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.
Due to the fact that there was two ties last round, there is 6 people here instead of the normal 4.
Ohmusama vs. Blue Lotus vs. Magic Professor28
and Gerrard's Mom vs. Furiously Sleeping Idea vs. Impusive Knowledge.
Each person from one match-up critiques the people from the other match-up and presents a person to move on to the next round.
Round Five challenge: Your challenge is 2-fold:
You are venturing into new lands on your tour of conquest, so you must adapt to your surroundings. That being said, create a creature card that has a different color than your normal colors that still utilizes some aspect of your original mechanic(s). It can be multicolored with one of the colors being the new one and one being a used one.
Things are becoming a little too roudy in your home country. So, create a card that represents your actions to presuade your now-diverse populace to go along with your plans.
As always, PM me if you have questions. Thank you for everyone who participated in this month's CCL, and apologies for those who have been eliminated. Hope to see you next month (which I will not be hosting.)
Hmm, ok. Good show from BlueLotus last round, and good luck to FSI and Impulsive Knowledge this round!
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
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.
Rootmind Preceptor 4GU
Creature - Treefolk Wizard (M)
Each creature you control has all activated abilities of each other creature you control. 1: Rootmind Preceptor's power becomes equal to the highest power among creatures you control. 1: Rootmind Preceptor's toughness becomes equal to the highest toughness among creatures you control.
2/6 Scrollbound Oak
Land (R)
Scrollbound Oak enters the battlefield tapped. T: Add 1 to your mana pool. (G/U),T: Until end of turn, you may cast green and/or blue spells with converted mana cost 2 or less without paying their mana costs.
The expansion of Avrine's forest meant the inclusion of all sorts of mana. The forest knew how to use the wild red mana, though, taming it to create opportunities for renewal and quickly recycle its resources.
Firewake Renewer2RG
Creature - Elemental (R)
When Firewake Renewer enters the battlefield, it deals damage to each player equal to the number of nonbasic lands that player controls.
Nonbasic lands are Forests. It leaves a trail of ashes, and trails ashen leaves.
3/2
Concentrated Growth2G
Enchantment (R)
If you would begin your combat phase, you may skip that phase instead. If you do, add one mana of any color to your mana pool for each creature you control at the start of your next main phase. "The forest shelters all. It only asks that you plant a single seed." —Avrine, Leafcaller
Def Adar2(3/U)
Artifact Creature - Golem {U} ((3/U) can be paid with either 3 or :symu:.)
Flying
When Def Adar attacks and is not assigned a blocker, you may have the defending player put the top card of his or her library into his or her graveyard and you may draw a card.
0/3
It wasn't long after Devra crashed his army against the Cavavar and lost, that Elsavan decided that it would be good to have a grand view of the surrounding area. Employing the currently flooding blue mana, and loadstones, a new flying golem was created, tasked to spy on the Cavavar's neighbors and gather any information and return and report.
An unexpected and advantageous adaption occurred as the first of these golems flew into new territories. The Def Adar had a tendency to cause confusion and chaos as they floated over gathering information that would be usable to the Cavavar. A common phrase was coined to describe these floating spies among the commoners: Thought Stealers.
red enforcer
Yodekiedo Em'dirir2(3/R)(3/R)
Artifact Enchantment Creature - Golem {R}
Yodekiedo Em'dirir's power is equal to the number of enchantment creatures you control and its toughness is equal to the number of artifact creatures you control. 1: Target creature becomes an artifact or an enchantment until end of turn. (It's still a creature.)
*/*
Soon after the peace, the people of Yahbre grew restless. Feeling alienated among the inhuman, and without a feeling of belonging, they began to lash out and cause disturbances. But they were not alone. After Devra was defeated, and the remnant of his troop swore an oath never to come against the Cavavar again in arms of war, some remain behind to live among these unexpectedly powerful Golems. While these were more civil than the Yabrites, they were a target of hatred and the restless people of Yahbre began a persecution of the now peaceful soldiers of Devra.
Elsavan realized that it wouldn't be long before either all of the remaining Devrian soldiers would be dead, or there would be total civil war. After much failed mediation, Elsavan tasked the Spark Forges with the creation of a hybrid golem that the Yabrites could look to with pride, and be able to task the people with duties and responsibilities that they would be busy enough to forget their issues. While Elsavan realized this would be a short term fix, it would work until something more appropriate could be done.
No room for flavor text, but I think the rules provide their own flavor.
Infused Husk :xmana::symr: Creature - Elemental[R]
As an additional cost to cast infused husk, exile an instant or sorcery card with mana cost X from your hand.
Infused Husk's power and toughness are equal to the converted mana cost of the exiled card.
When Infused Husk leaves play, you may cast the exiled card without paying its mana cost.
X/X
Chains of Corruption :1mana::symu::symb: Instant [u]
Gain control of target permanent that dealt damage to you this turn. Those who fight wickedness become wicked.
Previous Cards
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::symbu::symbu: 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.
Masochistic Revel :symb::symb:
Enchantment [r]
Whenever a source an opponent controls deals damage to you, add that much colorless mana to your mana pool. I embrace my pain, that I may bring pain.
Spellrider Shade :2mana::symb::symb: Creature - Shade
Whenever you cast an instant or sorcery spell, spellrider shade gets +1/+1 for each black mana spent to cast that spell. What the others eat is so foul I don't wish to know what it does.
1/1
Let's hold on for a bit. Congrats btw for those who made it this far and the round before.
May the nation with the most heavy artillery win!
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.
Latent Uprise InstantU
Choose an activated ability from a creature you control. Activate that ability without paying either it's mana, tapping, or untapping cost.
Cycling Within every talent, holds a limit to be broken.
As Baltiok's capital and empire begins to expand, more and more people have been wanting to seek refuge behind it's walls. Most have entered, few have actually been granted to stay. A special case has been made for the tribe of the tropics, in which they shared similar practices Baltiok's magic. The difference however is that the tribe people were more down-to-earth, valuing naturalistic philosophy and channeling their energy mostly from their mind and abilities as well as the land. The citizens in Baltiok knew of the practice of concentration of the land, but never have they seen a resemblence to their own abilities as shown by these people.
It's seems as though the land itself is what helps the tribe unlock their true potential, as though they to had hidden powers of unfathomable strength. What Baltiok's people have relied on beforehand was their own knowledge of their own spirit and strength. With that, Baltiok welcomed the tribe to take refuge within it's walls, only to study their practices.
http://forums.mtgsalvation.com/showpost.php?p=5454649&postcount=12 ~ Krey Gaia Heretic1G Creature - Elf DruidU
Activated abilities from creatures you control for the first time in a turn costs 1 or less to activate. 2: Add one mana of any color to your mana pool. "Baltiok spreads it's knowledge within it's boundries. The Great Oak Temple spreads it's roots to all boundries. With new knowledge, Baltiok may expand it's own roots like never before."
