Well hello hello hello! It's that magical time of the year, butterflies and dragons flying, flowers blooming, and new magical phenomena erupting everywhere. Ahhh, truly a wonderful time of the year!
Welcome to the Card Creation League!
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.
Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
You receive one point for submitting a top 3 on time, and one additional point if you critique all of the cards you judged.
Team Scientist Max points - netn9 – Dropped
WhisperedThunder –82 –2333 –check2 Kev the walker-Dropped yareg - Dropped
ohmusama- 55 –3111 –check2
MZC89 - 18-1222 –check2
Check2 means you get the bonus points for the full critiques. If you accumulate three warnings in the first three rounds (shown in the parentheses) you will be dropped from this month. If you see any errors, feel free to notify me. If you did not post a top 3 for the last round, you must include it in your post in this thread.
Challenge:Create an artifact, instant or enchantment that will protect your hero in this strange new world.
So, join the summer frolic and fun and may the best spellslinger win! (Also, this is a flavorful month, feel free to include backstory wherever you want.)
Submissions will be due by 12:00 Noon July 16th EST. Critiques will be due when July 17th becomes July 18th, EST. If you did not get your critiques/top 3 in on time please post them in the next thread. You will be dropped if you receive three warnings (No card, No critiques, Late card, late critiques, etc.).
Team Conqueror critiques Team Scientist Team Diplomat critiques Team Conqueror Team Peacemaker critiques Team Diplomat Team Scientist critiques Team Peacemaker
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Spore Armor 2G
Enchantment {U}
Enchant Creature
Whenever ~ attacks or blocks, put a 1/1 green saproling creature token onto the battlefield.
Sacrifice three Saprolings: Prevent all damage that would be dealt to enchanted creature this turn.
Paranormal Distortion :1mana::symbu::symbu: Uncommon Enchantment Creature - Nightmare Ward
:symb::symb:: Paranormal Distortion becomes a black 5/5 Nightmare until the beginning of the next end step. Activate this ability only if an opponent has three or less cards in hand and only once each turn.
At the beginning of your upkeep, each player discards a card.
2/2
This card combines the idea of an enchantment creature and a ward. Wards are supposed to work similar to instant - trap(s), but are actively warning an opponent that if (condition) happens then, I can do this because you've enabled me to activate this protection. Also, the reason wards use activated abilities as opposed to triggered ones is to provide a level of flexibility not achievable by triggered effects.
Vapor Twin2UU
Enchantment -- Aura {R}
Enchant creature
If enchanted creature would become the target of a spell or ability, instead put a token copy of enchanted creature onto the battlefield. Change the target of the spell or ability to the copy. At the beginning of the next end step, exile the copy.
I wish I had time...
Summary of concept: Serridin developed a recessive multiple personality disorder after being banished by his father. This sub personality has developed into a defensive mechanism that manifests a physical form temporarily when Serridin is threatened by anything and takes the hit. However, this sub personality is incapable of determining the difference between friend and foe, the result is it guard Serridin from good and ill.
Esei, the Namer2BGW
Legendary Creature - Treefolk Shaman (M)
Tap three Treefolk you control: Gain control of target land.
Lands you control but don’t own are 5/6 black, green, and white Treefolk Warriors in addition to their other types.
{2/7}
The Council of Names5BGW
Creature - Treefolk (R)
Fear, Forestwalk, Vigilance.
When The Council of Names is put into the graveyard from the battlefield, put a 2/4 black Treefolk Shaman creature token with fear, a 2/4 green Treefolk Druid creature token with forestwalk, and a 2/4 white Treefolk Warrior with vigilance onto the battlefield.
{6/12}
Otherworldly Awakening2G
Enchantment - Aura (R)
Enchant land
Enchanted land is a Forest in addition to its other types.
4: Until end of turn, enchanted land is a 3/4 Treefolk creature that is the colors the enchanted land could produce and has “This creature gets +1/+1 for each of its colors”.
Stepping through the portal and spying a forest nearby, the Treefolk quickly made their way towards it. They set up the ritual that will awaken the trees of the plane, but to their great and utter surprise, the sun set, severing their magic! So Esei went into a great thinking spell. Seven sunrises and sunsets came and went before he spoke again.
"I have a way to awaken them, but they will quickly need to return to our world to stay that way."
And so, the Great Migrations began.
During the evenings of the Great Migrations, Esei would tell stories of old time long gone by. One such particular tale was the story of the Willow, Oak, and Yew, the firsts of those noble tribes. Though the story takes seven days to tell, it is an important story for the treefolk, because it teaches young saplings that they must never give up. The story itself starts with the three trees awakening on their own and banding together to fend off a band of rampaging giants. The story takes seven days because the story is not only spoken but re-enacted, with many treefolk flinging boulders at the actors, playing the angry giants. The story and performance together teach most saplings to keep a level head in absolutely every situation.
Willow, Oak, and YewBGW
Instant (U)
Untap each creature you control. Those creatures gain reach and deathtouch until end of turn. A story that lasts seven nights. A lesson that is held for a lifetime.
Hemp Crusher2
Tribal Artifact - Treefolk (R)
Equipped creature gets +2/+2 and has "Whenever this creature deals damage to a player, tap each creature that player controls. They don't untap during their controller's next untap step."
Equip 4 A dread of leaves and a naming stone are all that is required to send any invading armies packing.
Memory ImprintBGW
Enchantment - Aura (R)
Enchant creature
Enchanted creature cannot be the target of spells or abilities an opponent controls.
When Memory Imprint enters the battlefield, put three tokens onto the battlefield that are copies of enchanted creature.
Oaken Fortitude2W
Enchantment - Aura (U)
Enchant creature
Enchanted creature get +1/+2. Untap enchanted creature during each player's untap step.
Sliver Oligarchy :symw::symu::symb::symr::symg:
Legendary Creature - Sliver (MR)
:2mana:: Target creature becomes a Sliver in addition to its other types until end of turn.
:5mana:: Put a token onto the battlefield that’s a copy of target Sliver creature.
