* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
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.
(I am using Excel to calculate points. If you think my math is wrong (which it may be), please message me and I'll have a look.) Team Spades:
xX-TacOcat-Xx - 6
ImpulsiveKnowledge - 53
MonkeyPlayingMTG - 29
shadowfenix - 0*Top Three Probation
Solesticio - 88
Ryder052 - 41 Team Hearts:
Gerrard’s Mom - 57
Twilight Kiwi - 57
Shadowrulz - 0*Top Three Probation
Cosmo Chou - 36
KingOldBoy - 14
PsiJet - 71 Team Clubs:
Jimmy Groove - 40
CXA26483 - 25
Doom Lich - 10
Darkfire_Games - 25
Rocket_Powered_Turbo_Slug - 55
Cryptic Hero - 45 Team Diamonds:
Asrama - 47
Kev the Walker - 0*Top Three Probation
Rauthiss - 6*Top Three Probation
Krey - 76
Drewdagreek - 82
Zsehaelax - 0*Top Three Probation
DeusofCalamity - 47
Having encountered and done battle with the freaks of the mists, you emerge victorious. As the last of them falls, a member of your group discovers a sign you hadn't seen before.
The ringleader commends you on your win.
But he awaits for you further, deep within.
If you wish to stop him, you must haste.
Or soon you'll find that your world is a waste.
But your next challenge is harder than this
It is not something that you can dismiss.
Not even the worst, most hardened killers
has survived a trip through the hall of mirrors.
As you finish reading the sign, another door appears. You step through, and much like last time, it quickly shuts behind you and disappears. You then look around to find yourself in maze of warped and broken mirrors. Challenge 2: Now you finally get to see the true essence of this month's CCL. Mwahahahaha!
You must create an instant and a sorcery that follow their own rules (both are links; click them) regarding your avatar. Neither of them can cause your avatar to leave the battlefield.
Deadline: Submissions are due by October 13th at 11:00 PM PST. Critiques are due by October 15th at 11:00 PM PST. This round's critiques are: Diamonds → Clubs → Hearts → Spades → Diamonds.
Also, please CHECK YOUR SCORES to see whether or not you have a Top Three Probation.
For my theme, I'll be revisted a mechanic I tried to get in an old set creation thread, but it was passed on.
I'll revist the idea of breaking a rule of magic design "Skipping draws is always bad". My cards will relate to skipping draws for an effect. I'm gonna visit the idea that a 'manaless action' is good tempo, and the exchange can be designed properly.
This explores 'the draw as a resource' which is an area of design space that has been relatively unexplored.
(Anyone wishing to explore this space for the GDS2, I'd love to help, let me know)
My Avatar
Rogani, the Vibrant Now :2mana::symg::symg::symg:
Legendary Creature - Elemental (MR) Manifest - If you would draw a card, you may put a +1/+1 on each creature you control instead.
Whenever a creature with a +1/+1 counter is put into your graveyard from the battlefield, you may pay :symg:. If you do, draw a card. Scholars claim knowledge as a path to power. Our matron prefers a more direct route. - Glivven, Exultant of the Moment
4/4
Notes on the theme.
- I will be using the 'manifest' ability word. All actions described allow you to replace a draw with an effect.
- The fluff is that the creatures are making the potential energies of magic into something more real and direct.
-Like dredge, manifesting cannot be responded to. You must respond to the draw, not the choice to replace.
- Manifesting will focus on Green (mental might into physical power), Blue (using mental power for different effects) and Black (trading resources). White I see as too orderly to bend the rules as such. Red doesn't trade possiblity for certainity. Manifest will be rare in these colors.
- Manifesting will focus on creating a permanent effect, like token making or counters. Very few 'flash in the pan' effects are worth skipping draws for,
-Manifest support will also focus on giving you other things to do with your mana, while you trade draws for manifest effects,
Submission
Mycete Bruiser 2G
Creature - Fungus Warrior (U) Manifest - If you would draw a card, you may put a +1/+1 counter on Mycete Bruiser instead.
Remove a +1/+1 counter from Mycete Bruiser : Regenerate Mycete Bruiser What we call stagnation, the Mycetum call growth. They are a simple people, but effective nonetheless. - Carnil Tas, Turian Seer
3/2
Note: I know I'm breaking 'rules', I want to see how well I can push them
Also introducing another story character from this realm: Ghavak, the mindfeeder.
Like you. Burst of Inspiration 1U
Instant (C)
Untap any number of target creatures with a counter on them.
Draw a card. The mundane citizenry are so boring. The enlightened however, are full of surprises - Ghavak, the Mindfeeder.
Hate you: Feast of Sorrows2BB
Sorcery (R)
Remove all counters from all permanents.
Gain 2 life for each +1/+1 counter removed this way. The savory taste of stolen hope is but an appetizer. The sense of loss that remains is true banquet. - Ghavak, the Mindfeeder
Behemoth(2/W)(2/U)(2/B)(2/R)(2/G)
Legendary Creature - Beast Avatar (M)
Behemoth enters the battlefield tapped and does not untap during its controller's untap step.
When Behemoth attacks, it deals damage equal to its power to each creature defending player controls. WUBRG: Untap Behemoth.
{9/9}
Acolyte of Behemoth4
Creature - Elephant Monk (R)
Acolyte of Behemoth is all colors.
When Acolyte of Behemoth enters the battlefield or at the beginning of your upkeep, you may choose a color.
Other creatures [ERRATA]you control[/ERRATA] of the chosen color get +2/+1 and have "3: Untap this creature." {4/4}[ERRATA]{3/3}[/ERRATA]
HELPFUL INSTANT Boon of Behemoth3WUBRG
Instant (M)
You may tap five multicolored creatures you control rather than pay Boon of Behemoth's mana cost.
Choose a white card, a blue card, a black card, a red card, and a green card you own from outside the game, reveal those cards, and put them into your hand.
Exile Boon of Behemoth.
ANTAGONISTIC SORCERY Pure Freeze2WU
Sorcery (R)
Tap all creatures target player controls. Those creature's activated abilities can't be activated this turn unless they're mana abilities. Those creature don't untap during their controller's next untap step. A perfect layer of ice formed around the army, perfectly one inch thick and to this day it holds them perfectly still.
Behemoth's Charm5
Instant (R)
Behemoth's charm is all colors
Choose one -- Untap all creatures you control and those creatures gain vigilance until end of turn; or put a 5/5 Beast Avatar creature token with "This creature is all colors" onto the battlefield; or add WUBRG to your mana pool.
Evangelistic Retribution6RW
Sorcery (M)
Clarity—2RRWW(If you are searching your library, you may pay 2RRWW. If you do, you may cast this spell from your library without paying its mana cost.)
You get an emblem with "2(R/W): Target creature must attack you this turn if able. Gain control of that creature at the beginning of the next end step."
Kokula, The Darkened Root1BGG Legendary Creature - Plant Minion
Deathtouch
Lands you control have ":symtap:: Add or to your mana pool." and ":symtap:: Target Plant gets +1/+1 until end of turn."
:symgb::symgb:: Until end of turn, target land becomes your choice of a 2/4 Plant creature with deathtouch, a 1/5 Plant creature with reach, or a 4/3 Plant creature with trample.
3/3
Kokula was a very happy plant many a day.
He stood in the middle of the forest.
Drinking nutritious water with no dismay.
Until came a suspicious florist.
You see, Kokula never understood what was dark.
He was spending all it's time in the brightest light.
He was a creature with a innocent heart.
