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.
Years have past since you have set up your magnificent empire. Commerce has brought much wealth to your nation, and nothing could be better.
Unfortunately, things are not going that well in domestic relations. Your "neighbors" have more than once, in your eyes, overstepped their bounds. This has made you very unhappy. Your advisers give you only one option to solve this matter: Assimilate that neighboring nations, by any means necessary. This will, in the long run, bring more peace to the nation, and bring in more money.
You decide to take that route. You hold a week-long meeting with your trusted advisers and generals to come up with a strategy that will ultimately conquer the opposing nations.
Ok, so I finally have a system. Everyone's scores are up to date.
Savannah Critiques Tropical Island
Badlands Critiques Savannah
Taiga Critiques Badlands
Tropical Island Critiques Taiga
The Round one submissions are due when Wednesday (6/16) turns into Thursday (6/17), Eastern Time
The Round one critiques/top 3's are due when Friday (6/18) turns into Saturday (6/19), Eastern Time.
Round Three challenge: Create a card of a type you haven't created yet that represents the strategy that you will employ to defeat your enemies. There are many strategies you can take, just make sure that it fits with your kingdom, etc.
As always, PM me if you have questions. I believe everyone got their top 3's and crits in on time, so that's good. Makes my job easier. Anyway, good luck this round, and sorry for the delay.
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.
Chapter II: A Day In The Life Of
After the Great Warren had been established, life for goblins settled down (by goblin standards anyway). Ratchet wasn't one to sit idle though. He set about assigning jobs to the goblins so that the warren could function. There were cleaners, diggers, warriors, cooks, etc. Those roles were filled in by anyone who had any shred of skill in them (because really, these a goblins we're talking about). There was really only one job that required Ratchet to hand pick goblins: his aides. They were special. After all, most goblins couldn't be trusted when handling flammables. Ultimately, Ratchet ended up selecting 5 goblins as his aides, and these positions came with certain privileges. However, this story isn't about prestigious goblins. This one is about your average, run of the mill goblin...
Everyone's gotta eat, so Ratchet selected a large group of goblins to be hunters. These goblins attempted to use multiple "strategies" to kill the beasts of the nearby forest; Ratchet's bombs, largew rocks, holes, etc. However, none of those ended up working very well. Bu thew goblins kept at it.
Eventually, after numerous casualties and multiple unsuccessful attempts, these simple-minded goblins finally developed a strategy. Three or four goblins would lure the beast into the Bartan Strips, a system of narrow canyons to the west of Arson's Peak. Then, once the beast was corralled in, goblins would come diving down from the cliff sides, brandishing anything from hatchets to large rocks, ready to tear the unsuspecting beast to pieces. Of course, this strategy came with inherent risks; goblins could be eaten at any point, and the divers could "miss" the target. However, one or two casualties was a large improvement when compared to their earlier attempts.
Hatchet Smasher1R
Creature - Goblin Warrior C
First Strike
Whenever Hatchet Smasher attacks, it gets +1/+0 until end of turn. "Despite all of my inventions, some goblins prefer things the old fashioned way." -- Ratchet, Goblin Engineer.
1/1
Chapter III: Imminent Booms
Although the goblins had been leading a peaceful life (by goblin standards), they took notice of the fact that other civilizations either existed or were taking shape around them. However, no one really seemed to mind the goblins (except for that odd missing [insert valuable]). The goblins also didn't really mind the other civilizations. However, as goblins, it was hard to resist the urge to simply fight them (or for that matter, fight each other). Ratchet knew it was only a matter of time before the bubble burst, and so he developed a strategy he called Boom Theory.
Boom Theory stated that if each boom only cost one goblin, but could take out multiple enemies, victory would be assured. Furthermore, no one really wants to swing at a goblin with a large explosive strapped to his back. And so, Ratchet set about experimenting with different explosives, to see which made the bigger boom in a smaller package. Because even if the bomb was already going to be big, there was no sense in being conservative with these things (I mean, these are goblins after all). Ultimately, Ratchet found his mix, and set about creating stockpiles of bombs should the bestworst case scenario occur.
Gleeful Detonation 1BR
Enchantment {U}
Whenever a creature you control is put into a graveyard from play, target player loses 2 life. Certain goblins revel in the thought of creating explosions, even if they themselves are inside them.
Lust for Blood :4mana::symb::symb:
Enchantment (Uncommon)
Vampire creatures you control have first strike and deathtouch.
All Vampire creatures you control have “Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.” "Our Strategy is simple: We are waiting in the shadows for the patrol, sticking our fangs in their throats, and enjoy the fresh blood"
- Semi, Nirkana Tactician
Fallen Kings of Osril :1mana::symw::symw::symb:
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]
Vigilant Barbican enters the battlefield tapped.
: Add or to your mana pool.
:3mana::symw::symb:, : Until end of turn, it becomes a 4/4 white and black Elemental Spirit creature with lifelink and persist. It's still a land.
Spectral Baron :symb::symb:
Creature - Spirit Knight [u]
First Strike
:symwb:: Exile Spectral Baron.
Whenever you're attacked and Spectral Baron is exiled, you may pay :symw::symw:. If you do, return Spectral Baron to the battlefield with a +1/+1 counter on it.
2/1
Osrilan Monarchy3(B/W)(B/W)(B/W)
Enchantment [R]
When ~ enters the battlefield, exile all creatures. X(B/W)(B/W): Return target creature card with converted mana cost X or less from exile to the battlefield under your control with a +1/+1 counter on it. "Your rules and decrees bear no weight here. We are the authority."-Burhat, the ThirteenthKing
Hard to describe the art in words, but this is how I picture it initially. Location is an ornately-decorated throne room that shows signs of age. A ghostly figure sits on a throne with his chin resting against his hand. We can only see his profile shot from a medium close-up shot of him in the foreground. Before him are a group of non-ghostly figures kneeling with ghostly shackles on their hands, their heads bowed. They are surrounded by several ghostly-looking guards. Hope that's not too confusing, ;).
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
Melovan's LurkerB
Creature - Human Assassin (C) 2B,T, Sacrifice Melovarn's Lurker: Destroy target creature that was dealt damage by a vampire this turn.
“My master mark his pray. I make sure it reaches his tables.”
1/1
Melovarn's Entrapment2BR
Instant (R)
Creatures target player controls attack you this turn if able.
At the end of turn, destroy each creature that dealt damage to you this turn. It can't be regenerated.
Plaudoff Defense2(3/B)(3/B)
Tribal Sorcery - Golem {U}
Destroy target non-Golem creature. It can't be regenerated. Put a 0/3 colorless Golem artifact creature onto the battlefield. "Dra em plaud ed kiv tisdroas, cav da zert kiva fidamya" meaning "From the blood of my enemies, we shall construct our defense"
—Warning post near Gen Sanli
The Cavavar are in general a peaceful people, who detest the destruction of other life, especially others who have the spark of Fliliman. However after the Enflal Siege, the Cavavar created an exception to their rule. This was also during a time of abundant black magic.