1/3
The Great Oak Tree was discovered by the few search parties secretly dispatched by the 'Shores'. There they found races of Elf, Ogre, and many other races. It was an odd place, at least for the Baltiok citizen, because within it's bark and roots was the conflicts of mana that have happened to be shared by most residents of Baltiok: Green and Blue. Green being pre-dominant over blue. Some other types of mana have also been found, red and black. Though there are some people who reside that practice the arts of communing with green mana only, and they happen to be elf.
Ever since, while very seldom and few, elves from the Great Oak Temple have come to reside in Baltiok. See that green mana is abundant and slightly more concentrated than in the temple, but hardly noticeable. There have not been any sign of other races residing in Baltiok as of yet.
Flaremark Mage2R Creature - Human WizardU
Whenever a creature you control activates an ability for the first time in a turn, you may pay 1. If you do, Flaremark Mage deals 1 damage to target creature or player. RR: Until end of turn, if a spell or ability would deal non-combat damage to target creature or player, it deals double that damage instead. Wind. Water. Earth. The three natural elements of Baltiok with a new, yet long-known companion: Fire.
2/2
In short, it can ping a creature for two damage for three mana.
Apprently the observation of the newer citizens of the nation of Baltiok came to an interesting discovery.
One day, one of the residents--A sluggish, yet fidgetty man who seemed to have a darkened skin, that seems like he has been burned all through his life. He was walking down the streets of the market place when all of the sudden a surge of water came crashing from the ocean part of the large walls. It was uncommon for a large wave to leave water running from the top of the wall. The man saw the water, and he became so surprised that he shot a large stream of flames in the air to evaporate the water... It seems he doesn't like water all that much.
With steam clearing the air, the man was surrounded by the residents of Baltiok, surprised and shocked to see a power that has been seldom seen in their lifetimes: Fire. The man was a little paranoid, and he was exhausted from spending all that energy to evaporate the oncoming waters. . . It was then the Shores soldiers came to arrest him after having a call of "potential dangerous crime." The officers were about to take him down for interogation.
"Wait." A voice came out from the crowd, that stood out.
It was Enforcer Junto, one of the highest ranked officers of the Shores. He came to the man and put his hand on his shoulders. "Do not be alarmed. We will not arrest you. Rather, we see much potential inside you... you possess a unique ability from us, yet you share the similar line of sagacity as the rest of us."
The firey man stood silent, but he listened. It was then that he was recruited by Junto as a Special Task Force of the Shores officers, and was sent to Illimian for the introduction of "fire" magic.
Communer Mystic :1mana::symg::symg: Creature - Human MysticU
Latent -- This creature has no other abilities unless you control three or more creatures.
Vigilance
:1mana::symg::symg:: Target creature you control gains shroud until end of turn. "Watch each other just as the walls watch your safety from the enemies that may come from the other side." ~ Junto, Shores Enforcer
2/3
***Latent***
Latent is an ability that ignores the rest of the rules texts unless certain conditions are met.
Latent is a static ability.
A creature with Latent and an ability keyword such as "Vigilance" is still counted for the cards text when it is on the battlefield or in the graveyard weather the Latent is "lifted" or not. (On account of cards like Cairn Wanderer or Concerted Effort.)
"Latent" can be counted for many conditions in the same sense as Landfall, Chroma, and Threshold.
"... Officer Hugh. You came to see me?"
"Enforcer Junto. There is an ongoing crisis coming from within the walls."
"... That is?"
"There seems to be hysteria coming from the people who have recently witnessed the events from the Fiery Man. Some have started protests, some have spread propaganda."
"... Hrm." "You are from the Second Division. I shall call the rest of your squad and we will make for the Market Square post haste."
Time passes...
"... Now what the hell is this."
This is what has been happening, Enforcer Junto. People have been on a riot, and this hasn't happened in a long while. In fact, the reason for last time was the Amorph-Kin moon tide, causing them to go berserk."
Junto, being displeased at the crowds clammoring, shot an orb of blue light into the air. 10 feet above the ground the orb of light radiated into a bright flash, as though it was the sun. This stopped the clammoring and had everyone focus their attention to Junto, who was standing on a large crate at the time being.
"Let's get one thing straight. Everyone in this city is a citizen, a brother, and a member of the same household. If any of the three factors are to be ignored, we will lose sight of our own protection, and our house will crumble from the inside out."
"They say that one's own mind can be the greatest source of pain to oneself. This is what is happening to us. We are spreading rumors, and causing hysteria over some new event who's most eyes have never witnessed."
"For those whom it concerns, the fiery person is a citizen, and lives in this house. Who are we to say that he cannot live here because he has a different ability, when he knows how to channel his power as much as the rest of you."
"Watch each other just as the walls watch your safety from the enemies that may come from the other side." "Failure to do this may cost you your own life from falling into the hazards of the outside forces, since we are currently in conflict with other nations."
"Now, I request that everyone would go about their daily lives as they normally did before the events. Officer Hugh, have your men clear the area, and be sure to patrol around this street to make sure we don't have any renegades."
After the Second Division Shores dismissed the crowd from the speech, soldiers were more concentrated around the area to keep an eye of the citizens and make sure that no outbreak would come out. While it wasn't guarenteed to keep stability forever, Junto simply reminded Baltiok that if we stop looking after one another, we lose sight of the protection from others from the smallest to greatest threats.
Heh, I keep tying. Well, as long as I tie with the winners, that's good.
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
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.
Battle Current-Reader2GW
Creature - Elf Advisor (U)
Graft 2
Creatures you control with +1/+1 counters on them gain "T: Target creature gets +1/+1 until end of turn." “There are currents in everything, even battle. Know how to read them, know how to change them, and victory is all but inevitable.”
1/1
Accomplished Trainer1GW
Creature - Elf Advisor (R) T: Put a +1/+1 counter on each creature you control with converted mana cost 2 or less.
2/2
Battlefrenzy Conductor2RW
Creature - Elf Warrior (U)
Graft 2
Remove a +1/+1 counter from Battlefrenzy Conductor: Target creature gains double strike until end of turn. Just one turns a soldier into a hero, and a battle into a massacre.
1/1
Coordinated TacticsRGW
Instant (U)
Coordinated Tactics deals X damage to target creature, another target creature gets +X/+X until end of turn, and you gain X life, where X is equal to the number of creatures you control.
So I'm all colors? Does this mean I just get to do what ever I want?
Hmmmm....... your backstory has been all colors, but the stuff you made doesn't have all colors (keep in mind that the actual casting cost has to have the color in it.)
Basically you are limited to the colors you have not created yet.
Private Mod Note
():
Rollback Post to RevisionRollBack
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Cal'Marn, King Eternal3WB
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.