But his heart would soon be afflicted from a terrible blight.
The florist had deep and dark ambitions, he did.
He places a seal on this very plant to bring out a hidden power.
The florist looks down with a grim look "So many useless features I have to get rid."
And so he placed the curse on Kokula, which in turn grew darker every hour.
The florist did not know that he had made a grave mistake.
Kokula had a mind of his own, now changed and twisted.
Oh, the many deeds little Kokula would make.
By the time little Kokula has grown, the forest would wished he had never existed.
Kokula grew, and so did his roots. Spreading, spreading all around.
It was only a matter of time before the forest would transform.
It was then that not a single healthy plant was found.
Kokula was the new law of the forest, and death and decay was the new norm.
The florist came back to reap his reward.
But he did not come back, for it was too late.
Kokula had seen the florist as a stranger, but himself a lord
And it did not hesitate to consume the florist. Oh, what a terrible fate.
To this day, Kokula spreads it's influence to the land.
Slowly making it's mark outside, stained with a tainted nature.
Slowly grasping more earth with a wooden, deathly hand.
For in his mind, he only sees no future.
Behold, the Rootlings. Who crawl as they creep.
With the mana as their armory,
and the land as their keep,
they tread upon the paths of so eerie.
With their ability to extract mana...
They form themselves into a great shape.
They see this as spreading great nirvana.
In which they make sure no one would escape.
They also animate the ground they stand.
Crushing towns, people, animals, and even forests too pure.
It may be because they think of the world as too bland.
But for what their intentions are... are just too obscure.
Behold the Rootlings. Who are no Treefolk or Fungus.
They are a race of their own, such horrifying horrors.
They creep and crawl among us.
As they walk across the lands, like disease-ridden explorers.
Fertilization is worthless. We are doomed to rot.
Doomed. Doomed.
Indefatigable Rootling1BGG Creature - PlantR
Engrain 1BG(Exile this creature under target land. That land is now engrained. When the engrained land leaves the battlefield, return the exiled creature onto the battlefield under your control. Activate this ability any time during your turn.)
Deathtouch
When you engrain a land with ~, gain control of that land. That land has ":symb::symg:: Engrained land becomes a 3/2 black and green Plant creature with deathtouch until end of turn." "What will always spoil, will always rise back in the cycle."
4/3
What will arise when you are out,
can unexpectantly consume you without a doubt.
Walk and walk, your foot to the ground.
Just beware of what dangers are abound.
What creeps up your leg
Will make you beg
For never experience this poison
The only thing you will know is corrosion.
Oppressing LandscapeBG Tribal Instant - PlantU
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Until end of turn, lands you control have "T: Target creature gets -1/-1 until end of turn." The land that has no mind, yet has the everlasting soul, will grant passage. A land with a mind, but a corrupted soul, will grant no passage for the thousands of years of being walked, inflicted, and abused by all living creatures.
Older Versions
* Convoke - Plant (Each Plant creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Such wretched materials--life force, I see?!
A putrid and vile substance, in any degree.
The wards they use, called the "rune",
Are just mere illusions that make them think they are immune.
They may hide behind their petty shields
But as they hide, I will cover other fields.
What will soon go into one's head
Is that I will be back, to fill more dread.
...
Stalling. A waste of time when the growing body is cut early.
Ground Rune: Boundries1GG SorceryC
Rune (When you cast this spell, exile it. As long as this spell is exiled, it's effect lasts until the beginning of your next upkeep. At the beginning of your next upkeep, put the exiled spell into your graveyard.)
When you cast ~, choose an opponent.
You and creatures you control have protections from lands and whenever a land the chosen opponent controls is tapped, you gain 1 life. "Our land should be kept sacred. Even though some roots will be stained with corrosive poison, we can start off by keeping the infectious lands to their own territory." ~ Thsile of Grovn'Dol
Older versions: "~ enters the battlefield as permanent and is put into your graveyard at the beginning of your next upkeep. It's type is Enchantment in addition to it's other types"
Exile's Pain - BB Sorcery
Split-Second
Whenever a permanent you control is exiled this turn, target player loses 5 life. The voices of the vanished shall haunt you forever.
Instant:
Remembrance Trap - 2WWU Instant
If an opponent controls 3 or more tapped nonland permanents, you may pay 0 rather than Remembrance Trap's mana cost.
Shuffle all tapped nonland permanents target player controls into their library. May all that remains of your lethargic selves be a hated memory.
Exile's Pain - BB Sorcery
Split-Second
Whenever a permanent you control is exiled this turn, target player loses 5 life. The voices of the vanished shall haunt you forever.
Instant:
Remembrance Trap - 2WWU Instant
If an opponent controls 3 or more tapped nonland permanents, you may pay 0 rather than Remembrance Trap's mana cost.
Shuffle all tapped nonland permanents target player controls into their library. May all that remains of your lethargic selves be a hated memory.
You need top provide a Top 3 ASAP. If, by the time critiques are over this round, you haven't, I'll have to disqualify you as per the CCL rules.
(Shift creatures can be played on either side.) Arosh, Blade of Dauth2BB
Legendary Creature - Dauthi Warrior (R) 1B, Sacrifice a creature: Target creature gets -0/-X, where X is the sacrificed creature's toughness.
Shift BB (BB: Flip this creature. Shift only as a sorcery.)
2/2
// Arosh, Shadowborn2BB
Legendary Creature - Dauthi Warrior (R)
Shadow (This creature can block or be blocked by only creatures with shadow.) 1B, Sacrifice a creature: Target creature gets +X/+0, where X is the sacrificed creature's power.
Shift BB (BB: Flip this creature. Shift only as a sorcery.)
2/2
Dauthi Scalper1B
Creature - Dauthi Warrior (C)
Shift 1B (1B: Flip this creature. Shift only as a sorcery.)
2/1
// Flesh Eater3B
Creature - Dauthi Warrior (C)
Shadow
Whenever Flesh Eater deals combat damage to a player, flip it.
4/2
Dauthi Soulwisps B
Instant (U)
Put three 0/1 black Soulstuff creature tokens with shadow into play. Sacrifice them at the beginning of the end of turn step. When a Dauthi dies in its shadow form, it leaves countless shreds of animate but nearly intangible soulstuff, which accumulate among the nooks and crannies of the shadow realm.
Light of Despair4WB
Sorcery (R)
Return to the battlefield under your control all creature cards in graveyards that were put there from the battlefield this turn. Day turned to night, and the Soltari survivors watched with horror as all of the dead on both sides rose from where they had fallen, now united in purpose.
(Although this card could be used effectively with my avatar as well, it is intended to have devastating effect if used after he has sacrificed a couple of creatures to kill off or trade with your attackers.)
You need top provide a Top 3 ASAP. If, by the time critiques are over this round, you haven't, I'll have to disqualify you as per the CCL rules.
In that case, please go ahead and disqualify me. School has been rough on me this semester, and I don't think I'll have enough time to do full critiques this month. Best of luck to everybody!
Lutanic, Skar Firemage 2RRR
Legendary Creature - Human Wizard (M)
Haste
At the beginning of your upkeep, if Lutanic, Skar Firemage is in your graveyard, you may discard a card. If you do, return Lutanic from your graveyard to your hand.
Whenever Lutanic, Skar Firemage attacks, it deals 2 damage to target creature or player. (2/1)
Sharding Goyle6
Artifact Creature - Gargoyle (M)
Flying
Whenever Sharding Goyle attacks, put a -1/-1 counter on it, then Sharding Goyle deals damage equal to the number of -1/-1 counters on it to target creature or player.