A special set of Golems were born under the hand of darkness called "Plaudoff" or "Blood Oath" Golems. They were elected to use the blood of their enemies as their means of destruction. The task they received was to protect all Cavavar by any means necessary.
In recent years after the bloody massacre at the Enflal Siege, none have dared to come against the Cavavar. And the dark magic used to create such golems has long since passed, and has been almost forgotten. But should the time arise when the Cavavar are in peril, no doubt the Plaudoff will arise from the shadows again to defend their brethren.
But for now, the only thing that remains of the Plaudoff and their terrible mission is a lonely moss covered stone pillar on the outskirts of of Gen Sanli that reads “Dra em plaud ed kiv tisdroas, cav da zert kiva fidamya” meaning “From the blood of my enemies, we shall construct our defense”
Father DandelionRG
Legendary Creature - Human Druid (R)
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 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.
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.
Working under his master's orders, Father Dandelion swept up and down Demshi Gorge, subjugating the creatures there to his will (Which mostly means making them think he was their child). However, neither Raelconress nor Father Dandelion could have forseen the interaction that Dandelion's artificial madness would have with the Gorge's overflowing red and green mana. Whenever Dandelion goes to sleep and has dreams, from every pore of his body spills a living ooze, knowing only its creator's madness. Raelconress, however, is one not miss an opportunity and sends these children of madness out to explore the world.
Psychosis OozeRG
Creature - Ooze (U)
Deathtouch
If you have discarded a card this turn, Psychosis Ooze has haste until end of turn.
Whenever you discard a card, put a +1/+1 counter on Psychosis Ooze. 'Neath plant glow and star light / Father Dandelion does dream / Not possibly aware / Of his wandering nightmare's screams
{1/1}
FLAVOR
*Design Note!* I think I have this worded in such a way that if Psychotic Purge is used to cast Psychotic Purge, you only wind up recursively discarding your own hand and not triggering the cards second ability. THAT IS THE INTENT OF THE CARD AT ANY RATE.
Psychotic Purge2(R/G)(R/G)
Sorcery (M)
Discard your hand. You may cast any cards discarded this way with madness without paying their mana costs.
If Psychotic Purge was cast for its madness cost, instead, each player discards his or her hand. You may cast any number of nonland cards discarded this way.
Madness 8(R/G)(R/G) The Good Father touched the Earth / In his deep and darkest sadness / Those who heard the Screams of Earth / Found splintered minds of perfect madness.
Avrine, Leafcaller :1mana::symg::symg:
Legendary Creature - Dryad (R)
Permanents you control are Forest lands in addition to their other types. "With proper care, seeds can flourish in unexpected places."
1/1
Rising Roots
Land (R)
Rising Roots enters the battlefield tapped. T: Add G to your mana pool.
Tap X untapped Forests you control: Rising Roots becomes an X/X green Treefolk creature until end of turn. It's still a land.
Grove Watchers1GG
Creature - Treefolk Shaman (C)
Forestbind (When this enters the battlefield, choose a Forest. That card is bound to this one.)
Tap the bound Forest: Grove Watchers gets +2/+2 until end of turn. T: Until end of turn, whenever the bound forest is tapped for mana, its controller adds GG to his or her mana pool.
1/2
Avrine has grown many of the inhabitants of her realm herself. These chosen trees, granted with sentience, are forever bound to the trees of the grove of their birth. Though they can leave the grove, they are at their strongest when protecting it, either adding their leaves to the life-producing effort or drawing strength from the roots of their comrades. There are dryads and plant creatures of all kinds and even a few humanoids that have been drawn to the forest, but the treefolk are by far the most representative subjects of Avrine, Leafcaller.
Taproot Tide1G
Sorcery (R)
Tap any number of untapped Forests you control. For each Forest tapped in this way, tap target land an opponent controls and add one mana to your mana pool of any type that land could produce. Those lands don't untap during their controllers' next untap steps.
Even the broad lands of Menyizorta did not go on forever. With limited space, the growing kingdoms came to encircle and restrict the growth of Avrine's great forest. Only one option was left - to grow over the other kingdoms where they stood, roots surging through buildings and crumbling towers in an explosion of vegetation. Under Avrine's guidance, there was nothing that could not bear beautiful leaves.
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:: Tap or untap target creature you control 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
The Brief Story of Baltiok and the Holder Sphere
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 Holder Sphere has another purpose, that is that anything inside the barrier that would have aether properties are now radiated and come out in a more concentrated manner. However, doing so would wear out the Holder Sphere if not cared for a long time. So the residents need to direct a little bit of energy in a certain amount of time (give or take every week) to keep the sphere going and charged like a battery.
The Capital's Security and Caste System
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 Geography of Baltiok
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 Civilization of Baltiok
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.
The Power of the Shore Capital
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:
* Basic Blue and Green mana abilities
* 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)
~~~~The Baltiok Primer, Continued~~~~
Jobs and Classes, and the Re-Introduction of a Creature type
In the Magic world, Baltiok has the following races: Human, Elf, and Elemental.
The residents of Baltiok have the following jobs:
Soldiers - Often watchguards of the bordergates of Baltiok, patrols the streets, and common enforcers of the law.
Archers - Assist the watchguards and occasionally resorts to being medics in combat.
Druids - Pretty much a Druid: Harbingers mana from the land and uses Land-type magics.
and Wizards - Wizards who harness the elements listed above.
There is a new job class in Baltiok: Mystic. Mystics are a whole lot different from the Mystics in the ODY block, since they revolved around the Threshold Mechanic and they were White. Baltiok's Mystics are neither.
In Baltiok, the Mystics are a unique style of expressing ones inner strength through gathering their strength in due time (see a resemblence?).
They are different from a Wizard or a Druid because a Wizard would devote himself to an element or supernatural force to harness his energy, Druids draw their power from the land. Mystics differ from the two because they draw their power from within their own force and mentality while harnessing their mana within themselves, they can also shape their magics based on their own current state of their body and mental state of mind (Tapped or Untapped).
They also may possess "hidden abilities" which may or may not be shown in this contests. But it is in another mechanic I like to use sometimes on my other cards. But very rarely.
Mystics, in the Magic universe and in Baltiok, are typically found as people who are skilled in combat. In Baltiok, the Mystics are composed of a special task force that make up the higher up's of the Enforcement system of the "Shores". Some of them serving the Duke himself. Some practice Mystic methods outside of law enforcement as a sense of "spiritual training", and only the disciplined can actually use Mystic abilities correctly, so you still don't see a lot of Mystics.