7/7
Adaptive SliverGU
Creature - Sliver (U)
Slivers have "T, Sacrifice this permanent: Exile cards from the top of your library until a Sliver creature card is exiled this way. Put that card onto the battlefield.”
2/2
Soulstitcher Sliver3BB
Creature - Sliver (U)
All Sliver creatures have “Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a 1/1 colorless Sliver creature token onto the battlefield.”
3/3
Ah, what a tricky round for slivers. I might end up changing my card anyway, but would this be acceptable?
Glammerweft Sliver1WU
Enchantment Creature - Sliver (R)
Sliver creatures are enchantments in addition to their other types.
Sliver creatures have “3: This creature becomes an enchantment until end of turn.” (It loses all other types.)
2/2
The Endless Swarm3BG
Legendary Creature - Insect (R)
Insects you control get +1/+1.
At the end of any turn in which a player was dealt damage by an Insect you control, that player sacrifices a permanent, then you put a 1/1 black and green Insect creature token onto the battlefield.
Sacrifice an Insect: Return The Endless Swarm from your graveyard to the battlefield.
3/3
Flesheater Queen2BB
Creature - Insect (R)
At the beginning of your upkeep, you may put a larva counter on target creature. Then, if the number of larva counters on that creature is equal to or greater than its toughness, its controller sacrifices it and you put X 1/1 black Insect creature tokens onto the battlefield, where X is the number of larva counters on that creature.
1/3
Realm of Reclamation2BG
(Black ants larger than horses tear down charred buildings and take corpses in their mandibles as they forage through a burned city. In the distance, at the terminus of a trail of busy ants, huge lumpy spires like termite mounds rise high over the hills into the sky.)
Enchantment (R)
Whenever a permanent is put into an opponent's graveyard, you may pay 1. If you do, return a permanent card that shares a card type with that card from your graveyard to your hand. From the waste of the four-limbs's kingdoms, the insects built a realm that surpassed all others in size and complexity.
Stirring Swarm1BG
Instant (U)
Regenerate target creature and put X 1/1 black and green Insect creature tokens onto the battlefield, where X is that creature's toughness. The Swarm's instinctive response to danger is always the same: breed.
Ah, what a tricky round for slivers. I might end up changing my card anyway, but would this be acceptable?
Glammerweft Sliver1WU
Enchantment Creature - Sliver (R)
Sliver creatures are enchantments in addition to their other types.
Sliver creatures have “3: This creature becomes an enchantment until end of turn.” (It loses all other types.)
2/2
That is an interesting and innovative way to use the challenge! Yes, that is acceptable, but only because slivers use no other magic
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Tarif, Opal Protector :2mana::symw::symw: Legendary Creature - Gargoyle (MR)
Flying, Vigilance
Whenever a player casts a spell, Tarif, Opal Protector loses all its abilities and becomes an enchantment until end of turn that has "This enchantment is indestructible."
3/3
Tarif's Sentinel :1mana::symw: Artifact Creature - Golem (U)
Whenever an opponent casts a creature spell, you may search your library for a Gargoyle card, reveal it, then shuffle your library and put that card on top of it.
2/2
Transcendent Incubation Enchantment (R)
You may cast Trascendent Incubation any time you could cast an instant if you pay more to cast it.
When Transcendent Incubation enters the battlefield, exile target creature you control.
When Transcendent Incubation leaves the battlefield, return the exiled card to the battlefield under its owner's control. That creature has protection from instant spells and sorcery spells in addition to its other abilities.
:2mana::symw:: Destroy Transcendent Incubation.
Set: Urza's Saga Plane: Dominaria Tribe: Gargoyle
My card for this round
Decoy Puppet Artifact (R)
Flash
Whenever a Legendary creature you control would be put into a graveyard, sacrifice Decoy Puppet instead.
Team Roster to be analyzed Caesarius - I'll stick with your first idea even you didn't decided yet which one is your final choice. As a five colored spell, there should be alternative way to cast it other than its mana cost to make it better. Pendle - see the Opal cards in Urza's Saga. But I like the determination here to make a new breed of card. An enchantment at the same time a creature. It existed before in the form of Lucids. Darkfire Games - A decent tricolored card and definitely printable. Reach and Deathtouch are a good combination. But I can't see how white color is associated with its effect. BlueLotus - This one is interesting as it reminds me of the 1st ever creature card during the past that can be equipped as an enchantment. Sliver plus that idea, and my favorite opal pals.
Top Three (final for now)
1. BlueLotus
2. Darkfire Games
3. Pendle
Team Roster to be analyzed Caesarius - Since your idea is not yet finalized, I won't critique your card yet. I like your first idea but there should be a way to cast it other than its mana cost to make it better. Pendle - pending Darkfire Games - Since your idea is not yet finalized, surprisingly you got lots of ideas for this round. If I choose one, the Oaken Fortitude seems the best candidate among your list. BlueLotus - This one is interesting as it reminds me of the 1st ever creature card during the past that can be equipped as an enchantment. Sliver plus that idea, and my favorite opal pals.
Top Three (not yet final)
1. BlueLotus
2. Darkfire Games
3. Caesarius
Please don't critique people before the round is over.
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.
Specialist's ParryWW InstantU
Target creature gains veil until end of turn. Until end of turn, you may attach target equipment to target creature without paying it's mana cost. (Creatures with veil cannot be the target of spells or abilities your opponents control.) "One can do so much with a weapon in hand and quick reaction. Rebuke the foe, then act to your own time." ~ Forns
Hanbei, Survivor of Minamo3UU
Legendary Creature - Human Wizard (MR)
Play with the top card of your library revealed. 2U,T: Return target legendary permanent for the graveyard to your hand.
1/2
Minamo FactfinderU
Creature - Human Wizard (U)
Defender
At the beginning of your draw step, you may draw an additional card.
1/3
Greater Understanding4U
Instant (R)
Whenever you draw a card you may reveal it. If it shares a subtype with a permanent you control you may play it without paying its colorless mana cost. (If the permanent cost 2UU, you may play it for UU instead) 2UU: Choose a creature type, draw a card for each creature of that type you control.