Sacrifice an artifact: Remove a -1/-1 counter from Sharding Goyle. (6/6)
Overwhelming Hatred4RR
Instant (R)
Target creature gains first strike, provoke, and "Whenever a creature dealt damage by this creature is put into a graveyard from the battlefield this turn, untap it. There is an additional combat phase this turn followed by an additional main phase" until end of turn.
Conquering Light4WW
Sorcery (U)
Exile target nonwhite nonland permanent. If that permanent was black or red, draw a card. "Courage consists not so much in avoiding danger as in conquering it."
Sariel, Chimaeric Chronologist: 1UU
Legendary Creature- Human Shapeshifter (M)
Changeling
During your upkeep, you may put a time counter on Sariel, Chimaeric Chronologist.
Remove X time counters from Sariel, Chimaeric Chronologist: Counter target spell. If the spell is countered this way, exile it with X time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. 1U: Return Sariel, Chimaeric Chronologist to your hand. "No, no. Take your time. I insist."
2/5
Envoy of Despair: 1BB
Creature- Nightstalker (U)
First Strike
When Envoy of Despair enters the battlefield, target creature gets -1/-1 until end of turn.
Pay 3 life: Return Envoy of Despair to its owner's hand. "They're almost as adept at killing each other as they are ripping us to shreds."- Hanon, Keeper of the Northen Spire
3/1
Temporal Influx: 1UU
Instant (U)
Proliferate.
Storm Make haste slowly.
Incendiary Gambit: 2RR
Sorcery (R)
Choose one- Incendiary Gambit deals X damage to each creature and player, where X is the amount of Mountains you control; or remove all counters from target permanent, then Incendiary Gambit deals damage equal to the amount of counters removed to target creature or player.
Entwine- Sacrifice a Mountain. "Frankly, this place could have done with better lighting." - Marduk, Captain of the Kolvir Guard
Balu, Breeder of Bats :2mana::symb::symb:
Legendary Creature- Vampire Shaman (R)
Whenever ~ becomes tapped, put a 1/1 black Bat creature token with flying onto the battlefield.
:symb::symb:, sacrifice a bat: Choose one - put a +1/+1 counter on target Vampire; or you gain 2 life. "Their blood is just as good as humans. Some argue its better..."
3/2
Creature
Watcher Gargoyle2WW
Creature- Gargoyle (C)
Defender
Whenever ~ blocks, put a +1/+1 counter on it.
Remove a +1/+1 from ~: ~ loses defender until the beginning of the end step. A few slashes of swords only strengthen them. Enough slashes wakes them up.
0/3
Team Clubs Entries
Like You Instant
Unveil2B
Instant (R)
Sacrifice all Bat creatures you control. For each creature sacrificed this way, put a 2/2 black Vampire creature token with flying and lifelink onto the battlefield.
Don't Like You Sorcery
Command the MeekGWU
Sorcery (R)
Split Second
Gain control of creature tokens, then gain 2 life for each creature token you control.
Arosh, Blade of Dauth2BB
Legendary Creature - Dauthi Warrior (R)
1b, Sacrifice a creature: Target creature gets -0/-X, where X is the sacrificed creature's toughness.
Shift BB (BB: Flip this creature. Shift only as a sorcery.)
2/2
// Arosh, Shadowborn2BB
Legendary Creature - Dauthi Warrior (R)
Shadow (This creature can block or be blocked by only creatures with shadow.) 1B, Sacrifice a creature: Target creature gets +X/+0, where X is the sacrificed creature's power.
Shift BB (bb: Flip this creature. Shift only as a sorcery.)
2/2
Submission
Dauthi Scalper1B
Creature - Dauthi Warrior (C)
Shift 1B (1b: Flip this creature. Shift only as a sorcery.)
2/1
// Flesh Eater3B
Creature - Dauthi Warrior (C)
Shadow
Whenever Flesh Eater deals combat damage to a player, flip it.
4/2
I think it's a little bit too strong for a common, but hey I guess more broken cards have been printed in the past. Also I think shift is a very cool mechanic and matches with the Dauthi
Twilight Kiwi
Avatar
Radus, the Focused EyeWUB
Legendary Creature - Human Wizard
Whenever Radus deals combat damage to a creature, exile that creature and all other creatures that share a name with that creature, then search its controller's hand, library, and graveyard for all copies of that creature and exile them. Craving new experiences, he ensures that no two meetings are ever the same.
3/3
Submission
Master Illusionist1UU
Creature - Gnome Wizard (R)
Whenever an Illusion you control becomes the target of a spell or ability, you may return it to your hand.
Illusion cards you own that aren't on the battlefield have flash and cost you 2 less to cast. "I disbelieve the illusion!" - nameless adventurer, last words
1/3
I'm not sure if this some foreshadowing for what is to come for the cards yet to be made by you, but the illusion thing kind of snuck up on me. I don't see why you couldn't just make this an illusion on its own, but you probably have your own reasons. Also you don't need to say "cost you 2less to cast."
Shadowrulz
No submission
Cosmo Chou
Avatar
Sariel, Chimaeric Chronologist: 1UU
Legendary Creature- Human Shapeshifter (M)
Changeling
During your upkeep, you may put a time counter on Sariel, Chimaeric Chronologist.
Remove X time counters from Sariel, Chimaeric Chronologist: Counter target spell. If the spell is countered this way, exile it with X time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. 1U: Return Sariel, Chimaeric Chronologist to your hand. "No, no. Take your time. I insist."
2/5
Submission
Envoy of Despair: 1BB
Creature- Nightstalker
First Strike
When Envoy of Despair enters the battlefield, target creature gets -1/-1 until end of turn.
Pay 3 life: Return Envoy of Despair to its owner's hand. "They're almost as adept at killing each other as they are ripping us to shreds."- Hanon, Keeper of the Northen Spire
3/1
I don't have much to say about this card, mostly because I don't know the rarity. The self bounce is a cool ability. I could see this thing being good in limited. All in all a well made card.
KingOldBoy
Avatar
Daikirai, of the Undying Hate2RB MR
Legendary Creature - Spirit Warrior
Haste R: Daikirai, of the Undying Hate gets +1/+0 until the end of the turn. BB: Destroy target creature with power less than Daikirai, of the Undying Hate. If a creature is put into the graveyard this way, exile it instead.
At the beginning of your Upkeep, if Daikirai, of the Undying Hate is in your graveyard and an opponent controls more creatures than you, you may return Daikirai, of the Undying Hate to the battlefield.
3/3
Submission
Selkie Strong-arm1(G/U)(G/U) U
Creature - Selkie Warrior
Other Selkie creature you control get +1/+1
Whenever a Selkie enters the battlefield under your control, you may return target creature to its owner's hand.
2/2 During the Hallow Moon Masque, the Strong-arm makes sure that no unwanted soul partakes in the sacred festival.
I think this has dangerous potential to be broken. For example: if you were playing planeschase with this card and the plane Immenstrum came up you would have a large amount of damage just by doing a bounce train.
PsiJet
Avatar
Alurima, the Holy Siren3WU
Legendary Creature - Siren (M)
When Alurima, the Holy Siren enters the battlefield, each player exiles two cards from their hand.
During each players start of turn, that player may play one exiled card from their hand to the battlefield without paying its mana cost. 2, Discard a card from your hand: Return Alurima, the Holy Siren to your hand. The songs that the sea sing are not always that of happiness.