~~~~~~~~~~~~~
To be continued.
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
Shores Retainer1GU Creature - Human Soldier MysticU
:symug::symug:, T: Return target creature to its owners' hand unless its controller pays 1.
:symug::symug:, Q: Return target creature to its owners' hand unless its controller pays 1. "The nation we live in concentrates in our own thirst for knowing more without distraction. For us Shores, our responcibility is that the disruption of the pursuit of knowledge will be silenced."
2/3
Holder Sphere2 ArtifactR
Whenever a creature you control activates an ability for the first time in a turn, add one mana of one of that creature's colors to your mana pool. T: Target land you control gains shroud and becomes a 1/1 creature that's a color of your choice until end of turn. It's still a land. "Baltiok lives in a constant cycle of energy with the holder sphere. It is what we give to the rivers of both nature and aether, and what the rivers give to us." - Zi, scholar of the Baltiok monastery
The name Holder Sphere comes from the summary.
*Note*
~ In case it would confuse anyone: if something like, for example, a Jhessian Balmer would use an ability, you would get either W or U. Not both.
~ It's tap ability basically makes any land you control into a Colored-Karoo or a Rav Bounceland, with insurance that it won't get killed.
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.
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.
: Add :1mana::symg: to your mana pool. Breel found that the land with the greatest of trees provided a greater amount of power.
Oath Bound Ogre :3mana::symb::symr:
Creature - Ogre
Haste, Deathtouch
:symb::symg:: Regenerate Oath Bound Ogre.
3/2 The oath of the shamans to Gaia made the ogres of the mountains loyal to Breel, even when they despised him.
Perilous ApproachBBRR
Enchantment (R)
Whenever an opponent casts a spell, counter that spell unless that spell's controller discards two cards or have Perilous Approach deal 2 damage to him. Breel formulated a strategy with the aid of his minions, his enemies woud have to choose between the nightmares of the specters or the blades of the ogres.
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.
Inash's Bruiser3R
Creature - Ogre Warrior (C)
Inash's Bruiser has first strike and trample while it is damaged. "Ogres are lazy, worthless lumps of meat... at least until they are properly motivated." - Inash, Queen of Pain
3/3
Brutal Regime3RR
Enchantment (R)
Whenever a source you control deals damage to a permanent, gain control of that permanent until end of turn. "I will never be a beloved ruler. But I will be a feared one, and fear is an excellent way to expand one's empire." - Inash, Queen of Pain
Nightmare Quarantine 3BB
Enchantment (R)
Whenever a creature becomes the target of a spell or ability, put a -1/-1 counter on it.
Whenever a creature attacks, the defending player puts a 1/1 black nightmare creature token onto the battlefield.
Karenth, Evincar Ultima :symw::symb::symr: {MR}
Legendary Creature - Knight
Whenever a shade token is put onto the battlefield under your control, Karenth deals 2 damage to target creature or player and you gain 2 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."
Castle:
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.
Legion:
Soulwarper of Aroch :1mana::symb::symb: {R}
Creature - Shade Wizard
:symb::symb:, Pay 3 life: Exile target creature in a graveyard. Put a black shade creature token into play with power and toughness equal to the exiled creature's power and toughness with ":symb:: This creature gets +1/+1 until end of turn."
0/2
"Aroch's army shall rise from the fallen of his victims."
Rise From the Darkness :1mana::symb::symb: {R}
Enchantment
:symb:, Sacrifice a non-token creature: Put a 2/2 black shade token onto the battlefield with, ":symb:: This creature gets +1/+1 until end of turn." "The night has only just begun."
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.
Dragosian War Durm4
Artifact (U)
Dragosian War Drum comes into play tapped ,T: All creatures without Defender your control, get Intimidate and +1/+0 until end of turn. ,T: All creatures with Defender your control, get Lifelink and +0/+1 until end of turn.
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.
Storm Samurai3R
Creature - Human Samurai (U)
Bushido 1
If ~ can not attack, it gains Deathtouch. 2R,T: Deal 6 damage divided amongst any number of target creatures and players
2/4 "I am the firey tempest that defends the Empire and brings death to her enemies" - Creed of the Strom Samurai
Hey all! The scores are now up to date (team tropical island, see the comment in the first post)!
I was surprised at all of the comebacks many of the players had. And also, if you are feeling disheartened about your score, there is still a whopping 100 points still left to be obtained!!! You can still come back!
Do the critiques and top 3 on time to get full points.
Private Mod Note
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Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
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)
: Add 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.
Magnanimous PrelateGW
Creature - Elf Cleric (U)
Graft 1
Whenever a creature you control with a +1/+1 counter on it deals damage, you gain 1 life.
1/1
Well, I'm G, so what more appropriate way to fight than with sheer force?
Perfect BlessingGGWW
Sorcery (MR)
Target creature gains flying, double strike, lifelink, vigilance, trample, deathtouch, shroud, and haste until end of turn. Because there's no such thing as overkill.
Caulter, Wracklord of Driftwood :2mana::symg::symu:
Legendary Creature - Human Shaman
:7mana:: Each creature you control gets +1/+1 until end of turn for each ability it has.
:symtap:: Choose target land you control. If it's a Forest, it becomes a 3/3 Elemental creature with shroud and islandwalk until end of turn. If it's an Island, it becomes a 5/5 Elemental creature with forestwalk and "This creature can't attack unless defending player controls a Forest" until end of turn. "Instinct is my compass. I harness it so that my children are not lost in the waves."
2/4
Tethywane, Wracklord's Bungalow Legendary Land
:symtap:: Add or to your mana pool. Activate this ability only if you control a creature.
:5mana:, : 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.
Rainforest Idyll
Creature - Elemental Shapeshifter
When Rainforest Idyll enters the battlefield, draw a card.
:4mana:: Choose an ability of a creature you control. Rainforest Idyll gains that ability until end of turn. Put a +1/+1 counter on Rainforest Idyll. "The sheer diversity of species here is astounding. My newfound power allowed me to sculpt a servant from the matter of their divergent evolutions." - Wracklord Caulter
1/1
Tropical Obsession 5GU
Enchantment - Aura
Enchant creature
You control each creature with three or more abilities.
Enchanted creature has flying and shroud.
:4mana:: Return Tropical Obsession to its owner's hand.
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.
Land
Gathering Gardens
Legendary Land R
:symtap:: Add one mana of any color as long as you control a creature of the same color.
:3mana:,: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.
Servant
Devra Loyalist:1mana::symu::symw:
Creature - Human Soldier U
First Strike, Vigilance, Flying
2/1 Who needs raw power when grace is just as dangerous?
That tingly feeling
Blessings to the Loyal1WW
Enchantment (EDIT) R
Multikicker 1U
If you payed the kicker cost, search your library for a creature card with converted mana cost 3 or less, reveal it, and put the card into your hand for each time you kicked ~. Shuffle your library afterwords.