Storehouse Cursemage1B
Creature- Zombie Shaman (R)
Decay 2
When Storehouse Cursemage enters the battlefield, you lose 2 life.
Remove a -1/-1 counter from Storehouse Cursemage: You gain 1 life.
3/3 The darkness of Nal’Caam calls to its denizens, providing an endless source of unholy strength and dark magic.
Blood Retribution3BR
Enchantment (R)
Whenever you lose life, put that many blood counters on Blood Retribution.
At the beginning of your upkeep, you may pay X, where X is equal to the number of blood counters on Blood Retribution. If you do, sacrifice Blood Retribution. Target opponent loses X life where X is equal to the number of blood counters on Blood Retribution and you gain that much life. What you take from my storehouse, I will make certain you pay back in full.
Bloodpool Oracle2UB
Creature-Zombie Wizard (R)
Bloodpool Oracle enters the battlefield with three -1/-1 counters on it, and you lose three life. U, Remove a -1/-1 counter from Bloodpool Oracle: Scry 3
At the beginning of your upkeep if Bloodpool Oracle has no -1/-1 counters on it, sacrifice it and draw a card.
4/4
There is one inevitable fate that cannot be escaped, but with proper planning, it can be delayed.
Soulstorm XWBR
Instant (R)
As an additional cost to cast Soulstorm, you lose X life
Soulstorm deals X damage to each creature. Whenever a creature dealt damage by Soulstorm this turn is put into a graveyard from play, you gain 1 life. “It is not my first choice, due to the waste of souls, but I will quell all defiance at any cost"
- Ca’ Mar, King Eternal
Question: If I have an awesome design in green, but I used it as an "assimilation color," meaning it is not my theme of BW but was used for flavor (I added both R and G) last round, can I use green for the first challenge this round or am I locked into Blue?
Question: If I have an awesome design in green, but I used it as an "assimilation color," meaning it is not my theme of BW but was used for flavor (I added both R and G) last round, can I use green for the first challenge this round or am I locked into Blue?
I'm not sure what you are asking... I looked at your previous cards and none of them are green. Am I missing something here?
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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.
Also I'd like to point out, that you failed to add flavor again =P
This is so bizzare. I literally just designed a card my self that said "Nonbasic lands are Forests" How odd.
Firewake Renewer I havn't seen such strong nonbasic land hate in a while. I mean there are lots of ones that deal damage, or destroy OR this or that with nonbasic, but a double whammy in a creature seems strong at this cost. Its funny though because I would play it, just to be a jerk to those people who paid 200$ for their playsets of lands in Standard. Otherwise I'd call this a Forestmoon on legs.
Concentrated Growth I dono if I like this. Green has it too easy to get creatures that also produce mana. Skip your combat step turn four and play beefy monster, then begin beatdown. I suppose its no worse than elvish piper, except for the fact that you can play SPELLs with this. Maybe that would help balance this, is to add "Use this mana only to cast creature spells" That would be very green.
I had a friend designing cards just the other week, thinking of a similar idea.
Infused Husk This is truely elegant. It draws a few concerns that you can play all sorts of things like disenchant, counterspell, etc in mono red. Just a thought, but I do like the concept. You could add "red instant or sorcery card" for absolute safety, but sometimes crazy johnny is awesome too. This almost would benefit from costing XRU, as this would be truely the two colors that care about instants and sorceries. Then you could leave off the "red" blanace part.
Chains of Corruption First off, I love this concept. It could steal all sorts of things, and I enjoy how its cheep. The scary part about this is its combat broken-ness. Wait, stealing a doublestrike creature half way through? I think though considering the Instant speed compared to tradition theft being at sorcery speed (enchantment - aura), and this being an uncommon, I would change this to 2UB
You have perpetually created more vorthos background than any of your opponents this round, and for this I commend you.
Flaremark Mage This is an interesting effect. I would however change it around a bit. I would make the ping ability cost R, and the doubling ability cost 1R, while net the same, It reduces "T: for G, Ping for 1 with the G, repeat and win" esp with your other cards With it costing R, at least you need a mana filter.
Communer Mystic This is an odd creature. Not because of latent, which is cool, but because of Vigilance on a mono green. While not unheard of, when introducing a new ability (why new now?) I would keep the other slightly off pie things to a minimum. Instead I would have reduced the shroud giver to G,T: so you could more easily combo with your Flaremark Mage, and Gaia Heretic.
If you havn't judged yet, you shouldn't be reading this. Shame on you. Be unbiased. JK, read away
Now these descisions were tough, and I weighed in MANY things in consideration. I included my faovrite thing about each of your cards.
1. FuriouslySleepingIdea (for sweet creature spell ooze thing)
2. ImpulsiveKnowledge (for perpetually including Vorthos, above and beyond)
3. Gerrard's Mom (for making a sweet Vinemoon card)
Def Adar2(3/U)
Artifact Creature - Golem {U} ((3/U) can be paid with either 3 or :symu:.)
Flying
When Def Adar attacks and is not assigned a blocker, you may have the defending player put the top card of his or her library into his or her graveyard and you may draw a card.
0/3
I like the idea of "Drain Mind" sort of deal with milling a card and drawing a card. The cards cost/Power-Toughness is spot on with it's ability. It doesn't have any cheap tricks as far as I'm aware of (like giving Double Strike would make it happen twice.)
While it can be underwhelming in certain decks as being a smaller Thieving Magpie, it has it's advantage from being an Artifact creature. It can be used in any deck, valuable for Limited. It can come out faster with use of Artifact accel, and it can be a potential target for a Cranial Plating deck. This is possibly the most balanced card of the six I'm grading.
Nice presentation of flavor. The art on your render really makes a lot of sense too, and the story is fitting. "Thought Stealer" would be a good description of this creature.
Yodekiedo Em'dirir2(3/R)(3/R)
Artifact Enchantment Creature - Golem {R}
Yodekiedo Em'dirir's power is equal to the number of enchantment creatures you control and its toughness is equal to the number of artifact creatures you control. 1: Target creature becomes an artifact or an enchantment until end of turn. (It's still a creature.)
*/*
By itself, it begins as a 1/1. With other creatures it can become more and more. I'm not sure what to think of this, really. It's a Scion of the Wild, but with Artifact/Enchantment creatures. The color doesn't seem right... For Artifacts, fine. For Enchantments, it would be puzzling since Red hardly deals with Enchantments to begin with and how it doesn't really blend in with current Magic outside Artifact creatures and whatnot. The ability I really see as "1: +1/+0 until end of turn", and actually, it would make more sense to put "Artifact" for the power rather then the toughness.
Overall, this is a great card when used right. I really, seriously wish this was Red/White for two reasons: It would make better sense, and it would make a nice EDH general to boot. It would put the above cards in their respective colors into greater use!