Insight's Grandeur 3UUU
Enchantment(MR)
Whenever you reveal a card from deck, you may return target nonland permanent on the battlefield to it's owners hand.
When ~ would be put into the graveyard, draw a card.
Flavor: In Hanbei's late teens, his powers began to take a dark twist. Days after his 16th birthday, he had a vision of him facing a dark dragon-like figure, but this time it was different. Every time he imagined his defeat(he'd counter what he sore in the last only to be defeated via another method) but this time he simply vanished into a mist of blue, black and red only to awaken surrounded by a bluish white mist. When he cleared the mist, all his follower were lying down as if they had fallen asleep and all had the same dream, a large blue figure pulling them apart and putting them back together.
Team Roster to be analyzed Caesarius - Since your idea is not yet finalized, I won't critique your card yet. I like your first idea but there should be a way to cast it other than its mana cost to make it better. Pendle - pending Darkfire Games - Since your idea is not yet finalized, surprisingly you got lots of ideas for this round. If I choose one, the Oaken Fortitude seems the best candidate among your list. BlueLotus - This one is interesting as it reminds me of the 1st ever creature card during the past that can be equipped as an enchantment. Sliver plus that idea, and my favorite opal pals.
Top Three (not yet final)
1. BlueLotus
2. Darkfire Games
3. Caesarius
Please don't critique people before the round is over.
I have to second this. Could you maybe edit your post and remove your critiques (saving them in a word doc or something) until 12:00 today? If you don't see this until then, that's fine, but in the future only post critiques after the submission round has completely ended.
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner of the August CCL '10
Host of the July CCL '10, Host of the March CCL '11
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Two things:
1) I'm going back into my post to add Vorthos to the Post AND THAT IS IT!
2) Has anyone (Monkey specifically) contacted or been contacted by KHANanaphone?
Evergreen CloakGG
Artifact - Equipment (U)
Equipped creature gains "As long as you control no untapped lands, equipped creature is indestructible. As long as you control a tapped land, equipped creature has 1G: Regenerate equipped creature."
Equip - Return two lands you control to your hand. Ralov provided his troops with the strongest armor available, not of metal, but of living wood. Light as a feather and strong as a dragon's scale.
Two things:
1) I'm going back into my post to add Vorthos to the Post AND THAT IS IT!
2) Has anyone (Monkey specifically) contacted or been contacted by KHANanaphone?
Sorry for the delay in my appearance, parents took me to a musical today and then made me paint the fence.
As this is the last round before the cuts and no one has posted critiques yet, I will extend the round until midnight tonight (When July 16th becomes July 17th)
Pm's will go out. Also, Krey, your card is on time.
Edit: round closed. Critiques are due by 12:00 July 18th. If someone has not submitted something, do not rank them (even if there are not enough people for a full top 3)
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
I just love this card, its super elegant and reminds me completely of the original thalids! Well done, however, you neglected many things this round or you could have gotten a perfect score
You could have improved your score by:
[+1]: Including art description or render
[+1]: Including some sort of Vorthos story
[+2]: Include your previous cards.
2.Krey -[:rate5::rate1:]-
This is super inelligant. I know running prophesy and tapped lands matter, but having two conditions that are almost identical seem pointless. Why add regeneration, if by regenerating him, he also becomes indestructible? Now that we can just tap out without mana burn, tapped lands mean less these days.
You could have improved your score by:
[+1]: Including art description or render
[+1]: Including some sort of Vorthos story
[+2]: Improving ellegance
3.CrazyMatt -[:rate5::rate0:]-
I see what you tried to do here, but template wise, this just doesn't work. Also there is enough room for reminder text on flash, so that should also be included. As a template goes, I have a few nitpicks for you. If there is leathal damage on a creature, and you cause a replacement effect triggered on destroy, then, that effect will replace that destroy event, but wont remove damage. Then state-based checks come in again, and kill the creature again. Not what you obviously wanted. Here are several options otherwise
Flash (You may cast this spell any time you could cast an instant.)
Whenever a legendary creature you control is put into a graveyard from the battlefield, you may sacrifice Decoy Puppet. If you do, return that creature from the graveyard to the battlefield.
-or-
Flash (You may cast this spell any time you could cast an instant.)
If a legendary creature you control would be destroyed, regenerate it and sacrifice Decoy Puppet.
You could have improved your score by:
[+1]: Including art description or render
[+1]: Including some sort of Vorthos story
[+3]: Fix templating errors
Mirror Cloak 3
Artifact - Equipment {R}
Whenever you pay Mirror Cloak's equip cost, put a charge counter on it for each color of mana spent to equip it.
When Mirror Cloak becomes unattached from a creature, remove all charge counters from it.
Remove a charge counter from Mirror Cloak: Change the target of target spell with a single target.
Equip 3
I'd rather play Whispersilk Cloak, imo. This just seems like a really expensive one, and even worse in terms of power. It essentially has shroud for 3 spells (if you pay 3 colors), and nothing else. For 6 mana at rare, I would expect more of a WOW! factor. See Sword of Vengeance.
Paranormal Distortion1:symub::symub:
Enchantment Creature - Nightmare Ward {U} BB: Paranormal Distortion becomes a black 5/5 Nightmare until the beginning of the next end step. Activate this ability only if an opponent has three or less cards in hand and only once each turn.
At the beginning of your upkeep, each player discards a card.
2/2
Definitely a rare. You have a 2/2 for 3 with a global discard effect which is uncommon, but tack on an ability to turn into a 5/5 if an opponent has 3 or less cards in hand (which will happen). Basically, anything that has the potential of getting higher total power and toughness than twice its cmc should be a rare. See Nantuko Shade.