Creatures you control get +1/+1. "Friends, brothers, alone we are scared and beaten. But together, we are fearless and all powerful!!" - Devra, Lord of the People
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.
Soulcharged Ghost3WB Creature- Human Spirit (U) Multikicker – Pay 1 life. Soulcharged Ghost enters the battlefield with a +1/+1 counter on it for each time it was kicked. X, T: Remove X +1/+1 counters from Soulcharged Ghost. For each counter removed this way, you gain one life. 0/1 Wandering spirits will occasionally bind Nal’Caam’s stored souls to themselves, in order to augment their power.
See Round 1’s card!
Otherworldly RestraintsWB Enchantment-Aura (U) Enchant Creature As Otherworldly Restraints enters the battlefield, you may pay any amount of life. Enchanted creature has “At the beginning of your upkeep, sacrifice this creature unless you pay X life where X is the life paid when Otherworldly Restraints entered the battlefield.” The shimmering beams of light descended from Nal’Caam, tying the mage’s hands and binding her neck mid-spell, offering her the choice between losing her hands or her mind.
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 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.
Etchedbone Servitor :1mana::symu::symb: Creature - Skeleton Wizard [u]
Whenever you cast an instant or sorcery spell, you may pay :symu::symb:. If you do, return Etchedbone Servitor from your graveyard to the battlefield. "Carved with words of power, the resonance of nearby magic returns it to unlife." 3/1
Bleak Echo :xmana::symub::symub: Instant [u]
You may cast target instant or sorcery from your graveyard with converted mana cost X without paying its mana cost. New tragedies are born from the evils of the past.
Last round's critiques, for those who were in tropical island.
Critiques
Bluelotus:I don't have much to say here, it is simple, elegant and balanced. Solid entry. Flavor text would have helped.
8/10
Impulsive: I find the submission kind of strange, with the untap and tap abilities being the same. I would have actually liked some variation there. It isn't broken by any means, which is good, but there isn't much that stands out. Also, green doesn't get bounce, sooo, i feel like the bounce part should be mono blue, and green should have gotten its own ability.
6/10
Gerrard's: Your submission is really solid. I enjoy the bound mechanic, but it should probably say forest you control to avoid confusion in the ranks.. That being said, I have no other problems with the card.
9/10
Void: You forgot rarity. Little things like that dock points... Assuming uncommon or maybe common. Now this card is actually really fun. It feels like a different/mini Experiment Kraj, and I love it. No other problems are present.. so:
7/10
Krey: What is the rarity here? Surely it has to be rare, because a hasty deathtoucher is pretty good, and being able to stick around is just icing. I do like the simplicity of it all, and it is a really fun card. Imagine Behemoth Sledge on this guy... oh yeah. Anyways, nice flavor text.
8/10
Evilhamster: N/A
Top 3
1 Gerrard's Mom,
2 Krey
3 Bluelotus
Private Mod Note
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Now playing
T2 GRMistcutter GrullGR
Modern UGRSelkie GoodstuffUGR BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
I just want to remind everyone that there is only about 5.5 hours left in the round. However, if you need more time, please PM me, and I will extend it by a day (max). Please don't procrastinate though.
Aslo, since Crimson got his top 3 in, the scores are all now up-to-date. Please try to get them on time next time, K?
Private Mod Note
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Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
1.Gerrard's Mom -[:rate5::rate3:]- First off, is that italic text that is one space down supposed to be flavor text? because if so, the card's text basically goes to micro sized.While in theory it fits, even w/o you get font reduction. Anyway.the idea is like mana short, but with an effective X cost (where X can only be paid with G from Forests). But it also tangles the lands. I'm not sure how totally balanced this is. You get their mana, in exchange for spending yours. And then they get no lands next turn Hrmmmm. I think it could be similar to Sleep but for lands. Finally, templating issues. Your card doesn't technically work. You must declare all targets as you cast the spell, which means, you can't choose targets half way through, no matter how much we'd like this (I get hit by this, when my rules friend reviews my cards all the time). You at least need to add the first line, and probably should change it change it to:
As an additional cost to cast Taproot Tide, tap any number of untapped Forests you control.
Tap target land and add one mana of any color that land could produce to your mana pool for each forest tapped as you cast Taproot Tide. Those lands don't untap during their controller's next untap step.
2.Impulsive Knowledge -[:rate5::rate2:]- Okay, so I have some concerns with this. The cost seems a bit low to double all basic elf production. I would have liked to also see Legendary on this as I believe according to your story, there is only ONE Holder Sphere in Baltiok. The fact that you tacked on another ability makes this seem cluncky. I think it would have been elegant enough with just the first ability and a Legendary tag. I however greatly appriciate the lengthy story, because that is fun. Also feel free to add some art description to your cards if you make it to the next round. Good luck.
3.Blue Lotus -[:rate5::rate1:]- Interesting. I would love to see some art description, or culture description or something to help me understand how your stuff vorthosly ties together. Like why make such a crazy ability stacking spell? Also, I would seriously consider dropping the haste and deathtouch, for two reasons. Haste will likely have no effect, because with that cost, you want to tack this on a big creature, which will probably already be on the field, and deathtouch is not very green-white. Its more green-black IMHO. Plus you're giving it doublestrike. I think it's good to go. Also note, the second this spell hits the stack, any reasonable person is going to destroy the creature if they can. Its Sorcery speed, so you can't trick into it. Also in my opinion it doesn't warrent the MR status. And you could probably cut the mana cost to 2GW OR change it to an Instant. Overall you have a good idea going on, but there are lots of minor details that add up to something not quite making sense.
4.Krey -[:rate5::rate1:]- I'll start off by saying, I'm not a fan of such aggregious lock down cards. I would have prefered it to say something like "Whenever an oppoenent casts a spell, ~ deals 2 damage to that player unless he or she pays 2." and then normalize the mana cost. Just some thoughts. Also you have a slight templating error you forgot to include "or her" at the end. Dont forget the girls who play magic! They need love too. I just feel too unsure about this card.
5.Void nothing -[:rate5::rate0:]- A way to get bonus points with me is to add story and vorthos to you cards. Try art descriptioins! Now to your card. It really doesn't make sense. You're trying to do Enchantment style things with an Enchantment - Aura. Don't do that. It's confusing because all modern Auras almost exclusivly reference only the thing they are enchanting. Also, in general for your set, I would like to see all "abilities" changed to "keyword abilities" because "abilities" are more difficult to count than keywords. Its also more clear.
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.
Years have past since you have set up your magnificent empire. Commerce has brought much wealth to your nation, and nothing could be better.