Once again, the flavor is top-notch. You really did put a lot of work onto making something out of the ordinary.
Battlefrenzy Conductor2RW
Creature - Elf Warrior (U)
Graft 2
Remove a +1/+1 counter from Battlefrenzy Conductor: Target creature gains double strike until end of turn. Just one turns a soldier into a hero, and a battle into a massacre.
1/1
Another clever Graft piece! The good points about this card is that it just makes Reveillark that better, how it makes use of choises (putting counters on your critters or removing it to give Double Strike).
I'm concerned on how it gives Instant-Speed Double Strike to creatures, since it will provide a tough time for the opponent to act against it if they do not sport any sort of creature removal. Perhaps make the Activated ability cost 1 or 2 in addition to removing the counter? Double-Strike is something that can be dangerous in the right deck, and this is no exception.
Coordinated TacticsRGW
Instant (U)
Coordinated Tactics deals X damage to target creature, another target creature gets +X/+X until end of turn, and you gain X life, where X is equal to the number of creatures you control.
Very cool "creatures matter" card. It's a great card that does 3 things as once, each for it's own color, then ties it up with "number of creatures", a mechanic that can be found on all three colors. Now that's styling.
My nitpicks though are that it can become too powerful for it's own right, since you are gaining three effects for the price of a Naya Charm. In comparison to the Charms, you get to choose one effect and it's situational, this is a card that seems like it gets all 3 charm effects, which may be over the curve, but it's obviously not that powerful when you control no creatures. If anything, up'ing the cost by 1 or making this a Sorcery would mellow the power curve of this card.
It's a clever card though. Using color-specific abilities and gaining advantage in certain dimensions. Even the name is pretty fitting.
Bloodpool Oracle2UB
Creature-Zombie Wizard (R)
Bloodpool Oracle enters the battlefield with three -1/-1 counters on it, and you lose three life. U, Remove a -1/-1 counter from Bloodpool Oracle: Scry 3
At the beginning of your upkeep if Bloodpool Oracle has no -1/-1 counters on it, sacrifice it and draw a card.
4/4 There is one inevitable fate that cannot be escaped, but with proper planning, it can be delayed.
Not sure what to place this as. It seems like an Archivist but again, the card is a little risky to play because of the loss of life draw back. As a 4 CMC 1/1 that bites you for 3 life, one would have to be very careful about playing it. I would see this be played as CMC 3 since the highest it can go is a 3/3, 4/4 if you decide to pitch it.
The abilities are pretty good. Augery Owl for :symu:~+1/+1 is about right, and when it dies at the upkeep you get a free card.
Finally, I kind of established this before but this is very underwhelming and not all too powerful for a Rare. 3 CMC or make this an Uncommon and I can see this being more in the "middle". The idea is nice, but the card leaves a little bit to be desired.
Soulstorm XWBR
Instant (R)
As an additional cost to cast Soulstorm, you lose X life
Soulstorm deals X damage to each creature. Whenever a creature dealt damage by Soulstorm this turn is put into a graveyard from play, you gain 1 life. “It is not my first choice, due to the waste of souls, but I will quell all defiance at any cost"
- Ca’ Mar, King Eternal
This card seems a little underwhelming considering that it causes you to lose life via Bond of Agony style. While it is an Instant, I have a feeling that it won't impact the game too much except maybe in EDH decks in the later stages of the game. I think the cost is a little too restrictive in itself, maybe just make it XWB? I also have a feeling that "1 life" is a little too small of an award.
Instant Speed Bond of Agony is neat, I'll give it that. The name is pretty "epic" feeling.
Camouflage is my only hit for a card referring to assigning blockers, isn't just "attacks and isn't blocked" fine? The blue guy is pretty boring, although his name is cool, and I have no idea why a red creature would like enchantments, much less give other people the enchantment type. Your names and flavor are cool though.
I like Coordinated Tactics, it's simple but it found the right variable for X in those colors. The double strike guy is reasonably interesting, and obviously better in anything running counter adding.
I guess the Oracle is good, it can certainly churn through your deck while getting larger. I have no idea why you have to pay X life for Soulstorm, certainly Lavalanche says 3-color X spells can be all benefit.
1. BlueLotus - best card and a printable second
2. MagicProfessor28 - one hit, one miss
3. ohmusama - neither card clicked with me mechanically
ohmusama
The flying mill stealer is okay. The problem is milling 1 card is so little, that its more of a drawback than an advantage. This is unlikely to mill more than 3 cards total, so it just moves cards into the graveyard, which is often better than the library.
The enchantment/artifact power toughness is interesting. However with only counting creatures, its worse than scion of the wild, never a powerhouse. Also, enchantment creatures doesn't fit your theme and has only been done in futureshifted.
Blue Lotus
Conductor is an ok card. I'm still not a fan of graft with non 0/0 base stats, or at least 1 0 in power or toughness.
Coordinated tactics seems off, but okay.
MP28
The oracle is a very good card. The potential 9 scrying is great for enabling combo decks, and it can swing for 4 at least once. The lifeloss is actually necessary here for balance, and fits flavorwise.
Soulstorm is interesting. The instant speed savage twister is nice. I'm not sure how good the life loss/gain is, but I'd like to find out.
Firewake Renewer :2mana::symr::symg:
Creature - Elemental (R)
When Firewake Renewer enters the battlefield, it deals damage to each player equal to the number of nonbasic lands that player controls.
Nonbasic lands are Forests. It leaves a trail of ashes, and trails ashen leaves.
3/2
Seems counter-productive with your leader, but fine otherwise.
Concentrated Growth :2mana::symg:
Enchantment (R)
If you would begin your combat phase, you may skip that phase instead. If you do, add one mana of any color to your mana pool for each creature you control at the start of your next main phase. "The forest shelters all. It only asks that you plant a single seed."
—Avrine, Leafcaller
An ok card, but I do have some complaints. The name and flavor text don't really seem to match up with the ability to me. Further, isn't green usually rewarded for attacking? Like with Bear Umbra and Beastmaster Ascension.
Infused Husk :xmana::symr: Creature - Elemental[R]
As an additional cost to cast infused husk, exile an instant or sorcery card with mana cost X from your hand.
Infused Husk's power and toughness are equal to the converted mana cost of the exiled card.
When Infused Husk leaves play, you may cast the exiled card without paying its mana cost.
X/X
Overall a very nice card. It just works, and is clear in intent and flavor. Good job. Chains of Corruption :1mana::symu::symb: Instant [u]
Gain control of target permanent that dealt damage to you this turn. Those who fight wickedness become wicked.
Again, it works, and is clear in intent and flavor. However, the flavor text seems a little out of place, and a little cliche besides.