Don't understand the reason why this isn't just a creature or just an enchantment. It shouldn't be both. If you had just made an enchantment, this would be awesome, such as: Paranormal Distortion1:symub::symub:
Enchantment - Ward {U}
At the beginning of your upkeep, each player discards a card. BB: ~ becomes a 5/5 black Nightmare Creature until end of turn. It is still an enchantment. Activate this only if an opponent has 3 or more less cards in hand.
The above card would be in my top 2 hands down. However, that is not your card.
Willow, Oak, and YewWGB
Instant (U)
Untap each creature you control. Those creatures gain reach and deathtouch until end of turn.
Reminds me a lot of Veteran's Reflexes, but as a global spell and a whole lot harder to cast. Not sure about this card. Doesn't seem as good as you would think at first. It only works as a defensive card (could be offensive if you do it as you attack.) but it really doesn't have any other applications. Not bad, but not great either.
Glammerweft Sliver 1UW
Enchantment Creature - Sliver (R)
Sliver creatures are enchantments in addition to their other types.
Sliver creatures have “3: This creature becomes an enchantment until end of turn.” (It loses all other types.)
2/2
What's funny about this card is that it has so much flavor, but you just made Back to nature a two cc green instant speed day of judgement. However, you did the best you could with the challenge that you had, and I really like how this came out. Your creatures pretty much have3: cannot be killed by normal removal. Very Sliverlike.
CARD Stirring Swarm1BG
Instant (U)
Regenerate target creature and put X 1/1 black and green Insect creature tokens onto the battlefield, where X is that creature's toughness. The Swarm's instinctive response to danger is always the same: Breed.
SCORES Balance 3/5 (Both cards submitted this time are uncommon, but I feel like this is almost rare. Doom Blade + Your Card applied in that order to Primeval Titan. You get six more power for three.) Flavor 3/5 (Mechanically sound and playing with a story I'm not terribly familiar with (The Otarian Nantuko), but my Vorthos is still hungry for more.) Potential 4/5 (I will abuse this card. I make token decks and this is one of the most efficient token spitters in existence. I love Creakwood Liege)
RANDOM THOUGHTS
- Your leader post and your compatriot's reference for your leader post don't match up. Why?
- The flavor behind your card is a little confusing. Why does a swarm of insect bursting from a dying body put it back together?
- Realm of Reclamation is odd. I don't know why, but that's just my gut feeling about it.
CARD Specialist's ParryWW
Instant (U)
Target creature gains veil until end of turn. Until end of turn, you may attach target equipment to target creature without paying it's mana cost. (Creatures with veil cannot be the target of spells or abilities your opponents control.)
"One can do so much with a weapon in hand and quick reaction. Rebuke the foe, then act to your own time." ~ Forns
SCORES Balance 3/5 (So, this is your version of the white Vines of Vastwood? The only major complaint that I'm going to lay is with what I think is a typo: You can save one creature and then equip a totally different creature with this spell. I assumed you meant to use the phrase "that creature" rather than "target creature".) Flavor 3/5 (Consistent flavor text and consistent mechanics. Seems to be a staple for you.) Potential 3/5 (I've got a friend who would love an instant speed equip spell, especially one that would save his creature. Stoneforge Mystic loves your card too.)
RANDOM THOUGHTS
- Why is your leader of the Auriok a Pirate? Shouldn't he be something like a nomad?
- With Specialist's Torque, what's the purpose of allowing them to unattach it at instant speed?
RANDOM THOUGHTS
- Zombat - Silly name, second coming of Mulldrifter.
- Cemetery Defiler's activation cost for his second ability is expensive. Either lose the tap or cut the mana down to something like BB.
CRAZY MATT - White makes its presence know in the untap clause. Things like To Arms! and as Deus points out Veteran's Reflexes.
DEUS OF CALAMITY - This round I tried to do two things with my card: One, make something a card that wasn't rare or mythic and two create something that had lots of flavor. I was hoping that I succeeded in making something that fit into the uncommon slot.
KREY - Would something like (W/B)G or (G/W)B have been more appropriate? Or if there had been a P/T boost, how big of one would you think there should be?
CrazyMatt - Plain & boring, but it works. Nice keeping to the design for this round but you could made it an artifact creature (It still would have been within the rules of this round).
2nd
DeusofCalamity - Interesting idea, and it works with all the other cards you have. I found no fault with your card besides the fact you put CARDNAME instead of enchanted creature but I'm not going to fault you for that.
1st
Krey - A card that works against your leader, or rather that your leader works against. I know you may chose to untap them but I fell that indestructibility isn't worth give up another chance to get some stuff out.
3rd
Responses to criticism:
@ Gerrard's Mom and ImpulsiveKnowledge: I've had always had troubles with when determining rarity to power. I've only really do it during these contests. I though I got it right but I see I've still got to go. I thank the both of you very much
Balance 3/5 (So, this is your version of the white Vines of Vastwood? The only major complaint that I'm going to lay is with what I think is a typo: You can save one creature and then equip a totally different creature with this spell. I assumed you meant to use the phrase "that creature" rather than "target creature".)
*(I've got a friend who would love an instant speed equip spell, especially one that would save his creature. Stoneforge Mystic loves your card too.)
Ehhh. I ment to put it just like that, it would make more sense with the flavor and all.
That's what I get for rushing/forgetting to double check.
* Hm, yes. I seem to have a knack for making nice with people I never physically or mentally met before.
______________Words and Stuff, and stuff._______________
Ohmusama: So not only does it get pseudo-shroud, it gets a better version of Shroud too? Easily acceptable cost, and can fit into certain combos... can also fit into synergy too, and it also dooms Legendary creatures which is always a nice bonus. One of the few "safe" Auras due to saving the creature.
MZC89: I don't even know why this is a Mythic, not even some flavor text to back it all up. The last ability seems extreamly tacked on. The first ability is indeed interesting, and would be nice with certain tutor spells like Mystical Teachings and the like, or perhaps Magus of the Future (it basically procs every turn.) It should cost less though, because for 6 mana it is comparable to Cast Through Time in terms of power level.