Unfortunately, things are not going that well in domestic relations. Your "neighbors" have more than once, in your eyes, overstepped their bounds. This has made you very unhappy. Your advisers give you only one option to solve this matter: Assimilate that neighboring nations, by any means necessary. This will, in the long run, bring more peace to the nation, and bring in more money.
You decide to take that route. You hold a week-long meeting with your trusted advisers and generals to come up with a strategy that will ultimately conquer the opposing nations.
#judges: 3 => 11 possible points
Ohmusama 65 + [(3+2+1)+2]/11*100 = 65+72 = 137
Meatball Warrior 10 + [(3+1+1)+2]/11*100 = 10+64= 74
Caesarius 15 + [(0)+1]/11*100 = 15+9 = 24
Ced395 75 + [(0)+2]/11*100 = 75+18 = 93DroppedMzc87 15 +[(0)+2]/11*100 = 15+18 = 33
Kev the Walker 30 +[(3+2+2)+2]/11*100 = 30+82 = 112
Team Tropical Island:
#judges: 6 => 20 points possible
Blue Lotus 64 + [(3+2+2+2+1+1)+2]/20*100 = 64 + 65 = 129
Impulsive Knowledge 91 + [(1+1)+2]/20*100 = 91 +20 = 111
Gerrard's Mom 45 + [(3+3+2+2+1+3)+2]/20*100 = 45 + 80 = 125
Void nothing 0 + [(3)+2]/20*100 = 0+25 = 25
Krey 36 + [(3+1+2)+2]/20*100 = 36+40 = 76
Team Taiga:
#judges: 6 => 20 points possible
Brasil dude 57 + [(3+2+2+1+1+1)+2]/20*100 = 57+60 = 117
Darkfire Games 47 + [(3+2+2+1+1+1)+2]/20*100 = 47 + 60 = 107
Jimmy Groove 82 + [(3+3+3+3+2+2)+2]/20*100 = 82+90 = 172
Team Badlands:
# of judges:5 => 17 total points.
MagicProfessor28 75 + [(2)+2]/17*100 = 75+24 = 99
Crimson Crossfire 20 + [(3+1+1+1)+1]/17*100 = 20+41= 61
Asrama 45 + [(2+1)+2]/17*100 = 45+29 = 74
Monkey Playing MTG 45 + [(2+2+1)+1]/17*100 = 45+35= 80
Furiously Sleeping Idea 5 + [(3+3+3+3+2)+2]/17*100 = 5+94 = 99
Netn9 20 + [(0)+2]/17*100 = 20 + 12 = 32
Ok, so I finally have a system. Everyone's scores are up to date.
Savannah Critiques Tropical Island
Badlands Critiques Savannah
Taiga Critiques Badlands
Tropical Island Critiques Taiga
The Round one submissions are due when Wednesday (6/16) turns into Thursday (6/17), Eastern Time
The Round one critiques/top 3's are due when Friday (6/18) turns into Saturday (6/19), Eastern Time.
Round Three challenge: Create a card of a type you haven't created yet that represents the strategy that you will employ to defeat your enemies. There are many strategies you can take, just make sure that it fits with your kingdom, etc.
For reference, please refer to the previous rounds: Signups Round 1 Round 2
As always, PM me if you have questions. I believe everyone got their top 3's and crits in on time, so that's good. Makes my job easier. Anyway, good luck this round, and sorry for the delay.
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.
After the Great Warren had been established, life for goblins settled down (by goblin standards anyway). Ratchet wasn't one to sit idle though. He set about assigning jobs to the goblins so that the warren could function. There were cleaners, diggers, warriors, cooks, etc. Those roles were filled in by anyone who had any shred of skill in them (because really, these a goblins we're talking about). There was really only one job that required Ratchet to hand pick goblins: his aides. They were special. After all, most goblins couldn't be trusted when handling flammables. Ultimately, Ratchet ended up selecting 5 goblins as his aides, and these positions came with certain privileges. However, this story isn't about prestigious goblins. This one is about your average, run of the mill goblin...
Everyone's gotta eat, so Ratchet selected a large group of goblins to be hunters. These goblins attempted to use multiple "strategies" to kill the beasts of the nearby forest; Ratchet's bombs, largew rocks, holes, etc. However, none of those ended up working very well. Bu thew goblins kept at it.
Eventually, after numerous casualties and multiple unsuccessful attempts, these simple-minded goblins finally developed a strategy. Three or four goblins would lure the beast into the Bartan Strips, a system of narrow canyons to the west of Arson's Peak. Then, once the beast was corralled in, goblins would come diving down from the cliff sides, brandishing anything from hatchets to large rocks, ready to tear the unsuspecting beast to pieces. Of course, this strategy came with inherent risks; goblins could be eaten at any point, and the divers could "miss" the target. However, one or two casualties was a large improvement when compared to their earlier attempts.
Creature - Goblin Warrior C
First Strike
Whenever Hatchet Smasher attacks, it gets +1/+0 until end of turn.
"Despite all of my inventions, some goblins prefer things the old fashioned way." -- Ratchet, Goblin Engineer.
1/1
Although the goblins had been leading a peaceful life (by goblin standards), they took notice of the fact that other civilizations either existed or were taking shape around them. However, no one really seemed to mind the goblins (except for that odd missing [insert valuable]). The goblins also didn't really mind the other civilizations. However, as goblins, it was hard to resist the urge to simply fight them (or for that matter, fight each other). Ratchet knew it was only a matter of time before the bubble burst, and so he developed a strategy he called Boom Theory.
Boom Theory stated that if each boom only cost one goblin, but could take out multiple enemies, victory would be assured. Furthermore, no one really wants to swing at a goblin with a large explosive strapped to his back. And so, Ratchet set about experimenting with different explosives, to see which made the bigger boom in a smaller package. Because even if the bomb was already going to be big, there was no sense in being conservative with these things (I mean, these are goblins after all). Ultimately, Ratchet found his mix, and set about creating stockpiles of bombs should the
bestworst case scenario occur.Enchantment {U}
Whenever a creature you control is put into a graveyard from play, target player loses 2 life.
Certain goblins revel in the thought of creating explosions, even if they themselves are inside them.
Lust for Blood :4mana::symb::symb:
Enchantment (Uncommon)
Vampire creatures you control have first strike and deathtouch.
All Vampire creatures you control have “Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.”
"Our Strategy is simple: We are waiting in the shadows for the patrol, sticking our fangs in their throats, and enjoy the fresh blood"
- Semi, Nirkana Tactician
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
Land [R]
Vigilant Barbican enters the battlefield tapped.
: Add or to your mana pool.
:3mana::symw::symb:, : Until end of turn, it becomes a 4/4 white and black Elemental Spirit creature with lifelink and persist. It's still a land.
Creature - Spirit Knight [u]
First Strike
:symwb:: Exile Spectral Baron.