5/3
Submission
Jellyfish Swarm1UU
Creature - Jellyfish (U)
Defender
Discard a card: Tap target creature a player controls. It does not untap during their next untap phase. Who would have thought that a swarm of jelly would have been such an excellent defensive tactic?
1/4
I really like this card. I hate it when you're in the last portion of the gam and you keep drawing useless cards and have nothing to do. With this you get an option.
Top 3
1.Psijet
2. Gerrard's Mom
3. Comso Chou
Team Spades
Past Cards
Avatar
Rengeruz, Eccentric Artificer3WU
Legendary Creature - Human Artificer (MR) 1: Target non-equipment permanent you control becomes an Artifact Equipment with "Equipped creature has all activated abilities of this permanent and gets +1/+1." and "Equip 2." for as long as Rengeruz, Eccentric Artificer is on the battlefield.
That's a nifty trick you've got there. Mind if I try?
1/4
Strange Creature
Albino Absorber5
Creature - Badger (R)
Whenever a player casts a spell, if ~ doesn't already have protection from that spell's colors it gains protection from that spell's colors.
Whenever a player casts a spell, if ~ has protection from that spell's colors it loses protection from that spell's colors.
4/4
Submission
I Like You
Arm The Meek2W
Instant (U)
Attach all equipment on the battlefield to target creature. When all else fails, grab a weapon.
I Don't Like You
Armament Recoil2W
Sorcery (U)
Armament Recoil deals X damage to target creature where X is equal to the number of equipment attached to that creature.
The Avatar: Zang, Endless Hunger :3mana::symb::symb:
Legendary Creature - Vampire (R)
Flying
During your upkeep put a +1/+1 counter on Zang, Endless Hunger and put a -1/-1 counter on target creature you control other than Zang, Endless Hunger.
:symb:, Remove a +1/+1 counter from Zang, Endless Hunger: Regenerate Zang, Endless Hunger.
3/3 It's hard too keep good minions around that do the work and taste good. - Zang, Endless Hunger
The Creature: Crusher of Bones :symb::symb::symb:
Creature - Nightmare
Flying
Crusher of Bones's power and toughness is equal to the number of creature cards in all opponents graveyards.
Exile target creature card in your graveyard: Regenerate Crusher of Bones. "How could we defeat something made out of fear and darkness?" - Kazz, Expedition leader, last words
Instant (Like)
Vampiric MightBBB
Instant (R)
As an additional cost to cast Vampiric Might, pay X life.
Target creature gets +X/+X until end of turn, where X is the number of counters on that creature. "Only those of power deserve more power" - Zang, Endless Hunger
Sorcery (Don't Like)
Drain Strength2BB
Sorcery (U)
Remove all counters from target creature. For each +1/+1 counter removed this way, that creature's controller gains two life. For each -1/-1 counter removed this way, that creature's controller loses two life. "Victory is worth any cost, be it in gold or in blood." - Zang, Endless Hunger
Radus, the Focused EyeWUB
Legendary Creature - Human Wizard
Whenever Radus deals combat damage to a creature, exile that creature and all other creatures that share a name with that creature, then search its controller's hand, library, and graveyard for all copies of that creature and exile them. Craving new experiences, he ensures that no two meetings are ever the same.
3/3
Master Illusionist1UU
Creature - Gnome Wizard (R)
Whenever an Illusion you control becomes the target of a spell or ability, you may return it to your hand.
Illusion cards you own that aren't on the battlefield have flash and cost you 2 less to cast. "I disbelieve the illusion!" - nameless adventurer, last words
1/3
Ætherstrobe4WB
Instant (U)
Choose any number of exiled creatures that share a name and put them onto the battlefield. Those creatures gain haste until end of turn. Exile them at the beginning of the next end step. Insert flavor here.
Void Echo3WU
Sorcery
Target player chooses a permanent he or she controls for each exiled card you own. Exile those permanents. FLAAAAVOOOOOR
For anyone who didn't get what gnomes have to do with illusions, it was a reference to D&D. ;P
Alurima, the Holy Siren 3WU
Legendary Creature - Siren (M)
When Alurima, the Holy Siren enters the battlefield, each player exiles two cards from their hand.
During each players start of turn, that player may play one exiled card from their hand to the battlefield without paying its mana cost. 2, Discard a card from your hand: Return Alurima, the Holy Siren to your hand. The songs that the sea sing are not always that of happiness.
5/3
Jellyfish Swarm 1UU
Creature - Jellyfish (U)
Defender
Discard a card: Tap target creature a player controls. It does not untap during their next untap phase. Who would have thought that a swarm of jelly would have been such an excellent defensive tactic?
1/4
Cloudbreak 2WU
Instant (U)
Negate damage dealt to target creature or player and draw X cards, where X is the amount of damage prevented. The storm had passed without a single casualty, yet it left behind the knowledge for us to survive.
RENDER:
Raging Storm XUU
Sorcery (R)
All opponents search their libraries for creature cards that have a converted mana cost of X and exile them and shuffles their library afterwards.
Flashback XUU (You may cast this card from your graveyard for its flashback cost. Then exile it.) The heart of the sea was sorrowful, but it had its reasons.
Maeos, the Seventh Guardian 3WWW
Legendary Creature - Angel
Flying, lifelink
At the end of each turn, if you gained 10 or more life, you may put a divinity counter on target permanent. Permanents with divinity counters on them are indestructible.
"After the other six failed, the Seventh Guardian was the only one who can help them."
5/5
Oblivore4BB
Creature - Lhurgoyf
Delve
~'s power and toughness is equal to the number of cards in your exile zone.
"Not of our world yet not of their world, it appears to exist somewhere in between the two." - Maeos
*-1/*
Divine Rally2WR
Instant (U)
Creatures you control get +2/+0 until end of turn. Creatures you control with divinity counters on them get an additional +2/+0 and gain lifelink until end of turn. The voice of one is all it takes to inspire many.
Simplistic Drain3UU
Sorcery (R)
Remove all counters from all creatures target opponent controls. For each counter removed this way, that player puts the top card of his or her library into his or her graveyard. "You always need to get rid of what you don't want before you get what you do want." - Illys, Master Neuromancer
Equin, Hellfire Phoenix :3mana::symr::symb:
Legendary Creature - Phoenix Shade
Flying, Haste
When ~ comes into play, ~ deals 1 damage to each creature you don't control
When ~ attacks, you may pay :symrb:. If you paid for :symrb:, ~ deals 2 damage to target creature. If you paid for :symrb:, ~ gets +1/+1 until end of turn.
Unearth :1mana::symr::symb:
When you Unearth ~, you may pay :symr::symb:. If you do, treat it as if you just casted ~ and Cascade.
4/4
Sparks of Life :1mana::symr::symr:
Tribal Instant - Phoenix
Phoenixes you control get +1/+0 and are are Indestructible this turn.
Put a Phoenix card from your graveyard into play. At the beginning of the end step, sacrifice that creature and put a 0/1 red Phoenix token with Flying and Defender into play.
Arcana Gravity :1mana::symu::symu:
Sorcery - Arcane
Splice onto Sorcery :symu::symu:
Legendary Creatures get -3/-0 and lose all types and abilities until the beginning of your next upkeep. Until the beginning of your next upkeep, if a Legendary Creature would be put into a Graveyard from play, exile it instead.