Flaremark Mage :2mana::symr:
[U]Creature - Human Wizard[/U] U
Whenever a creature you control activates an ability for the first time in a turn, you may pay :1mana:. If you do, Flaremark Mage deals 1 damage to target creature or player.
:symr::symr:: Until end of turn, if a spell or ability would deal non-combat damage to target creature or player, it deals double that damage instead. Wind. Water. Earth. The three natural elements of Baltiok with a new, yet long-known companion: Fire.
2/2
Doesn't actually do two damage, unless I'm mistaken in my interpretation of the stack. That is, one activates the double damage, triggering the pinging, the ping resolves, and then the double damage ability would resolve.
Communer Mystic :1mana::symg::symg:
[U]Creature - Human Mystic[/U] U
Latent -- This creature has no other abilities unless you control three or more creatures.
Vigilance
:1mana::symg::symg:: Target creature you control gains shroud until end of turn. "Watch each other just as the walls watch your safety from the enemies that may come from the other side." ~ Junto, Shores Enforcer
2/3
Really, I don't think this even needs latent to hold its power in check. It just adds a layer of complexity like that of threshold, holding up the game as a player asks "How many creatures do you control? How about now?"
I kind of saw it coming for me. I originally had the two cards as completely different and more simplier cards. (The green creature was an Enchantment that did somewhat the same thing.) But then I went to overthinking it... bad idea.
Congrats to the Finalists and Good luck. Everyone on this panel did well, and I was really impressed on some of the people's cards made all this time.
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Due to the fact that there was two ties last round, there is 6 people here instead of the normal 4.
Ohmusama vs. Blue Lotus vs. Magic Professor28
and
Gerrard's Mom vs. Furiously Sleeping Idea vs. Impusive Knowledge.
Each person from one match-up critiques the people from the other match-up and presents a person to move on to the next round.
For reference, please refer to the previous rounds: Signups Round 1 Round 2 Round 3 Round 4
As always, PM me if you have questions. Thank you for everyone who participated in this month's CCL, and apologies for those who have been eliminated. Hope to see you next month (which I will not be hosting.)
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 - 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
Taproot Tide 1G
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.
Rootmind Preceptor 4GU
Creature - Treefolk Wizard (M)
Each creature you control has all activated abilities of each other creature you control.
1: Rootmind Preceptor's power becomes equal to the highest power among creatures you control.
1: Rootmind Preceptor's toughness becomes equal to the highest toughness among creatures you control.
2/6
Scrollbound Oak
Land (R)
Scrollbound Oak enters the battlefield tapped.
T: Add 1 to your mana pool.
(G/U),T: Until end of turn, you may cast green and/or blue spells with converted mana cost 2 or less without paying their mana costs.
Firewake Renewer 2RG
Creature - Elemental (R)
When Firewake Renewer enters the battlefield, it deals damage to each player equal to the number of nonbasic lands that player controls.
Nonbasic lands are Forests.
It leaves a trail of ashes, and trails ashen leaves.
3/2
Concentrated Growth 2G
Enchantment (R)
If you would begin your combat phase, you may skip that phase instead. If you do, add one mana of any color to your mana pool for each creature you control at the start of your next main phase.
"The forest shelters all. It only asks that you plant a single seed."
—Avrine, Leafcaller
Round 0: Make a King
Round 1: Make a Land
Round 2: Make a Commoner
Round 3: Make a Spell
Round 4: Assimilate the Fallen
blue new colored
Def Adar 2(3/U)
Artifact Creature - Golem {U}
((3/U) can be paid with either 3 or :symu:.)
Flying
When Def Adar attacks and is not assigned a blocker, you may have the defending player put the top card of his or her library into his or her graveyard and you may draw a card.
0/3
An unexpected and advantageous adaption occurred as the first of these golems flew into new territories. The Def Adar had a tendency to cause confusion and chaos as they floated over gathering information that would be usable to the Cavavar. A common phrase was coined to describe these floating spies among the commoners: Thought Stealers.
red enforcer
Yodekiedo Em'dirir 2(3/R)(3/R)
Artifact Enchantment Creature - Golem {R}
Yodekiedo Em'dirir's power is equal to the number of enchantment creatures you control and its toughness is equal to the number of artifact creatures you control.
1: Target creature becomes an artifact or an enchantment until end of turn. (It's still a creature.)
*/*
Soon after the peace, the people of Yahbre grew restless. Feeling alienated among the inhuman, and without a feeling of belonging, they began to lash out and cause disturbances. But they were not alone. After Devra was defeated, and the remnant of his troop swore an oath never to come against the Cavavar again in arms of war, some remain behind to live among these unexpectedly powerful Golems. While these were more civil than the Yabrites, they were a target of hatred and the restless people of Yahbre began a persecution of the now peaceful soldiers of Devra.
Elsavan realized that it wouldn't be long before either all of the remaining Devrian soldiers would be dead, or there would be total civil war. After much failed mediation, Elsavan tasked the Spark Forges with the creation of a hybrid golem that the Yabrites could look to with pride, and be able to task the people with duties and responsibilities that they would be busy enough to forget their issues. While Elsavan realized this would be a short term fix, it would work until something more appropriate could be done.
Infused Husk :xmana::symr:
Creature - Elemental[R]
As an additional cost to cast infused husk, exile an instant or sorcery card with mana cost X from your hand.
Infused Husk's power and toughness are equal to the converted mana cost of the exiled card.
When Infused Husk leaves play, you may cast the exiled card without paying its mana cost.
X/X
Chains of Corruption :1mana::symu::symb:
Instant [u]
Gain control of target permanent that dealt damage to you this turn.
Those who fight wickedness become wicked.
Previous Cards
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::symbu::symbu:
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.
Masochistic Revel :symb::symb:
Enchantment [r]
Whenever a source an opponent controls deals damage to you, add that much colorless mana to your mana pool.
I embrace my pain, that I may bring pain.
Spellrider Shade :2mana::symb::symb:
Creature - Shade
Whenever you cast an instant or sorcery spell, spellrider shade gets +1/+1 for each black mana spent to cast that spell.
What the others eat is so foul I don't wish to know what it does.
1/1
May the nation with the most heavy artillery win!
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.
http://forums.mtgsalvation.com/showpost.php?p=5458204&postcount=19 ~ Void_Nothing
Latent Uprise
Instant U
Choose an activated ability from a creature you control. Activate that ability without paying either it's mana, tapping, or untapping cost.
Cycling
Within every talent, holds a limit to be broken.
As Baltiok's capital and empire begins to expand, more and more people have been wanting to seek refuge behind it's walls. Most have entered, few have actually been granted to stay. A special case has been made for the tribe of the tropics, in which they shared similar practices Baltiok's magic. The difference however is that the tribe people were more down-to-earth, valuing naturalistic philosophy and channeling their energy mostly from their mind and abilities as well as the land. The citizens in Baltiok knew of the practice of concentration of the land, but never have they seen a resemblence to their own abilities as shown by these people.
