deal damage, instead put that many +1/+1 counters on each other creature you control.
"Watch well, my children, and learn."
1/4
Scarab Colony
Land (U)
T: Add G to your mana pool.
Graft 1
As long as Scarab Colony has at least one counter on it, it’s a 0/0 green Insect creature in addition to its other types.
Cal'Marn, King Eternal 3WB
Legendary Creature- Human Spirit (R)
Flying, Deathtouch, Lifelink
When Cal'Marn, King Eternal is put into the graveyard from the battlefield, you may put a 5/5 black Zombie creature token onto the battlefield with "Sacrifice this creature: Return Cal'Marn, King Eternal from your graveyard to the battlefield tapped."
3/3
Nal’Caam, Life Storehouse
Legendary Land (R)
T, Pay one life: Add W or B to your mana pool. Put a storage counter on Nal’Caam, Life Storehouse.
X, T: Remove up to X storage counters from Nal’Caam, Life Storehouse. For each counter removed this way, you gain one life.
For a small price, even one’s life can be preserved for eternity.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.