WhisperedThunder: I'm sure it has some applications. It can prevent certain decks like Vengevine, Dredge, or even Ball Lightning Burn-esqe decks from ever going off, and it can be used in the most random occasions such as Wrathing the board and the like. It does take a little to make the full use of it, sort of a build-around, but it's a decent card.
Top 3:
1) Ohmusama (Original idea/useful mechanic, and making a flavorful Aura)
2) Whispered Thunder (Semi-important tool against certain decks/useful on it's own.)
3) MZC89 (Great idea/unique, questionable execution.)
Well hello hello hello! It's that magical time of the year, butterflies and dragons flying, flowers blooming, and new magical phenomena erupting everywhere. Ahhh, truly a wonderful time of the year!
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
You receive one point for submitting a top 3 on time, and one additional point if you critique all of the cards you judged.
Team Conqueror Max points - 14
ImpulsiveKnowledge – 147
CrimsonCrossfire– DroppedGerrard's Mom - 159
FDW3773- DroppedKHANophone– DroppedShiniryuu– DroppedDranith– DroppedTeam Diplomat Max points- 11
Caesarius – 93- (No Critiques)
MeatballWarrior– DroppedPendle – 74
Darkfire Games – 88
Jimmy Groove– DroppedBlueLotus – 182
Team Peacekeeper Max points - 11
Asrama– DroppedCrazyMatt – 60 (No Critique)
DeusofCalamity – 100
Krey – 63 (Late submission)
FuriouslySleepingIdea- Droppednope– DroppedTeam Scientist Max points - 14
netn9– DroppedWhisperedThunder –175
Kev the walker-Droppedyareg- Droppedohmusama- 112
MZC89 - 82
ImpulsiveKnowledge – 76 -2222 -Check2
CrimsonCrossfire– DroppedGerrard's Mom - 88 -3311 -check2
FDW3773- DroppedKHANophone – 21 –113 –check2
Shiniryuu– DroppedDranith– DroppedTeam Diplomat Max points-
Caesarius – 29-311 -check2 (No Critiques)
MeatballWarrior– DroppedPendle – 29 – 22-Check2
Darkfire Games – 52 –2 - check2
Jimmy Groove– DroppedBlueLotus – 100 –133 - check2
Team Peacekeeper Max points -
Asrama – 71 –221 –check2
CrazyMatt – 42 – -chack2(No Critique)
DeusofCalamity – 55 –12 –check2
Krey – 18-13 –check2 (Late submission)
FuriouslySleepingIdea- 42 –33 (No Critique)(No Critique)
nope– DroppedTeam Scientist Max points -
netn9– DroppedWhisperedThunder –82 –2333 –check2
Kev the walker-Droppedyareg- Droppedohmusama- 55 –3111 –check2
MZC89 - 18-1222 –check2
Check2 means you get the bonus points for the full critiques. If you accumulate three warnings in the first three rounds (shown in the parentheses) you will be dropped from this month. If you see any errors, feel free to notify me.
If you did not post a top 3 for the last round, you must include it in your post in this thread.
Challenge:Create an artifact, instant or enchantment that will protect your hero in this strange new world.
So, join the summer frolic and fun and may the best spellslinger win! (Also, this is a flavorful month, feel free to include backstory wherever you want.)
Submissions will be due by 12:00 Noon July 16th EST. Critiques will be due when July 17th becomes July 18th, EST. If you did not get your critiques/top 3 in on time please post them in the next thread. You will be dropped if you receive three warnings (No card, No critiques, Late card, late critiques, etc.).
Team Conqueror critiques Team Scientist
Team Diplomat critiques Team Conqueror
Team Peacemaker critiques Team Diplomat
Team Scientist critiques Team Peacemaker
Useful Links
Signup Thread, Round One, Round 2
Look at that Awesome Banner given to us by SGTChubbz from Kracked Graphics...
Host of the July CCL '10, Host of the March CCL '11
Enchantment {U}
Enchant Creature
Whenever ~ attacks or blocks, put a 1/1 green saproling creature token onto the battlefield.
Sacrifice three Saprolings: Prevent all damage that would be dealt to enchanted creature this turn.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Uncommon
Enchantment Creature - Nightmare Ward
:symb::symb:: Paranormal Distortion becomes a black 5/5 Nightmare until the beginning of the next end step. Activate this ability only if an opponent has three or less cards in hand and only once each turn.
At the beginning of your upkeep, each player discards a card.
2/2
This card combines the idea of an enchantment creature and a ward. Wards are supposed to work similar to instant - trap(s), but are actively warning an opponent that if (condition) happens then, I can do this because you've enabled me to activate this protection. Also, the reason wards use activated abilities as opposed to triggered ones is to provide a level of flexibility not achievable by triggered effects.
Round 0: Make a Leader
Round 1: Make a Cohort
Round 2: Modivations
Vapor Twin 2UU
Enchantment -- Aura {R}
Enchant creature
If enchanted creature would become the target of a spell or ability, instead put a token copy of enchanted creature onto the battlefield. Change the target of the spell or ability to the copy. At the beginning of the next end step, exile the copy.
Summary of concept: Serridin developed a recessive multiple personality disorder after being banished by his father. This sub personality has developed into a defensive mechanism that manifests a physical form temporarily when Serridin is threatened by anything and takes the hit. However, this sub personality is incapable of determining the difference between friend and foe, the result is it guard Serridin from good and ill.
Esei, the Namer 2BGW
Legendary Creature - Treefolk Shaman (M)
Tap three Treefolk you control: Gain control of target land.
Lands you control but don’t own are 5/6 black, green, and white Treefolk Warriors in addition to their other types.
{2/7}
The Council of Names 5BGW
Creature - Treefolk (R)
Fear, Forestwalk, Vigilance.
When The Council of Names is put into the graveyard from the battlefield, put a 2/4 black Treefolk Shaman creature token with fear, a 2/4 green Treefolk Druid creature token with forestwalk, and a 2/4 white Treefolk Warrior with vigilance onto the battlefield.
{6/12}
Otherworldly Awakening 2G
Enchantment - Aura (R)
Enchant land
Enchanted land is a Forest in addition to its other types.