Daikirai, of the Undying Hate 2BR MR
Legendary Creature - Spirit Warrior
Haste R: Daikirai, of the Undying Hate gets +1/+0 until the end of the turn. BB: Destroy target creature with power less than Daikirai, of the Undying Hate. If a creature is put into the graveyard this way, exile it instead.
At the beginning of your Upkeep, if Daikirai, of the Undying Hate is in your graveyard and an opponent controls more creatures than you, you may return Daikirai, of the Undying Hate to the battlefield.
3/3
Selkie Strong-arm 1:symug::symug: U
Creature - Selkie Warrior
Other Selkie creature you control get +1/+1
Whenever a Selkie enters the battlefield under your control, you may return target creature to its owner's hand.
2/2 During the Hallow Moon Masque, the Strong-arm makes sure that no unwanted soul partakes in the sacred festival.
Reckless Resources XRB
Instant R
As an additional cost to cast Reckless Resources, discard any amount of cards. For each card discarded this way, put a 0/1 White Spirit token with defender into play under target opponent's control. At the beginning of your next main phase, add X in any combination of R and/or B to your mana pool.
Until the beginning of your next end step, whenever a creature is exiled you may draw a card. Squandering my resources? Ha! Obviously you are too dim to know a good plan when you see it. Try to think of it as "investing". -Daikirai
Forgotten Strength WB
Sorcery C
Exile all cards from target player's graveyard. Until your the beginning of your next upkeep, creatures you control are indestructible.
Draw a card. Each living being can benefit from the dead. Need a stronger shield, take their bones. And want a longer life, take their souls.
Iwan Manaweaver 4
Legendary Creature - Human Wizard
Whenever mana is added to your mana pool, target creature you control gains the ability linked to that color until end of turn. The colors and abilities linked are W and vigilance, U and flying, B and intimidate, R and first strike, and G and trample. "Where there is a dream, there is possibility."
3/3
Overcharged Juggernaut4
Artifact Creature - Juggernaut (U)
Overcharged Juggernaut attacks each turn if able. Manaweave - Whenever the fifth mana is added to your mana pool for the first time in a turn, Overcharged Juggernaut gets +2/+2 until end of turn. If that mana includes every color, it gets +4/+4 until end of turn instead.
3/3
Rewards of Prowess1W
Instant (U)
Until end of turn, target creature you control get +1/+1 for each keyword ability it has.
Draw a card. The burly ogre laughed at the fast little faerie. It never got to do anything else.
Wound InfectionB
Sorcery (U)
Multikicker R
Until end of turn, whenever a creature becomes the target of a spell or ability, Wound Infection deals 1 damage to it.
For each time Wound Infection was kicked, target creature cannot block this turn. "Weakness, lethargy, and finally death... this disease is not my finest work, but it gets the job done." Oqua, Anathemancer
Volatile Pulse1R Instant
Volatile pulse deals 2 damage to target creature or player.
If a spell or ability would cause you to discard volatile pulse, you may cast it instead. If you do, draw a card.
Hate you:
Revoke Arcana2UB Sorcery
Exile any number of instant or sorcery spells from target player's graveyard.
For each card exiled this way, draw a card.
Jack of the Lantern 3:symrb::symrb:
Legendary Creature - Spirit Horror {R}
Shadow
:symrb::symrb:: Target creature cannot attack or block this turn.
4/4
Spirit of Bad Dreams3BB
Creature - Spirit Nightmare {R}
Flying
Whenever ~ deals combat damage to a player, choose up to X target creatures that player controls, where X is the number of swamps you control. Those creatures cannot attack or block until the end of your next turn.
3/3
Like: Searing Procrastination1:symrb::symrb::symrb:
Instant {U}
Deal 4 damage to each creature target player controls that did not attack or block this turn.
"Procrastination is a plague upon the human race. I will use that to my advantage." - Jack of the Lantern.
Hate: Sudden AEtherhaze1WUU
Sorcery {U}
Split Second
Creatures you control have shroud and are unblockable this turn.
Marha Din, Performer Mage2UB
Legendary Creature - Human Wizard (R) T: Name an instant or sorcery card. Reveal your library. An opponent searches your hand, graveyard and library for all copies of that card and exiles them. Shuffle your library. Until end of turn, you may cast one of those cards. exile it as it resolves. “To really dazzle a crowd, never let them see the same trick twice.”
1/3
Spellslinger Sponge2UU
Creature - Sponge (R)
Whenever you cast an instant or sorcery card, exile it.
Whenever Spellslinger Sponge is dealt damage, copy each spell exiled by it and cast those copies without paying their mana cost.
3/4
Instant help:
Archivist's Fail-safe1WU
Instant (R)
Until end of turn, whenever cards will be put from your library to anywhere but your hand, instead exile them with 3 time counters on them. If they don't have suspend, they gain suspend. "A guard? Why would we need a guard? The scrolls here are more than able to defend themselves"
- Debinzzaire of the Great Library
Sorcery speed hate:
Nemesis Hex2UB
Sorcery (R)
Choose a creature on the battlefield. Put a token onto the battlefield that’s a copy of the chosen creature, except it’s name is Nemesis and it gains “The chosen card’s abilities can’t be played”
Clown Art by 0PurePoison0 on DeviantArt
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
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.
Team Spades:
xX-TacOcat-Xx - 6
ImpulsiveKnowledge - 53
MonkeyPlayingMTG - 29
shadowfenix - 0 *Top Three Probation
Solesticio - 88
Ryder052 - 41
Team Hearts:
Gerrard’s Mom - 57
Twilight Kiwi - 57
Shadowrulz - 0 *Top Three Probation
Cosmo Chou - 36
KingOldBoy - 14
PsiJet - 71
Team Clubs:
Jimmy Groove - 40
CXA26483 - 25
Doom Lich - 10
Darkfire_Games - 25
Rocket_Powered_Turbo_Slug - 55
Cryptic Hero - 45
Team Diamonds:
Asrama - 47
Kev the Walker - 0 *Top Three Probation
Rauthiss - 6 *Top Three Probation
Krey - 76
Drewdagreek - 82
Zsehaelax - 0 *Top Three Probation
DeusofCalamity - 47
Round 1
But he awaits for you further, deep within.
If you wish to stop him, you must haste.
Or soon you'll find that your world is a waste.
But your next challenge is harder than this
It is not something that you can dismiss.
Not even the worst, most hardened killers
has survived a trip through the hall of mirrors.
Challenge 2:
Now you finally get to see the true essence of this month's CCL. Mwahahahaha!
You must create an instant and a sorcery that follow their own rules (both are links; click them) regarding your avatar. Neither of them can cause your avatar to leave the battlefield.
Deadline:
Submissions are due by October 13th at 11:00 PM PST.
Critiques are due by October 15th at 11:00 PM PST.
This round's critiques are: Diamonds → Clubs → Hearts → Spades → Diamonds.
Also, please CHECK YOUR SCORES to see whether or not you have a Top Three Probation.
Previous Stuff
Theme
For my theme, I'll be revisted a mechanic I tried to get in an old set creation thread, but it was passed on.
I'll revist the idea of breaking a rule of magic design "Skipping draws is always bad". My cards will relate to skipping draws for an effect. I'm gonna visit the idea that a 'manaless action' is good tempo, and the exchange can be designed properly.
This explores 'the draw as a resource' which is an area of design space that has been relatively unexplored.
(Anyone wishing to explore this space for the GDS2, I'd love to help, let me know)
My Avatar
Rogani, the Vibrant Now :2mana::symg::symg::symg:
Legendary Creature - Elemental (MR)
Manifest - If you would draw a card, you may put a +1/+1 on each creature you control instead.