It's seems as though the land itself is what helps the tribe unlock their true potential, as though they to had hidden powers of unfathomable strength. What Baltiok's people have relied on beforehand was their own knowledge of their own spirit and strength. With that, Baltiok welcomed the tribe to take refuge within it's walls, only to study their practices.
http://forums.mtgsalvation.com/showpost.php?p=5454649&postcount=12 ~ Krey
Gaia Heretic 1G
Creature - Elf Druid U
Activated abilities from creatures you control for the first time in a turn costs 1 or less to activate.
2: Add one mana of any color to your mana pool.
"Baltiok spreads it's knowledge within it's boundries. The Great Oak Temple spreads it's roots to all boundries. With new knowledge, Baltiok may expand it's own roots like never before."
1/3
The Great Oak Tree was discovered by the few search parties secretly dispatched by the 'Shores'. There they found races of Elf, Ogre, and many other races. It was an odd place, at least for the Baltiok citizen, because within it's bark and roots was the conflicts of mana that have happened to be shared by most residents of Baltiok: Green and Blue. Green being pre-dominant over blue. Some other types of mana have also been found, red and black. Though there are some people who reside that practice the arts of communing with green mana only, and they happen to be elf.
Ever since, while very seldom and few, elves from the Great Oak Temple have come to reside in Baltiok. See that green mana is abundant and slightly more concentrated than in the temple, but hardly noticeable. There have not been any sign of other races residing in Baltiok as of yet.
Flaremark Mage 2R
Creature - Human Wizard U
Whenever a creature you control activates an ability for the first time in a turn, you may pay 1. If you do, Flaremark Mage deals 1 damage to target creature or player.
RR: Until end of turn, if a spell or ability would deal non-combat damage to target creature or player, it deals double that damage instead.
Wind. Water. Earth. The three natural elements of Baltiok with a new, yet long-known companion: Fire.
2/2
In short, it can ping a creature for two damage for three mana.
Apprently the observation of the newer citizens of the nation of Baltiok came to an interesting discovery.
One day, one of the residents--A sluggish, yet fidgetty man who seemed to have a darkened skin, that seems like he has been burned all through his life. He was walking down the streets of the market place when all of the sudden a surge of water came crashing from the ocean part of the large walls. It was uncommon for a large wave to leave water running from the top of the wall. The man saw the water, and he became so surprised that he shot a large stream of flames in the air to evaporate the water... It seems he doesn't like water all that much.
With steam clearing the air, the man was surrounded by the residents of Baltiok, surprised and shocked to see a power that has been seldom seen in their lifetimes: Fire. The man was a little paranoid, and he was exhausted from spending all that energy to evaporate the oncoming waters. . . It was then the Shores soldiers came to arrest him after having a call of "potential dangerous crime." The officers were about to take him down for interogation.
"Wait." A voice came out from the crowd, that stood out.
It was Enforcer Junto, one of the highest ranked officers of the Shores. He came to the man and put his hand on his shoulders. "Do not be alarmed. We will not arrest you. Rather, we see much potential inside you... you possess a unique ability from us, yet you share the similar line of sagacity as the rest of us."
The firey man stood silent, but he listened. It was then that he was recruited by Junto as a Special Task Force of the Shores officers, and was sent to Illimian for the introduction of "fire" magic.
Communer Mystic :1mana::symg::symg:
Creature - Human Mystic U
Latent -- This creature has no other abilities unless you control three or more creatures.
Vigilance
:1mana::symg::symg:: Target creature you control gains shroud until end of turn.
"Watch each other just as the walls watch your safety from the enemies that may come from the other side." ~ Junto, Shores Enforcer
2/3
***Latent***
"... Officer Hugh. You came to see me?"
"Enforcer Junto. There is an ongoing crisis coming from within the walls."
"... That is?"
"There seems to be hysteria coming from the people who have recently witnessed the events from the Fiery Man. Some have started protests, some have spread propaganda."
"... Hrm." "You are from the Second Division. I shall call the rest of your squad and we will make for the Market Square post haste."
Time passes...
"... Now what the hell is this."
This is what has been happening, Enforcer Junto. People have been on a riot, and this hasn't happened in a long while. In fact, the reason for last time was the Amorph-Kin moon tide, causing them to go berserk."
Junto, being displeased at the crowds clammoring, shot an orb of blue light into the air. 10 feet above the ground the orb of light radiated into a bright flash, as though it was the sun. This stopped the clammoring and had everyone focus their attention to Junto, who was standing on a large crate at the time being.
"Let's get one thing straight. Everyone in this city is a citizen, a brother, and a member of the same household. If any of the three factors are to be ignored, we will lose sight of our own protection, and our house will crumble from the inside out."
"They say that one's own mind can be the greatest source of pain to oneself. This is what is happening to us. We are spreading rumors, and causing hysteria over some new event who's most eyes have never witnessed."
"For those whom it concerns, the fiery person is a citizen, and lives in this house. Who are we to say that he cannot live here because he has a different ability, when he knows how to channel his power as much as the rest of you."
"Watch each other just as the walls watch your safety from the enemies that may come from the other side." "Failure to do this may cost you your own life from falling into the hazards of the outside forces, since we are currently in conflict with other nations."
"Now, I request that everyone would go about their daily lives as they normally did before the events. Officer Hugh, have your men clear the area, and be sure to patrol around this street to make sure we don't have any renegades."
After the Second Division Shores dismissed the crowd from the speech, soldiers were more concentrated around the area to keep an eye of the citizens and make sure that no outbreak would come out. While it wasn't guarenteed to keep stability forever, Junto simply reminded Baltiok that if we stop looking after one another, we lose sight of the protection from others from the smallest to greatest threats.
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.
Battle Current-Reader 2GW
Creature - Elf Advisor (U)
Graft 2
Creatures you control with +1/+1 counters on them gain "T: Target creature gets +1/+1 until end of turn."
“There are currents in everything, even battle. Know how to read them, know how to change them, and victory is all but inevitable.”
1/1
Accomplished Trainer 1GW
Creature - Elf Advisor (R)
T: Put a +1/+1 counter on each creature you control with converted mana cost 2 or less.
2/2
Battlefrenzy Conductor 2RW
Creature - Elf Warrior (U)
Graft 2
Remove a +1/+1 counter from Battlefrenzy Conductor: Target creature gains double strike until end of turn.
Just one turns a soldier into a hero, and a battle into a massacre.
1/1
Coordinated Tactics RGW
Instant (U)
Coordinated Tactics deals X damage to target creature, another target creature gets +X/+X until end of turn, and you gain X life, where X is equal to the number of creatures you control.