4: Until end of turn, enchanted land is a 3/4 Treefolk creature that is the colors the enchanted land could produce and has “This creature gets +1/+1 for each of its colors”.
Stepping through the portal and spying a forest nearby, the Treefolk quickly made their way towards it. They set up the ritual that will awaken the trees of the plane, but to their great and utter surprise, the sun set, severing their magic! So Esei went into a great thinking spell. Seven sunrises and sunsets came and went before he spoke again.
"I have a way to awaken them, but they will quickly need to return to our world to stay that way."
And so, the Great Migrations began.
During the evenings of the Great Migrations, Esei would tell stories of old time long gone by. One such particular tale was the story of the Willow, Oak, and Yew, the firsts of those noble tribes. Though the story takes seven days to tell, it is an important story for the treefolk, because it teaches young saplings that they must never give up. The story itself starts with the three trees awakening on their own and banding together to fend off a band of rampaging giants. The story takes seven days because the story is not only spoken but re-enacted, with many treefolk flinging boulders at the actors, playing the angry giants. The story and performance together teach most saplings to keep a level head in absolutely every situation.
Willow, Oak, and Yew BGW
Instant (U)
Untap each creature you control. Those creatures gain reach and deathtouch until end of turn.
A story that lasts seven nights. A lesson that is held for a lifetime.
Hemp Crusher 2
Tribal Artifact - Treefolk (R)
Equipped creature gets +2/+2 and has "Whenever this creature deals damage to a player, tap each creature that player controls. They don't untap during their controller's next untap step."
Equip 4
A dread of leaves and a naming stone are all that is required to send any invading armies packing.
Memory Imprint BGW
Enchantment - Aura (R)
Enchant creature
Enchanted creature cannot be the target of spells or abilities an opponent controls.
When Memory Imprint enters the battlefield, put three tokens onto the battlefield that are copies of enchanted creature.
Oaken Fortitude 2W
Enchantment - Aura (U)
Enchant creature
Enchanted creature get +1/+2. Untap enchanted creature during each player's untap step.
Sliver Oligarchy :symw::symu::symb::symr::symg:
Legendary Creature - Sliver (MR)
:2mana:: Target creature becomes a Sliver in addition to its other types until end of turn.
:5mana:: Put a token onto the battlefield that’s a copy of target Sliver creature.
7/7
Adaptive Sliver GU
Creature - Sliver (U)
Slivers have "T, Sacrifice this permanent: Exile cards from the top of your library until a Sliver creature card is exiled this way. Put that card onto the battlefield.”
2/2
Soulstitcher Sliver 3BB
Creature - Sliver (U)
All Sliver creatures have “Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a 1/1 colorless Sliver creature token onto the battlefield.”
3/3
Ah, what a tricky round for slivers. I might end up changing my card anyway, but would this be acceptable?
Glammerweft Sliver 1WU
Enchantment Creature - Sliver (R)
Sliver creatures are enchantments in addition to their other types.
Sliver creatures have “3: This creature becomes an enchantment until end of turn.” (It loses all other types.)
2/2
Legendary Creature - Insect (R)
Insects you control get +1/+1.
At the end of any turn in which a player was dealt damage by an Insect you control, that player sacrifices a permanent, then you put a 1/1 black and green Insect creature token onto the battlefield.
Sacrifice an Insect: Return The Endless Swarm from your graveyard to the battlefield.
3/3
Flesheater Queen 2BB
Creature - Insect (R)
At the beginning of your upkeep, you may put a larva counter on target creature. Then, if the number of larva counters on that creature is equal to or greater than its toughness, its controller sacrifices it and you put X 1/1 black Insect creature tokens onto the battlefield, where X is the number of larva counters on that creature.
1/3
Realm of Reclamation 2BG
(Black ants larger than horses tear down charred buildings and take corpses in their mandibles as they forage through a burned city. In the distance, at the terminus of a trail of busy ants, huge lumpy spires like termite mounds rise high over the hills into the sky.)
Enchantment (R)
Whenever a permanent is put into an opponent's graveyard, you may pay 1. If you do, return a permanent card that shares a card type with that card from your graveyard to your hand.
From the waste of the four-limbs's kingdoms, the insects built a realm that surpassed all others in size and complexity.
Instant (U)
Regenerate target creature and put X 1/1 black and green Insect creature tokens onto the battlefield, where X is that creature's toughness.
The Swarm's instinctive response to danger is always the same: breed.
You can find it here.
Thanks.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
That is an interesting and innovative way to use the challenge! Yes, that is acceptable, but only because slivers use no other magic
Also, scores are up!
Host of the July CCL '10, Host of the March CCL '11
Tarif, Opal Protector :2mana::symw::symw:
Legendary Creature - Gargoyle (MR)
Flying, Vigilance
Whenever a player casts a spell, Tarif, Opal Protector loses all its abilities and becomes an enchantment until end of turn that has "This enchantment is indestructible."
3/3
Tarif's Sentinel :1mana::symw:
Artifact Creature - Golem (U)
Whenever an opponent casts a creature spell, you may search your library for a Gargoyle card, reveal it, then shuffle your library and put that card on top of it.
2/2
Transcendent Incubation
Enchantment (R)
You may cast Trascendent Incubation any time you could cast an instant if you pay more to cast it.
When Transcendent Incubation enters the battlefield, exile target creature you control.
When Transcendent Incubation leaves the battlefield, return the exiled card to the battlefield under its owner's control. That creature has protection from instant spells and sorcery spells in addition to its other abilities.
:2mana::symw:: Destroy Transcendent Incubation.
Set: Urza's Saga
Plane: Dominaria
Tribe: Gargoyle
My card for this round
Decoy Puppet
Artifact (R)
Flash
Whenever a Legendary creature you control would be put into a graveyard, sacrifice Decoy Puppet instead.
Caesarius - I'll stick with your first idea even you didn't decided yet which one is your final choice. As a five colored spell, there should be alternative way to cast it other than its mana cost to make it better.