Whenever a creature with a +1/+1 counter is put into your graveyard from the battlefield, you may pay :symg:. If you do, draw a card.
Scholars claim knowledge as a path to power. Our matron prefers a more direct route. - Glivven, Exultant of the Moment
4/4
- I will be using the 'manifest' ability word. All actions described allow you to replace a draw with an effect.
- The fluff is that the creatures are making the potential energies of magic into something more real and direct.
-Like dredge, manifesting cannot be responded to. You must respond to the draw, not the choice to replace.
- Manifesting will focus on Green (mental might into physical power), Blue (using mental power for different effects) and Black (trading resources). White I see as too orderly to bend the rules as such. Red doesn't trade possiblity for certainity. Manifest will be rare in these colors.
- Manifesting will focus on creating a permanent effect, like token making or counters. Very few 'flash in the pan' effects are worth skipping draws for,
-Manifest support will also focus on giving you other things to do with your mana, while you trade draws for manifest effects,
Submission
Mycete Bruiser 2G
Creature - Fungus Warrior (U)
Manifest - If you would draw a card, you may put a +1/+1 counter on Mycete Bruiser instead.
Remove a +1/+1 counter from Mycete Bruiser : Regenerate Mycete Bruiser
What we call stagnation, the Mycetum call growth. They are a simple people, but effective nonetheless. - Carnil Tas, Turian Seer
3/2
Note: I know I'm breaking 'rules', I want to see how well I can push them
Also introducing another story character from this realm: Ghavak, the mindfeeder.
Like you.
Burst of Inspiration 1U
Instant (C)
Untap any number of target creatures with a counter on them.
Draw a card.
The mundane citizenry are so boring. The enlightened however, are full of surprises - Ghavak, the Mindfeeder.
Hate you:
Feast of Sorrows 2BB
Sorcery (R)
Remove all counters from all permanents.
Gain 2 life for each +1/+1 counter removed this way.
The savory taste of stolen hope is but an appetizer. The sense of loss that remains is true banquet. - Ghavak, the Mindfeeder
Behemoth (2/W)(2/U)(2/B)(2/R)(2/G)
Legendary Creature - Beast Avatar (M)
Behemoth enters the battlefield tapped and does not untap during its controller's untap step.
When Behemoth attacks, it deals damage equal to its power to each creature defending player controls.
WUBRG: Untap Behemoth.
{9/9}
Acolyte of Behemoth 4
Creature - Elephant Monk (R)
Acolyte of Behemoth is all colors.
When Acolyte of Behemoth enters the battlefield or at the beginning of your upkeep, you may choose a color.
Other creatures [ERRATA]you control[/ERRATA] of the chosen color get +2/+1 and have "3: Untap this creature."
{4/4}[ERRATA]{3/3}[/ERRATA]HELPFUL INSTANT
Boon of Behemoth 3WUBRG
Instant (M)
You may tap five multicolored creatures you control rather than pay Boon of Behemoth's mana cost.
Choose a white card, a blue card, a black card, a red card, and a green card you own from outside the game, reveal those cards, and put them into your hand.
Exile Boon of Behemoth.
ANTAGONISTIC SORCERY
Pure Freeze 2WU
Sorcery (R)
Tap all creatures target player controls. Those creature's activated abilities can't be activated this turn unless they're mana abilities. Those creature don't untap during their controller's next untap step.
A perfect layer of ice formed around the army, perfectly one inch thick and to this day it holds them perfectly still.
Behemoth's Charm 5
Instant (R)
Behemoth's charm is all colors
Choose one -- Untap all creatures you control and those creatures gain vigilance until end of turn; or put a 5/5 Beast Avatar creature token with "This creature is all colors" onto the battlefield; or add WUBRG to your mana pool.
Evangelistic Retribution 6RW
Sorcery (M)
Clarity—2RRWW (If you are searching your library, you may pay 2RRWW. If you do, you may cast this spell from your library without paying its mana cost.)
You get an emblem with "2(R/W): Target creature must attack you this turn if able. Gain control of that creature at the beginning of the next end step."
Kokula, The Darkened Root 1BGG
Legendary Creature - Plant Minion
Deathtouch
Lands you control have ":symtap:: Add or to your mana pool." and ":symtap:: Target Plant gets +1/+1 until end of turn."
:symgb::symgb:: Until end of turn, target land becomes your choice of a 2/4 Plant creature with deathtouch, a 1/5 Plant creature with reach, or a 4/3 Plant creature with trample.
3/3
Kokula was a very happy plant many a day.
He stood in the middle of the forest.
Drinking nutritious water with no dismay.
Until came a suspicious florist.
You see, Kokula never understood what was dark.
He was spending all it's time in the brightest light.
He was a creature with a innocent heart.
But his heart would soon be afflicted from a terrible blight.
The florist had deep and dark ambitions, he did.
He places a seal on this very plant to bring out a hidden power.
The florist looks down with a grim look "So many useless features I have to get rid."
And so he placed the curse on Kokula, which in turn grew darker every hour.
The florist did not know that he had made a grave mistake.
Kokula had a mind of his own, now changed and twisted.
Oh, the many deeds little Kokula would make.
By the time little Kokula has grown, the forest would wished he had never existed.
Kokula grew, and so did his roots. Spreading, spreading all around.
It was only a matter of time before the forest would transform.
It was then that not a single healthy plant was found.
Kokula was the new law of the forest, and death and decay was the new norm.
The florist came back to reap his reward.
But he did not come back, for it was too late.
Kokula had seen the florist as a stranger, but himself a lord
And it did not hesitate to consume the florist. Oh, what a terrible fate.
To this day, Kokula spreads it's influence to the land.
Slowly making it's mark outside, stained with a tainted nature.
Slowly grasping more earth with a wooden, deathly hand.
For in his mind, he only sees no future.
Behold, the Rootlings. Who crawl as they creep.
With the mana as their armory,
and the land as their keep,
they tread upon the paths of so eerie.
With their ability to extract mana...
They form themselves into a great shape.
They see this as spreading great nirvana.
In which they make sure no one would escape.
They also animate the ground they stand.
Crushing towns, people, animals, and even forests too pure.
It may be because they think of the world as too bland.
But for what their intentions are... are just too obscure.
Behold the Rootlings. Who are no Treefolk or Fungus.
They are a race of their own, such horrifying horrors.
They creep and crawl among us.
As they walk across the lands, like disease-ridden explorers.
Fertilization is worthless. We are doomed to rot.
Doomed. Doomed.
Indefatigable Rootling 1BGG
Creature - Plant R
Engrain 1BG (Exile this creature under target land. That land is now engrained. When the engrained land leaves the battlefield, return the exiled creature onto the battlefield under your control. Activate this ability any time during your turn.)
Deathtouch
When you engrain a land with ~, gain control of that land. That land has ":symb::symg:: Engrained land becomes a 3/2 black and green Plant creature with deathtouch until end of turn."
"What will always spoil, will always rise back in the cycle."
4/3
What will arise when you are out,
can unexpectantly consume you without a doubt.
Walk and walk, your foot to the ground.
Just beware of what dangers are abound.
What creeps up your leg
Will make you beg
For never experience this poison
The only thing you will know is corrosion.
Oppressing Landscape BG
Tribal Instant - Plant U
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Until end of turn, lands you control have "T: Target creature gets -1/-1 until end of turn."