Whenever you're attacked and Spectral Baron is exiled, you may pay :symw::symw:. If you do, return Spectral Baron to the battlefield with a +1/+1 counter on it.
2/1
Osrilan Monarchy 3(B/W)(B/W)(B/W)
Enchantment [R]
When ~ enters the battlefield, exile all creatures.
X(B/W)(B/W): Return target creature card with converted mana cost X or less from exile to the battlefield under your control with a +1/+1 counter on it.
"Your rules and decrees bear no weight here. We are the authority." -Burhat, the Thirteenth King
My Sales Post!
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
Melovan's Lurker B
Creature - Human Assassin (C)
2B,T, Sacrifice Melovarn's Lurker: Destroy target creature that was dealt damage by a vampire this turn.
“My master mark his pray. I make sure it reaches his tables.”
1/1
Melovarn's Entrapment 2BR
Instant (R)
Creatures target player controls attack you this turn if able.
At the end of turn, destroy each creature that dealt damage to you this turn. It can't be regenerated.
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!
Round 0: Make a King
Round 1: Make a Land
Round 2: Make a Commoner
Plaudoff Defense 2(3/B)(3/B)
Tribal Sorcery - Golem {U}
Destroy target non-Golem creature. It can't be regenerated. Put a 0/3 colorless Golem artifact creature onto the battlefield.
"Dra em plaud ed kiv tisdroas, cav da zert kiva fidamya" meaning "From the blood of my enemies, we shall construct our defense"
—Warning post near Gen Sanli
A special set of Golems were born under the hand of darkness called "Plaudoff" or "Blood Oath" Golems. They were elected to use the blood of their enemies as their means of destruction. The task they received was to protect all Cavavar by any means necessary.
In recent years after the bloody massacre at the Enflal Siege, none have dared to come against the Cavavar. And the dark magic used to create such golems has long since passed, and has been almost forgotten. But should the time arise when the Cavavar are in peril, no doubt the Plaudoff will arise from the shadows again to defend their brethren.
But for now, the only thing that remains of the Plaudoff and their terrible mission is a lonely moss covered stone pillar on the outskirts of of Gen Sanli that reads “Dra em plaud ed kiv tisdroas, cav da zert kiva fidamya” meaning “From the blood of my enemies, we shall construct our defense”
Father Dandelion RG
Legendary Creature - Human Druid (R)
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 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.
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.
Working under his master's orders, Father Dandelion swept up and down Demshi Gorge, subjugating the creatures there to his will (Which mostly means making them think he was their child). However, neither Raelconress nor Father Dandelion could have forseen the interaction that Dandelion's artificial madness would have with the Gorge's overflowing red and green mana. Whenever Dandelion goes to sleep and has dreams, from every pore of his body spills a living ooze, knowing only its creator's madness. Raelconress, however, is one not miss an opportunity and sends these children of madness out to explore the world.
Psychosis Ooze RG
Creature - Ooze (U)
Deathtouch
If you have discarded a card this turn, Psychosis Ooze has haste until end of turn.
Whenever you discard a card, put a +1/+1 counter on Psychosis Ooze.
'Neath plant glow and star light / Father Dandelion does dream / Not possibly aware / Of his wandering nightmare's screams
{1/1}
FLAVOR
*Design Note!* I think I have this worded in such a way that if Psychotic Purge is used to cast Psychotic Purge, you only wind up recursively discarding your own hand and not triggering the cards second ability. THAT IS THE INTENT OF THE CARD AT ANY RATE.
Psychotic Purge 2(R/G)(R/G)
Sorcery (M)
Discard your hand. You may cast any cards discarded this way with madness without paying their mana costs.
If Psychotic Purge was cast for its madness cost, instead, each player discards his or her hand. You may cast any number of nonland cards discarded this way.
Madness 8(R/G)(R/G)
The Good Father touched the Earth / In his deep and darkest sadness / Those who heard the Screams of Earth / Found splintered minds of perfect madness.
Legendary Creature - Dryad (R)
Permanents you control are Forest lands in addition to their other types.
"With proper care, seeds can flourish in unexpected places."
1/1
Rising Roots
Land (R)
Rising Roots enters the battlefield tapped.
T: Add G to your mana pool.
Tap X untapped Forests you control: Rising Roots becomes an X/X green Treefolk creature until end of turn. It's still a land.
Grove Watchers 1GG
Creature - Treefolk Shaman (C)
Forestbind (When this enters the battlefield, choose a Forest. That card is bound to this one.)
Tap the bound Forest: Grove Watchers gets +2/+2 until end of turn.
T: Until end of turn, whenever the bound forest is tapped for mana, its controller adds GG to his or her mana pool.
1/2
Avrine has grown many of the inhabitants of her realm herself. These chosen trees, granted with sentience, are forever bound to the trees of the grove of their birth. Though they can leave the grove, they are at their strongest when protecting it, either adding their leaves to the life-producing effort or drawing strength from the roots of their comrades. There are dryads and plant creatures of all kinds and even a few humanoids that have been drawn to the forest, but the treefolk are by far the most representative subjects of Avrine, Leafcaller.
Sorcery (R)
Tap any number of untapped Forests you control. For each Forest tapped in this way, tap target land an opponent controls and add one mana to your mana pool of any type that land could produce. Those lands don't untap during their controllers' next untap steps.
Even the broad lands of Menyizorta did not go on forever. With limited space, the growing kingdoms came to encircle and restrict the growth of Avrine's great forest. Only one option was left - to grow over the other kingdoms where they stood, roots surging through buildings and crumbling towers in an explosion of vegetation. Under Avrine's guidance, there was nothing that could not bear beautiful leaves.
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:: Tap or untap target creature you control 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
The Brief Story of Baltiok and the Holder Sphere
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 Holder Sphere has another purpose, that is that anything inside the barrier that would have aether properties are now radiated and come out in a more concentrated manner. However, doing so would wear out the Holder Sphere if not cared for a long time. So the residents need to direct a little bit of energy in a certain amount of time (give or take every week) to keep the sphere going and charged like a battery.
The Capital's Security and Caste System
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 Geography of Baltiok
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 Civilization of Baltiok
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.
The Power of the Shore Capital
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:
* Basic Blue and Green mana abilities
* 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)
~~~~The Baltiok Primer, Continued~~~~
Jobs and Classes, and the Re-Introduction of a Creature type
In the Magic world, Baltiok has the following races: Human, Elf, and Elemental.
The residents of Baltiok have the following jobs:
Soldiers - Often watchguards of the bordergates of Baltiok, patrols the streets, and common enforcers of the law.
Archers - Assist the watchguards and occasionally resorts to being medics in combat.
Druids - Pretty much a Druid: Harbingers mana from the land and uses Land-type magics.
and Wizards - Wizards who harness the elements listed above.