Pendle - see the Opal cards in Urza's Saga. But I like the determination here to make a new breed of card. An enchantment at the same time a creature. It existed before in the form of Lucids.
Darkfire Games - A decent tricolored card and definitely printable. Reach and Deathtouch are a good combination. But I can't see how white color is associated with its effect.
BlueLotus - This one is interesting as it reminds me of the 1st ever creature card during the past that can be equipped as an enchantment. Sliver plus that idea, and my favorite opal pals.
Top Three (final for now)
1. BlueLotus
2. Darkfire Games
3. Pendle
Please don't critique people before the round is over.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Instant U
Target creature gains veil until end of turn. Until end of turn, you may attach target equipment to target creature without paying it's mana cost. (Creatures with veil cannot be the target of spells or abilities your opponents control.)
"One can do so much with a weapon in hand and quick reaction. Rebuke the foe, then act to your own time." ~ Forns
Vorthos stuff when I feel like it.
Legendary Creature - Human Wizard (MR)
Play with the top card of your library revealed.
2U,T: Return target legendary permanent for the graveyard to your hand.
1/2
Creature - Human Wizard (U)
Defender
At the beginning of your draw step, you may draw an additional card.
1/3
Instant (R)
Whenever you draw a card you may reveal it. If it shares a subtype with a permanent you control you may play it without paying its colorless mana cost. (If the permanent cost 2UU, you may play it for UU instead)
2UU: Choose a creature type, draw a card for each creature of that type you control.
Insight's Grandeur 3UUU
Enchantment(MR)
Whenever you reveal a card from deck, you may return target nonland permanent on the battlefield to it's owners hand.
When ~ would be put into the graveyard, draw a card.
Flavor: In Hanbei's late teens, his powers began to take a dark twist. Days after his 16th birthday, he had a vision of him facing a dark dragon-like figure, but this time it was different. Every time he imagined his defeat(he'd counter what he sore in the last only to be defeated via another method) but this time he simply vanished into a mist of blue, black and red only to awaken surrounded by a bluish white mist. When he cleared the mist, all his follower were lying down as if they had fallen asleep and all had the same dream, a large blue figure pulling them apart and putting them back together.
R: A Dragons Dinner
RW: Dragosian Forces
WUB: Mirrodin Beastiary
WU: Esper Almanac
WUB: Esper Encyclopedia
I have to second this. Could you maybe edit your post and remove your critiques (saving them in a word doc or something) until 12:00 today? If you don't see this until then, that's fine, but in the future only post critiques after the submission round has completely ended.
Host of the July CCL '10, Host of the March CCL '11
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
1) I'm going back into my post to add Vorthos to the Post AND THAT IS IT!
2) Has anyone (Monkey specifically) contacted or been contacted by KHANanaphone?
Evergreen Cloak GG
Artifact - Equipment (U)
Equipped creature gains "As long as you control no untapped lands, equipped creature is indestructible. As long as you control a tapped land, equipped creature has 1G: Regenerate equipped creature."
Equip - Return two lands you control to your hand.
Ralov provided his troops with the strongest armor available, not of metal, but of living wood. Light as a feather and strong as a dragon's scale.
Sorry for the delay in my appearance, parents took me to a musical today and then made me paint the fence.
As this is the last round before the cuts and no one has posted critiques yet, I will extend the round until midnight tonight (When July 16th becomes July 17th)
Pm's will go out. Also, Krey, your card is on time.
Edit: round closed. Critiques are due by 12:00 July 18th. If someone has not submitted something, do not rank them (even if there are not enough people for a full top 3)
Host of the July CCL '10, Host of the March CCL '11
I just love this card, its super elegant and reminds me completely of the original thalids! Well done, however, you neglected many things this round or you could have gotten a perfect score
You could have improved your score by:
[+1]: Including art description or render
[+1]: Including some sort of Vorthos story
[+2]: Include your previous cards.
2.Krey -[:rate5::rate1:]-
This is super inelligant. I know running prophesy and tapped lands matter, but having two conditions that are almost identical seem pointless. Why add regeneration, if by regenerating him, he also becomes indestructible? Now that we can just tap out without mana burn, tapped lands mean less these days.
You could have improved your score by:
[+1]: Including art description or render
[+1]: Including some sort of Vorthos story
[+2]: Improving ellegance
3.CrazyMatt -[:rate5::rate0:]-
I see what you tried to do here, but template wise, this just doesn't work. Also there is enough room for reminder text on flash, so that should also be included. As a template goes, I have a few nitpicks for you. If there is leathal damage on a creature, and you cause a replacement effect triggered on destroy, then, that effect will replace that destroy event, but wont remove damage. Then state-based checks come in again, and kill the creature again. Not what you obviously wanted. Here are several options otherwise
Flash (You may cast this spell any time you could cast an instant.)
Whenever a legendary creature you control is put into a graveyard from the battlefield, you may sacrifice Decoy Puppet. If you do, return that creature from the graveyard to the battlefield.
-or-
Flash (You may cast this spell any time you could cast an instant.)
If a legendary creature you control would be destroyed, regenerate it and sacrifice Decoy Puppet.
You could have improved your score by:
[+1]: Including art description or render
[+1]: Including some sort of Vorthos story
[+3]: Fix templating errors
Mirror Cloak 3
Artifact - Equipment {R}
Whenever you pay Mirror Cloak's equip cost, put a charge counter on it for each color of mana spent to equip it.
When Mirror Cloak becomes unattached from a creature, remove all charge counters from it.
Remove a charge counter from Mirror Cloak: Change the target of target spell with a single target.
Equip 3
Paranormal Distortion 1:symub::symub:
Enchantment Creature - Nightmare Ward {U}
BB: Paranormal Distortion becomes a black 5/5 Nightmare until the beginning of the next end step. Activate this ability only if an opponent has three or less cards in hand and only once each turn.
At the beginning of your upkeep, each player discards a card.