The land that has no mind, yet has the everlasting soul, will grant passage. A land with a mind, but a corrupted soul, will grant no passage for the thousands of years of being walked, inflicted, and abused by all living creatures.
Older Versions
* Convoke - Plant (Each Plant creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Such wretched materials--life force, I see?!
A putrid and vile substance, in any degree.
The wards they use, called the "rune",
Are just mere illusions that make them think they are immune.
They may hide behind their petty shields
But as they hide, I will cover other fields.
What will soon go into one's head
Is that I will be back, to fill more dread.
...
Stalling. A waste of time when the growing body is cut early.
Ground Rune: Boundries 1GG
Sorcery C
Rune (When you cast this spell, exile it. As long as this spell is exiled, it's effect lasts until the beginning of your next upkeep. At the beginning of your next upkeep, put the exiled spell into your graveyard.)
When you cast ~, choose an opponent.
You and creatures you control have protections from lands and whenever a land the chosen opponent controls is tapped, you gain 1 life.
"Our land should be kept sacred. Even though some roots will be stained with corrosive poison, we can start off by keeping the infectious lands to their own territory." ~ Thsile of Grovn'Dol
Older versions:
"~ enters the battlefield as permanent and is put into your graveyard at the beginning of your next upkeep. It's type is Enchantment in addition to it's other types"
Exile's Pain - BB
Sorcery
Split-Second
Whenever a permanent you control is exiled this turn, target player loses 5 life.
The voices of the vanished shall haunt you forever.
Instant:
Remembrance Trap - 2WWU
Instant
If an opponent controls 3 or more tapped nonland permanents, you may pay 0 rather than Remembrance Trap's mana cost.
Shuffle all tapped nonland permanents target player controls into their library.
May all that remains of your lethargic selves be a hated memory.
You need top provide a Top 3 ASAP. If, by the time critiques are over this round, you haven't, I'll have to disqualify you as per the CCL rules.
Arosh, Blade of Dauth 2BB
Legendary Creature - Dauthi Warrior (R)
1B, Sacrifice a creature: Target creature gets -0/-X, where X is the sacrificed creature's toughness.
Shift BB (BB: Flip this creature. Shift only as a sorcery.)
2/2
//
Arosh, Shadowborn 2BB
Legendary Creature - Dauthi Warrior (R)
Shadow (This creature can block or be blocked by only creatures with shadow.)
1B, Sacrifice a creature: Target creature gets +X/+0, where X is the sacrificed creature's power.
Shift BB (BB: Flip this creature. Shift only as a sorcery.)
2/2
Dauthi Scalper 1B
Creature - Dauthi Warrior (C)
Shift 1B (1B: Flip this creature. Shift only as a sorcery.)
2/1
//
Flesh Eater 3B
Creature - Dauthi Warrior (C)
Shadow
Whenever Flesh Eater deals combat damage to a player, flip it.
4/2
Instant (U)
Put three 0/1 black Soulstuff creature tokens with shadow into play. Sacrifice them at the beginning of the end of turn step.
When a Dauthi dies in its shadow form, it leaves countless shreds of animate but nearly intangible soulstuff, which accumulate among the nooks and crannies of the shadow realm.
Light of Despair 4WB
Sorcery (R)
Return to the battlefield under your control all creature cards in graveyards that were put there from the battlefield this turn.
Day turned to night, and the Soltari survivors watched with horror as all of the dead on both sides rose from where they had fallen, now united in purpose.
(Although this card could be used effectively with my avatar as well, it is intended to have devastating effect if used after he has sacrificed a couple of creatures to kill off or trade with your attackers.)
In that case, please go ahead and disqualify me. School has been rough on me this semester, and I don't think I'll have enough time to do full critiques this month. Best of luck to everybody!
Artifact Creature - Gargoyle (M)
Flying
Whenever Sharding Goyle attacks, put a -1/-1 counter on it, then Sharding Goyle deals damage equal to the number of -1/-1 counters on it to target creature or player.
Sacrifice an artifact: Remove a -1/-1 counter from Sharding Goyle.
(6/6)
Instant (R)
Target creature gains first strike, provoke, and "Whenever a creature dealt damage by this creature is put into a graveyard from the battlefield this turn, untap it. There is an additional combat phase this turn followed by an additional main phase" until end of turn.
Sorcery (U)
Exile target nonwhite nonland permanent. If that permanent was black or red, draw a card.
"Courage consists not so much in avoiding danger as in conquering it."
Sariel, Chimaeric Chronologist: 1UU
Legendary Creature- Human Shapeshifter (M)
Changeling
During your upkeep, you may put a time counter on Sariel, Chimaeric Chronologist.
Remove X time counters from Sariel, Chimaeric Chronologist: Counter target spell. If the spell is countered this way, exile it with X time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend.
1U: Return Sariel, Chimaeric Chronologist to your hand.
"No, no. Take your time. I insist."
2/5
Envoy of Despair: 1BB
Creature- Nightstalker (U)
First Strike
When Envoy of Despair enters the battlefield, target creature gets -1/-1 until end of turn.
Pay 3 life: Return Envoy of Despair to its owner's hand.
"They're almost as adept at killing each other as they are ripping us to shreds."- Hanon, Keeper of the Northen Spire
3/1
Temporal Influx: 1UU
Instant (U)
Proliferate.
Storm
Make haste slowly.
Incendiary Gambit: 2RR
Sorcery (R)
Choose one- Incendiary Gambit deals X damage to each creature and player, where X is the amount of Mountains you control; or remove all counters from target permanent, then Incendiary Gambit deals damage equal to the amount of counters removed to target creature or player.
Entwine- Sacrifice a Mountain.
"Frankly, this place could have done with better lighting." - Marduk, Captain of the Kolvir Guard
Oh! In that case...
1.)Ryder 052
2.)Solestice
3.)Monkey playing MtG
Legendary Creature- Vampire Shaman (R)
Whenever ~ becomes tapped, put a 1/1 black Bat creature token with flying onto the battlefield.
:symb::symb:, sacrifice a bat: Choose one - put a +1/+1 counter on target Vampire; or you gain 2 life.
"Their blood is just as good as humans. Some argue its better..."
3/2
Creature
Creature- Gargoyle (C)
Defender
Whenever ~ blocks, put a +1/+1 counter on it.
Remove a +1/+1 from ~: ~ loses defender until the beginning of the end step.
A few slashes of swords only strengthen them. Enough slashes wakes them up.
0/3
Team Clubs Entries
Like You Instant
Instant (R)
Sacrifice all Bat creatures you control. For each creature sacrificed this way, put a 2/2 black Vampire creature token with flying and lifelink onto the battlefield.
Don't Like You Sorcery
Sorcery (R)
Split Second
Gain control of creature tokens, then gain 2 life for each creature token you control.
Legendary Creature - Dauthi Warrior (R)
1b, Sacrifice a creature: Target creature gets -0/-X, where X is the sacrificed creature's toughness.
Shift BB (BB: Flip this creature. Shift only as a sorcery.)
2/2
//
Arosh, Shadowborn 2BB
Legendary Creature - Dauthi Warrior (R)
Shadow (This creature can block or be blocked by only creatures with shadow.)
1B, Sacrifice a creature: Target creature gets +X/+0, where X is the sacrificed creature's power.
Shift BB (bb: Flip this creature. Shift only as a sorcery.)
2/2
Creature - Dauthi Warrior (C)
Shift 1B (1b: Flip this creature. Shift only as a sorcery.)