There is a new job class in Baltiok: Mystic. Mystics are a whole lot different from the Mystics in the ODY block, since they revolved around the Threshold Mechanic and they were White. Baltiok's Mystics are neither.
In Baltiok, the Mystics are a unique style of expressing ones inner strength through gathering their strength in due time (see a resemblence?).
They are different from a Wizard or a Druid because a Wizard would devote himself to an element or supernatural force to harness his energy, Druids draw their power from the land. Mystics differ from the two because they draw their power from within their own force and mentality while harnessing their mana within themselves, they can also shape their magics based on their own current state of their body and mental state of mind (Tapped or Untapped).
They also may possess "hidden abilities" which may or may not be shown in this contests. But it is in another mechanic I like to use sometimes on my other cards. But very rarely.
Mystics, in the Magic universe and in Baltiok, are typically found as people who are skilled in combat. In Baltiok, the Mystics are composed of a special task force that make up the higher up's of the Enforcement system of the "Shores". Some of them serving the Duke himself. Some practice Mystic methods outside of law enforcement as a sense of "spiritual training", and only the disciplined can actually use Mystic abilities correctly, so you still don't see a lot of Mystics.
~~~~~~~~~~~~~
To be continued.
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
Shores Retainer1GU
Creature - Human Soldier Mystic U
:symug::symug:, T: Return target creature to its owners' hand unless its controller pays 1.
:symug::symug:, Q: Return target creature to its owners' hand unless its controller pays 1.
"The nation we live in concentrates in our own thirst for knowing more without distraction. For us Shores, our responcibility is that the disruption of the pursuit of knowledge will be silenced."
2/3
Holder Sphere 2
Artifact R
Whenever a creature you control activates an ability for the first time in a turn, add one mana of one of that creature's colors to your mana pool.
T: Target land you control gains shroud and becomes a 1/1 creature that's a color of your choice until end of turn. It's still a land.
"Baltiok lives in a constant cycle of energy with the holder sphere. It is what we give to the rivers of both nature and aether, and what the rivers give to us." - Zi, scholar of the Baltiok monastery
The name Holder Sphere comes from the summary.
*Note*
~ In case it would confuse anyone: if something like, for example, a Jhessian Balmer would use an ability, you would get either W or U. Not both.
~ It's tap ability basically makes any land you control into a Colored-Karoo or a Rav Bounceland, with insurance that it won't get killed.
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.
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.
: Add :1mana::symg: to your mana pool.
Breel found that the land with the greatest of trees provided a greater amount of power.
Oath Bound Ogre :3mana::symb::symr:
Creature - Ogre
Haste, Deathtouch
:symb::symg:: Regenerate Oath Bound Ogre.
3/2
The oath of the shamans to Gaia made the ogres of the mountains loyal to Breel, even when they despised him.
Perilous Approach BBRR
Enchantment (R)
Whenever an opponent casts a spell, counter that spell unless that spell's controller discards two cards or have Perilous Approach deal 2 damage to him.
Breel formulated a strategy with the aid of his minions, his enemies woud have to choose between the nightmares of the specters or the blades of the ogres.
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.
Creature - Ogre Warrior (C)
Inash's Bruiser has first strike and trample while it is damaged.
"Ogres are lazy, worthless lumps of meat... at least until they are properly motivated." - Inash, Queen of Pain
3/3
Enchantment (R)
Whenever a source you control deals damage to a permanent, gain control of that permanent until end of turn.
"I will never be a beloved ruler. But I will be a feared one, and fear is an excellent way to expand one's empire." - Inash, Queen of Pain
My Land
Underling
Nightmare Quarantine 3BB
Enchantment (R)
Whenever a creature becomes the target of a spell or ability, put a -1/-1 counter on it.
Whenever a creature attacks, the defending player puts a 1/1 black nightmare creature token onto the battlefield.
Render
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
King:
Karenth, Evincar Ultima :symw::symb::symr: {MR}
Legendary Creature - Knight
Whenever a shade token is put onto the battlefield under your control, Karenth deals 2 damage to target creature or player and you gain 2 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."
Castle:
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.
Legion:
Soulwarper of Aroch :1mana::symb::symb: {R}
Creature - Shade Wizard
:symb::symb:, Pay 3 life: Exile target creature in a graveyard. Put a black shade creature token into play with power and toughness equal to the exiled creature's power and toughness with ":symb:: This creature gets +1/+1 until end of turn."
0/2
"Aroch's army shall rise from the fallen of his victims."
Rise From the Darkness :1mana::symb::symb: {R}
Enchantment
:symb:, Sacrifice a non-token creature: Put a 2/2 black shade token onto the battlefield with, ":symb:: This creature gets +1/+1 until end of turn."
"The night has only just begun."
Host of the July CCL '10, Host of the March CCL '11
Artifact (U)
Dragosian War Drum comes into play tapped
,T: All creatures without Defender your control, get Intimidate and +1/+0 until end of turn.
,T: All creatures with Defender your control, get Lifelink and +0/+1 until end of turn.
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
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.
Creature - Human Samurai (U)
Bushido 1
If ~ can not attack, it gains Deathtouch.
2R,T: Deal 6 damage divided amongst any number of target creatures and players
2/4
"I am the firey tempest that defends the Empire and brings death to her enemies" - Creed of the Strom Samurai
R: A Dragons Dinner
RW: Dragosian Forces
WUB: Mirrodin Beastiary
WU: Esper Almanac
WUB: Esper Encyclopedia
I was surprised at all of the comebacks many of the players had. And also, if you are feeling disheartened about your score, there is still a whopping 100 points still left to be obtained!!! You can still come back!
Do the critiques and top 3 on time to get full points.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
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)
: Add 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.
Magnanimous Prelate GW
Creature - Elf Cleric (U)
Graft 1
Whenever a creature you control with a +1/+1 counter on it deals damage, you gain 1 life.
1/1
Perfect Blessing GGWW
Sorcery (MR)
Target creature gains flying, double strike, lifelink, vigilance, trample, deathtouch, shroud, and haste until end of turn.
Because there's no such thing as overkill.
Caulter, Wracklord of Driftwood :2mana::symg::symu:
Legendary Creature - Human Shaman
:7mana:: Each creature you control gets +1/+1 until end of turn for each ability it has.
:symtap:: Choose target land you control. If it's a Forest, it becomes a 3/3 Elemental creature with shroud and islandwalk until end of turn. If it's an Island, it becomes a 5/5 Elemental creature with forestwalk and "This creature can't attack unless defending player controls a Forest" until end of turn.
"Instinct is my compass. I harness it so that my children are not lost in the waves."
2/4
Tethywane, Wracklord's Bungalow
Legendary Land
:symtap:: Add or to your mana pool. Activate this ability only if you control a creature.