2/2
Don't understand the reason why this isn't just a creature or just an enchantment. It shouldn't be both. If you had just made an enchantment, this would be awesome, such as:
Paranormal Distortion 1:symub::symub:
Enchantment - Ward {U}
At the beginning of your upkeep, each player discards a card.
BB: ~ becomes a 5/5 black Nightmare Creature until end of turn. It is still an enchantment. Activate this only if an opponent has 3 or more less cards in hand.
The above card would be in my top 2 hands down. However, that is not your card.
Willow, Oak, and Yew WGB
Instant (U)
Untap each creature you control. Those creatures gain reach and deathtouch until end of turn.
Glammerweft Sliver 1UW
Enchantment Creature - Sliver (R)
Sliver creatures are enchantments in addition to their other types.
Sliver creatures have “3: This creature becomes an enchantment until end of turn.” (It loses all other types.)
2/2
Top 3:
1) Bluelotus
2) Darkfire
3) Caesarius
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
1. GERRARD'S MOM (Stirring Swarm)
2. IMPULSIVE KNOWELDGE (Specialist's Parry)
3. N/A (NONE)
Leader
Compatriot
Motivation
Stirring Swarm 1BG
Instant (U)
Regenerate target creature and put X 1/1 black and green Insect creature tokens onto the battlefield, where X is that creature's toughness.
The Swarm's instinctive response to danger is always the same: Breed.
SCORES
Balance 3/5 (Both cards submitted this time are uncommon, but I feel like this is almost rare. Doom Blade + Your Card applied in that order to Primeval Titan. You get six more power for three.)
Flavor 3/5 (Mechanically sound and playing with a story I'm not terribly familiar with (The Otarian Nantuko), but my Vorthos is still hungry for more.)
Potential 4/5 (I will abuse this card. I make token decks and this is one of the most efficient token spitters in existence. I love Creakwood Liege)
RANDOM THOUGHTS
- Your leader post and your compatriot's reference for your leader post don't match up. Why?
- The flavor behind your card is a little confusing. Why does a swarm of insect bursting from a dying body put it back together?
- Realm of Reclamation is odd. I don't know why, but that's just my gut feeling about it.
Leader
Compatriot
Motivation
Specialist's Parry WW
Instant (U)
Target creature gains veil until end of turn. Until end of turn, you may attach target equipment to target creature without paying it's mana cost. (Creatures with veil cannot be the target of spells or abilities your opponents control.)
"One can do so much with a weapon in hand and quick reaction. Rebuke the foe, then act to your own time." ~ Forns
SCORES
Balance 3/5 (So, this is your version of the white Vines of Vastwood? The only major complaint that I'm going to lay is with what I think is a typo: You can save one creature and then equip a totally different creature with this spell. I assumed you meant to use the phrase "that creature" rather than "target creature".)
Flavor 3/5 (Consistent flavor text and consistent mechanics. Seems to be a staple for you.)
Potential 3/5 (I've got a friend who would love an instant speed equip spell, especially one that would save his creature. Stoneforge Mystic loves your card too.)
RANDOM THOUGHTS
- Why is your leader of the Auriok a Pirate? Shouldn't he be something like a nomad?
- With Specialist's Torque, what's the purpose of allowing them to unattach it at instant speed?
Leader
Compatriot
Motivation
RANDOM THOUGHTS
- Zombat - Silly name, second coming of Mulldrifter.
- Cemetery Defiler's activation cost for his second ability is expensive. Either lose the tap or cut the mana down to something like BB.
CRAZY MATT - White makes its presence know in the untap clause. Things like To Arms! and as Deus points out Veteran's Reflexes.
DEUS OF CALAMITY - This round I tried to do two things with my card: One, make something a card that wasn't rare or mythic and two create something that had lots of flavor. I was hoping that I succeeded in making something that fit into the uncommon slot.
KREY - Would something like (W/B)G or (G/W)B have been more appropriate? Or if there had been a P/T boost, how big of one would you think there should be?
2nd
DeusofCalamity - Interesting idea, and it works with all the other cards you have. I found no fault with your card besides the fact you put CARDNAME instead of enchanted creature but I'm not going to fault you for that.
1st
Krey - A card that works against your leader, or rather that your leader works against. I know you may chose to untap them but I fell that indestructibility isn't worth give up another chance to get some stuff out.
3rd
Responses to criticism:
@ Gerrard's Mom and ImpulsiveKnowledge: I've had always had troubles with when determining rarity to power. I've only really do it during these contests. I though I got it right but I see I've still got to go. I thank the both of you very much
R: A Dragons Dinner
RW: Dragosian Forces
WUB: Mirrodin Beastiary
WU: Esper Almanac
WUB: Esper Encyclopedia
Ehhh. I ment to put it just like that, it would make more sense with the flavor and all.
That's what I get for rushing/forgetting to double check.
* Hm, yes. I seem to have a knack for making nice with people I never physically or mentally met before.
Ohmusama: So not only does it get pseudo-shroud, it gets a better version of Shroud too? Easily acceptable cost, and can fit into certain combos... can also fit into synergy too, and it also dooms Legendary creatures which is always a nice bonus. One of the few "safe" Auras due to saving the creature.
MZC89: I don't even know why this is a Mythic, not even some flavor text to back it all up. The last ability seems extreamly tacked on. The first ability is indeed interesting, and would be nice with certain tutor spells like Mystical Teachings and the like, or perhaps Magus of the Future (it basically procs every turn.) It should cost less though, because for 6 mana it is comparable to Cast Through Time in terms of power level.
WhisperedThunder: I'm sure it has some applications. It can prevent certain decks like Vengevine, Dredge, or even Ball Lightning Burn-esqe decks from ever going off, and it can be used in the most random occasions such as Wrathing the board and the like. It does take a little to make the full use of it, sort of a build-around, but it's a decent card.
Top 3:
1) Ohmusama (Original idea/useful mechanic, and making a flavorful Aura)
2) Whispered Thunder (Semi-important tool against certain decks/useful on it's own.)
3) MZC89 (Great idea/unique, questionable execution.)