Hmmmm....... your backstory has been all colors, but the stuff you made doesn't have all colors (keep in mind that the actual casting cost has to have the color in it.)
Basically you are limited to the colors you have not created yet.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
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.
Storehouse Cursemage 1B
Creature- Zombie Shaman (R)
Decay 2
When Storehouse Cursemage enters the battlefield, you lose 2 life.
Remove a -1/-1 counter from Storehouse Cursemage: You gain 1 life.
3/3
The darkness of Nal’Caam calls to its denizens, providing an endless source of unholy strength and dark magic.
http://forums.mtgsalvation.com/showpost.php?p=5454679&postcount=14
Blood Retribution 3BR
Enchantment (R)
Whenever you lose life, put that many blood counters on Blood Retribution.
At the beginning of your upkeep, you may pay X, where X is equal to the number of blood counters on Blood Retribution. If you do, sacrifice Blood Retribution. Target opponent loses X life where X is equal to the number of blood counters on Blood Retribution and you gain that much life.
What you take from my storehouse, I will make certain you pay back in full.
http://forums.mtgsalvation.com/showpost.php?p=5452774&postcount=5
Bloodpool Oracle 2UB
Creature-Zombie Wizard (R)
Bloodpool Oracle enters the battlefield with three -1/-1 counters on it, and you lose three life.
U, Remove a -1/-1 counter from Bloodpool Oracle: Scry 3
At the beginning of your upkeep if Bloodpool Oracle has no -1/-1 counters on it, sacrifice it and draw a card.
4/4
There is one inevitable fate that cannot be escaped, but with proper planning, it can be delayed.
Soulstorm XWBR
Instant (R)
As an additional cost to cast Soulstorm, you lose X life
Soulstorm deals X damage to each creature. Whenever a creature dealt damage by Soulstorm this turn is put into a graveyard from play, you gain 1 life.
“It is not my first choice, due to the waste of souls, but I will quell all defiance at any cost"
- Ca’ Mar, King Eternal
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
I'm not sure what you are asking... I looked at your previous cards and none of them are green. Am I missing something here?
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Never mind lol I thought I posted an earlier design last challenge and I had a brain explosion.
Sorry
Are we ranking the enemy 3? Like 1st 2nd 3rd?
Also I'd like to point out, that you failed to add flavor again =P
This is so bizzare. I literally just designed a card my self that said "Nonbasic lands are Forests" How odd.
Firewake Renewer I havn't seen such strong nonbasic land hate in a while. I mean there are lots of ones that deal damage, or destroy OR this or that with nonbasic, but a double whammy in a creature seems strong at this cost. Its funny though because I would play it, just to be a jerk to those people who paid 200$ for their playsets of lands in Standard. Otherwise I'd call this a Forestmoon on legs.
Concentrated Growth I dono if I like this. Green has it too easy to get creatures that also produce mana. Skip your combat step turn four and play beefy monster, then begin beatdown. I suppose its no worse than elvish piper, except for the fact that you can play SPELLs with this. Maybe that would help balance this, is to add "Use this mana only to cast creature spells" That would be very green.
I had a friend designing cards just the other week, thinking of a similar idea.
Infused Husk This is truely elegant. It draws a few concerns that you can play all sorts of things like disenchant, counterspell, etc in mono red. Just a thought, but I do like the concept. You could add "red instant or sorcery card" for absolute safety, but sometimes crazy johnny is awesome too. This almost would benefit from costing XRU, as this would be truely the two colors that care about instants and sorceries. Then you could leave off the "red" blanace part.
Chains of Corruption First off, I love this concept. It could steal all sorts of things, and I enjoy how its cheep. The scary part about this is its combat broken-ness. Wait, stealing a doublestrike creature half way through? I think though considering the Instant speed compared to tradition theft being at sorcery speed (enchantment - aura), and this being an uncommon, I would change this to 2UB
You have perpetually created more vorthos background than any of your opponents this round, and for this I commend you.
Flaremark Mage This is an interesting effect. I would however change it around a bit. I would make the ping ability cost R, and the doubling ability cost 1R, while net the same, It reduces "T: for G, Ping for 1 with the G, repeat and win" esp with your other cards With it costing R, at least you need a mana filter.
Communer Mystic This is an odd creature. Not because of latent, which is cool, but because of Vigilance on a mono green. While not unheard of, when introducing a new ability (why new now?) I would keep the other slightly off pie things to a minimum. Instead I would have reduced the shroud giver to G,T: so you could more easily combo with your Flaremark Mage, and Gaia Heretic.
Now these descisions were tough, and I weighed in MANY things in consideration. I included my faovrite thing about each of your cards.
2. ImpulsiveKnowledge (for perpetually including Vorthos, above and beyond)
3. Gerrard's Mom (for making a sweet Vinemoon card)
Awww... crap. :embarrass::-/
You can rank them 1st, 2nd, 3rd, and that would probably be helpful to settle ties (I don't want any this round).
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
The round ended a few hours ago, and the critiques will be due 48 hours from this post.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
I like the idea of "Drain Mind" sort of deal with milling a card and drawing a card. The cards cost/Power-Toughness is spot on with it's ability. It doesn't have any cheap tricks as far as I'm aware of (like giving Double Strike would make it happen twice.)
While it can be underwhelming in certain decks as being a smaller Thieving Magpie, it has it's advantage from being an Artifact creature. It can be used in any deck, valuable for Limited. It can come out faster with use of Artifact accel, and it can be a potential target for a Cranial Plating deck. This is possibly the most balanced card of the six I'm grading.
Nice presentation of flavor. The art on your render really makes a lot of sense too, and the story is fitting. "Thought Stealer" would be a good description of this creature.
By itself, it begins as a 1/1. With other creatures it can become more and more. I'm not sure what to think of this, really. It's a Scion of the Wild, but with Artifact/Enchantment creatures. The color doesn't seem right... For Artifacts, fine. For Enchantments, it would be puzzling since Red hardly deals with Enchantments to begin with and how it doesn't really blend in with current Magic outside Artifact creatures and whatnot. The ability I really see as "1: +1/+0 until end of turn", and actually, it would make more sense to put "Artifact" for the power rather then the toughness.
However.
The second ability is very unique, and I think what makes this card shine a lot over it's first ability. I'm sure there are a couple ways to use it's ability to make Artifacts (Sharpnel Blast, Smash, Steal Artifact, Shattering Spree, etc) and Enchantments (Disenchant, Orim's Thunder, Aura Shards, Duergar Hedge-Mage (holy cow))
Overall, this is a great card when used right. I really, seriously wish this was Red/White for two reasons: It would make better sense, and it would make a nice EDH general to boot. It would put the above cards in their respective colors into greater use!
Once again, the flavor is top-notch. You really did put a lot of work onto making something out of the ordinary.