:5mana:, : 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.
Rainforest Idyll
Creature - Elemental Shapeshifter
When Rainforest Idyll enters the battlefield, draw a card.
:4mana:: Choose an ability of a creature you control. Rainforest Idyll gains that ability until end of turn. Put a +1/+1 counter on Rainforest Idyll.
"The sheer diversity of species here is astounding. My newfound power allowed me to sculpt a servant from the matter of their divergent evolutions." - Wracklord Caulter
1/1
Tropical Obsession 5GU
Enchantment - Aura
Enchant creature
You control each creature with three or more abilities.
Enchanted creature has flying and shroud.
:4mana:: Return Tropical Obsession to its owner's hand.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
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.
Land
Gathering Gardens
Legendary Land R
:symtap:: Add one mana of any color as long as you control a creature of the same color.
:3mana:,: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.
Servant
Creature - Human Soldier U
First Strike, Vigilance, Flying
2/1
Who needs raw power when grace is just as dangerous?
That tingly feeling
Blessings to the Loyal 1WW
Enchantment (EDIT) R
Multikicker 1U
If you payed the kicker cost, search your library for a creature card with converted mana cost 3 or less, reveal it, and put the card into your hand for each time you kicked ~. Shuffle your library afterwords.
Creatures you control get +1/+1.
"Friends, brothers, alone we are scared and beaten. But together, we are fearless and all powerful!!" - Devra, Lord of the People
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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.
Soulcharged Ghost 3WB
Creature- Human Spirit (U)
Multikicker – Pay 1 life.
Soulcharged Ghost enters the battlefield with a +1/+1 counter on it for each time it was kicked.
X, T: Remove X +1/+1 counters from Soulcharged Ghost. For each counter removed this way, you gain one life.
0/1
Wandering spirits will occasionally bind Nal’Caam’s stored souls to themselves, in order to augment their power.
See Round 1’s card!
Otherworldly Restraints WB
Enchantment-Aura (U)
Enchant Creature
As Otherworldly Restraints enters the battlefield, you may pay any amount of life.
Enchanted creature has “At the beginning of your upkeep, sacrifice this creature unless you pay X life where X is the life paid when Otherworldly Restraints entered the battlefield.”
The shimmering beams of light descended from Nal’Caam, tying the mage’s hands and binding her neck mid-spell, offering her the choice between losing her hands or her mind.
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
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.
Etchedbone Servitor :1mana::symu::symb:
Creature - Skeleton Wizard [u]
Whenever you cast an instant or sorcery spell, you may pay :symu::symb:. If you do, return Etchedbone Servitor from your graveyard to the battlefield.
"Carved with words of power, the resonance of nearby magic returns it to unlife."
3/1
Bleak Echo :xmana::symub::symub:
Instant [u]
You may cast target instant or sorcery from your graveyard with converted mana cost X without paying its mana cost.
New tragedies are born from the evils of the past.
Bluelotus:I don't have much to say here, it is simple, elegant and balanced. Solid entry. Flavor text would have helped.
8/10
Impulsive: I find the submission kind of strange, with the untap and tap abilities being the same. I would have actually liked some variation there. It isn't broken by any means, which is good, but there isn't much that stands out. Also, green doesn't get bounce, sooo, i feel like the bounce part should be mono blue, and green should have gotten its own ability.
6/10
Gerrard's: Your submission is really solid. I enjoy the bound mechanic, but it should probably say forest you control to avoid confusion in the ranks.. That being said, I have no other problems with the card.
9/10
Void: You forgot rarity. Little things like that dock points... Assuming uncommon or maybe common. Now this card is actually really fun. It feels like a different/mini Experiment Kraj, and I love it. No other problems are present.. so:
7/10
Krey: What is the rarity here? Surely it has to be rare, because a hasty deathtoucher is pretty good, and being able to stick around is just icing. I do like the simplicity of it all, and it is a really fun card. Imagine Behemoth Sledge on this guy... oh yeah. Anyways, nice flavor text.
8/10
Evilhamster: N/A
Top 3
2 Krey
3 Bluelotus
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
I just want to remind everyone that there is only about 5.5 hours left in the round. However, if you need more time, please PM me, and I will extend it by a day (max). Please don't procrastinate though.
Aslo, since Crimson got his top 3 in, the scores are all now up-to-date. Please try to get them on time next time, K?
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Tap target land and add one mana of any color that land could produce to your mana pool for each forest tapped as you cast Taproot Tide. Those lands don't untap during their controller's next untap step.
2.Impulsive Knowledge -[:rate5::rate2:]- Okay, so I have some concerns with this. The cost seems a bit low to double all basic elf production. I would have liked to also see Legendary on this as I believe according to your story, there is only ONE Holder Sphere in Baltiok. The fact that you tacked on another ability makes this seem cluncky. I think it would have been elegant enough with just the first ability and a Legendary tag. I however greatly appriciate the lengthy story, because that is fun. Also feel free to add some art description to your cards if you make it to the next round. Good luck.
3.Blue Lotus -[:rate5::rate1:]- Interesting. I would love to see some art description, or culture description or something to help me understand how your stuff vorthosly ties together. Like why make such a crazy ability stacking spell? Also, I would seriously consider dropping the haste and deathtouch, for two reasons. Haste will likely have no effect, because with that cost, you want to tack this on a big creature, which will probably already be on the field, and deathtouch is not very green-white. Its more green-black IMHO. Plus you're giving it doublestrike. I think it's good to go. Also note, the second this spell hits the stack, any reasonable person is going to destroy the creature if they can. Its Sorcery speed, so you can't trick into it. Also in my opinion it doesn't warrent the MR status. And you could probably cut the mana cost to 2GW OR change it to an Instant. Overall you have a good idea going on, but there are lots of minor details that add up to something not quite making sense.
4.Krey -[:rate5::rate1:]- I'll start off by saying, I'm not a fan of such aggregious lock down cards. I would have prefered it to say something like "Whenever an oppoenent casts a spell, ~ deals 2 damage to that player unless he or she pays 2." and then normalize the mana cost. Just some thoughts. Also you have a slight templating error you forgot to include "or her" at the end. Dont forget the girls who play magic! They need love too. I just feel too unsure about this card.
5.Void nothing -[:rate5::rate0:]- A way to get bonus points with me is to add story and vorthos to you cards. Try art descriptioins! Now to your card. It really doesn't make sense. You're trying to do Enchantment style things with an Enchantment - Aura. Don't do that. It's confusing because all modern Auras almost exclusivly reference only the thing they are enchanting. Also, in general for your set, I would like to see all "abilities" changed to "keyword abilities" because "abilities" are more difficult to count than keywords. Its also more clear.
Looking good, all! Keep up the good work!
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
EDIT: All done!!!
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