Another clever Graft piece! The good points about this card is that it just makes Reveillark that better, how it makes use of choises (putting counters on your critters or removing it to give Double Strike).
I'm concerned on how it gives Instant-Speed Double Strike to creatures, since it will provide a tough time for the opponent to act against it if they do not sport any sort of creature removal. Perhaps make the Activated ability cost 1 or 2 in addition to removing the counter? Double-Strike is something that can be dangerous in the right deck, and this is no exception.
Very cool "creatures matter" card. It's a great card that does 3 things as once, each for it's own color, then ties it up with "number of creatures", a mechanic that can be found on all three colors. Now that's styling.
My nitpicks though are that it can become too powerful for it's own right, since you are gaining three effects for the price of a Naya Charm. In comparison to the Charms, you get to choose one effect and it's situational, this is a card that seems like it gets all 3 charm effects, which may be over the curve, but it's obviously not that powerful when you control no creatures. If anything, up'ing the cost by 1 or making this a Sorcery would mellow the power curve of this card.
It's a clever card though. Using color-specific abilities and gaining advantage in certain dimensions. Even the name is pretty fitting.
Not sure what to place this as. It seems like an Archivist but again, the card is a little risky to play because of the loss of life draw back. As a 4 CMC 1/1 that bites you for 3 life, one would have to be very careful about playing it. I would see this be played as CMC 3 since the highest it can go is a 3/3, 4/4 if you decide to pitch it.
The abilities are pretty good. Augery Owl for :symu:~+1/+1 is about right, and when it dies at the upkeep you get a free card.
Finally, I kind of established this before but this is very underwhelming and not all too powerful for a Rare. 3 CMC or make this an Uncommon and I can see this being more in the "middle". The idea is nice, but the card leaves a little bit to be desired.
This card seems a little underwhelming considering that it causes you to lose life via Bond of Agony style. While it is an Instant, I have a feeling that it won't impact the game too much except maybe in EDH decks in the later stages of the game. I think the cost is a little too restrictive in itself, maybe just make it XWB? I also have a feeling that "1 life" is a little too small of an award.
Instant Speed Bond of Agony is neat, I'll give it that. The name is pretty "epic" feeling.
Ohmusama
Blue Lotus
Magic Professor
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
2. MagicProfessor28 - one hit, one miss
3. ohmusama - neither card clicked with me mechanically
ohmusama
The flying mill stealer is okay. The problem is milling 1 card is so little, that its more of a drawback than an advantage. This is unlikely to mill more than 3 cards total, so it just moves cards into the graveyard, which is often better than the library.
The enchantment/artifact power toughness is interesting. However with only counting creatures, its worse than scion of the wild, never a powerhouse. Also, enchantment creatures doesn't fit your theme and has only been done in futureshifted.
Blue Lotus
Conductor is an ok card. I'm still not a fan of graft with non 0/0 base stats, or at least 1 0 in power or toughness.
Coordinated tactics seems off, but okay.
MP28
The oracle is a very good card. The potential 9 scrying is great for enabling combo decks, and it can swing for 4 at least once. The lifeloss is actually necessary here for balance, and fits flavorwise.
Soulstorm is interesting. The instant speed savage twister is nice. I'm not sure how good the life loss/gain is, but I'd like to find out.
1. MP28
2. Blue Lotus
2. ohmusama
Firewake Renewer :2mana::symr::symg:
Creature - Elemental (R)
When Firewake Renewer enters the battlefield, it deals damage to each player equal to the number of nonbasic lands that player controls.
Nonbasic lands are Forests.
It leaves a trail of ashes, and trails ashen leaves.
3/2
Seems counter-productive with your leader, but fine otherwise.
Concentrated Growth :2mana::symg:
Enchantment (R)
If you would begin your combat phase, you may skip that phase instead. If you do, add one mana of any color to your mana pool for each creature you control at the start of your next main phase.
"The forest shelters all. It only asks that you plant a single seed."
—Avrine, Leafcaller
An ok card, but I do have some complaints. The name and flavor text don't really seem to match up with the ability to me. Further, isn't green usually rewarded for attacking? Like with Bear Umbra and Beastmaster Ascension.
Infused Husk :xmana::symr:
Creature - Elemental[R]
As an additional cost to cast infused husk, exile an instant or sorcery card with mana cost X from your hand.
Infused Husk's power and toughness are equal to the converted mana cost of the exiled card.
When Infused Husk leaves play, you may cast the exiled card without paying its mana cost.
X/X
Overall a very nice card. It just works, and is clear in intent and flavor. Good job.
Chains of Corruption :1mana::symu::symb:
Instant [u]
Gain control of target permanent that dealt damage to you this turn.
Those who fight wickedness become wicked.
Again, it works, and is clear in intent and flavor. However, the flavor text seems a little out of place, and a little cliche besides.
Flaremark Mage :2mana::symr:
[U]Creature - Human Wizard[/U] U
Whenever a creature you control activates an ability for the first time in a turn, you may pay :1mana:. If you do, Flaremark Mage deals 1 damage to target creature or player.
:symr::symr:: Until end of turn, if a spell or ability would deal non-combat damage to target creature or player, it deals double that damage instead.
Wind. Water. Earth. The three natural elements of Baltiok with a new, yet long-known companion: Fire.
2/2
Doesn't actually do two damage, unless I'm mistaken in my interpretation of the stack. That is, one activates the double damage, triggering the pinging, the ping resolves, and then the double damage ability would resolve.
Communer Mystic :1mana::symg::symg:
[U]Creature - Human Mystic[/U] U
Latent -- This creature has no other abilities unless you control three or more creatures.
Vigilance
:1mana::symg::symg:: Target creature you control gains shroud until end of turn.
"Watch each other just as the walls watch your safety from the enemies that may come from the other side." ~ Junto, Shores Enforcer
2/3
Really, I don't think this even needs latent to hold its power in check. It just adds a layer of complexity like that of threshold, holding up the game as a player asks "How many creatures do you control? How about now?"
1. FuriouslySleepingIdea
2. Gerrard's Mom
3. ImpulsiveKnowledge
Here are the standings (just to clarify, two first place standings was enough to move on):
Furious vs. Impusive Knowledge vs. Gerrard's Mom
Furiously Sleeping Idea moves on with 2 first place rankings!
Ohmusama vs. Blue Lotus vs. Magic Professor
There was a 3 way tie with just the first place finishes. :|
So, I had to add all the points:
Ohmusama: 3+1+1 = 5
Blue Lotus: 3+2+2= 7
Magic Professor 3+2+1 = 6
Therefore BlueLotus moves on to the final round!
Final round will be up within the next 12 hours (things are busy here, with 4th of July stuff.... )
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Congrats to the Finalists and Good luck. Everyone on this panel did well, and I was really impressed on some of the people's cards made all this time.