2/1
//
Flesh Eater 3B
Creature - Dauthi Warrior (C)
Shadow
Whenever Flesh Eater deals combat damage to a player, flip it.
4/2
Legendary Creature - Human Wizard
Whenever Radus deals combat damage to a creature, exile that creature and all other creatures that share a name with that creature, then search its controller's hand, library, and graveyard for all copies of that creature and exile them.
Craving new experiences, he ensures that no two meetings are ever the same.
3/3
Creature - Gnome Wizard (R)
Whenever an Illusion you control becomes the target of a spell or ability, you may return it to your hand.
Illusion cards you own that aren't on the battlefield have flash and cost you 2 less to cast.
"I disbelieve the illusion!" - nameless adventurer, last words
1/3
Legendary Creature- Human Shapeshifter (M)
Changeling
During your upkeep, you may put a time counter on Sariel, Chimaeric Chronologist.
Remove X time counters from Sariel, Chimaeric Chronologist: Counter target spell. If the spell is countered this way, exile it with X time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend.
1U: Return Sariel, Chimaeric Chronologist to your hand.
"No, no. Take your time. I insist."
2/5
Creature- Nightstalker
First Strike
When Envoy of Despair enters the battlefield, target creature gets -1/-1 until end of turn.
Pay 3 life: Return Envoy of Despair to its owner's hand.
"They're almost as adept at killing each other as they are ripping us to shreds."- Hanon, Keeper of the Northen Spire
3/1
Legendary Creature - Spirit Warrior
Haste
R: Daikirai, of the Undying Hate gets +1/+0 until the end of the turn.
BB: Destroy target creature with power less than Daikirai, of the Undying Hate. If a creature is put into the graveyard this way, exile it instead.
At the beginning of your Upkeep, if Daikirai, of the Undying Hate is in your graveyard and an opponent controls more creatures than you, you may return Daikirai, of the Undying Hate to the battlefield.
3/3
Creature - Selkie Warrior
Other Selkie creature you control get +1/+1
Whenever a Selkie enters the battlefield under your control, you may return target creature to its owner's hand.
2/2
During the Hallow Moon Masque, the Strong-arm makes sure that no unwanted soul partakes in the sacred festival.
Legendary Creature - Siren (M)
When Alurima, the Holy Siren enters the battlefield, each player exiles two cards from their hand.
During each players start of turn, that player may play one exiled card from their hand to the battlefield without paying its mana cost.
2, Discard a card from your hand: Return Alurima, the Holy Siren to your hand.
The songs that the sea sing are not always that of happiness.
5/3
Jellyfish Swarm 1UU
Creature - Jellyfish (U)
Defender
Discard a card: Tap target creature a player controls. It does not untap during their next untap phase.
Who would have thought that a swarm of jelly would have been such an excellent defensive tactic?
1/4
Top 3
2. Gerrard's Mom
3. Comso Chou
Team Spades
Past Cards
Avatar
Rengeruz, Eccentric Artificer 3WU
Legendary Creature - Human Artificer (MR)
1: Target non-equipment permanent you control becomes an Artifact Equipment with "Equipped creature has all activated abilities of this permanent and gets +1/+1." and "Equip 2." for as long as Rengeruz, Eccentric Artificer is on the battlefield.
That's a nifty trick you've got there. Mind if I try?
1/4
Strange Creature
Albino Absorber 5
Creature - Badger (R)
Whenever a player casts a spell, if ~ doesn't already have protection from that spell's colors it gains protection from that spell's colors.
Whenever a player casts a spell, if ~ has protection from that spell's colors it loses protection from that spell's colors.
4/4
Submission
Instant (U)
Attach all equipment on the battlefield to target creature.
When all else fails, grab a weapon.
Sorcery (U)
Armament Recoil deals X damage to target creature where X is equal to the number of equipment attached to that creature.
The Avatar:
Zang, Endless Hunger :3mana::symb::symb:
Legendary Creature - Vampire (R)
Flying
During your upkeep put a +1/+1 counter on Zang, Endless Hunger and put a -1/-1 counter on target creature you control other than Zang, Endless Hunger.
:symb:, Remove a +1/+1 counter from Zang, Endless Hunger: Regenerate Zang, Endless Hunger.
3/3
It's hard too keep good minions around that do the work and taste good. - Zang, Endless Hunger
The Creature:
Crusher of Bones :symb::symb::symb:
Creature - Nightmare
Flying
Crusher of Bones's power and toughness is equal to the number of creature cards in all opponents graveyards.
Exile target creature card in your graveyard: Regenerate Crusher of Bones.
"How could we defeat something made out of fear and darkness?" - Kazz, Expedition leader, last words
Instant (Like)
Vampiric Might BBB
Instant (R)
As an additional cost to cast Vampiric Might, pay X life.
Target creature gets +X/+X until end of turn, where X is the number of counters on that creature.
"Only those of power deserve more power" - Zang, Endless Hunger
Sorcery (Don't Like)
Drain Strength 2BB
Sorcery (U)
Remove all counters from target creature. For each +1/+1 counter removed this way, that creature's controller gains two life. For each -1/-1 counter removed this way, that creature's controller loses two life.
"Victory is worth any cost, be it in gold or in blood." - Zang, Endless Hunger
Legendary Creature - Human Wizard
Whenever Radus deals combat damage to a creature, exile that creature and all other creatures that share a name with that creature, then search its controller's hand, library, and graveyard for all copies of that creature and exile them.
Craving new experiences, he ensures that no two meetings are ever the same.
3/3
Creature - Gnome Wizard (R)
Whenever an Illusion you control becomes the target of a spell or ability, you may return it to your hand.
Illusion cards you own that aren't on the battlefield have flash and cost you 2 less to cast.
"I disbelieve the illusion!" - nameless adventurer, last words
1/3
Instant (U)
Choose any number of exiled creatures that share a name and put them onto the battlefield. Those creatures gain haste until end of turn. Exile them at the beginning of the next end step.
Insert flavor here.
Void Echo 3WU
Sorcery
Target player chooses a permanent he or she controls for each exiled card you own. Exile those permanents.
FLAAAAVOOOOOR
For anyone who didn't get what gnomes have to do with illusions, it was a reference to D&D. ;P
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Alurima, the Holy Siren 3WU
Legendary Creature - Siren (M)
When Alurima, the Holy Siren enters the battlefield, each player exiles two cards from their hand.
During each players start of turn, that player may play one exiled card from their hand to the battlefield without paying its mana cost.
2, Discard a card from your hand: Return Alurima, the Holy Siren to your hand.
The songs that the sea sing are not always that of happiness.
5/3
Jellyfish Swarm 1UU
Creature - Jellyfish (U)
Defender
Discard a card: Tap target creature a player controls. It does not untap during their next untap phase.
Who would have thought that a swarm of jelly would have been such an excellent defensive tactic?
1/4
Cloudbreak 2WU
Instant (U)
Negate damage dealt to target creature or player and draw X cards, where X is the amount of damage prevented.
The storm had passed without a single casualty, yet it left behind the knowledge for us to survive.
RENDER:
Raging Storm XUU
Sorcery (R)
All opponents search their libraries for creature cards that have a converted mana cost of X and exile them and shuffles their library afterwards.
Flashback XUU (You may cast this card from your graveyard for its flashback cost. Then exile it.)
The heart of the sea was sorrowful, but it had its reasons.
RENDER:
Legendary Creature - Angel
Flying, lifelink
At the end of each turn, if you gained 10 or more life, you may put a divinity counter on target permanent. Permanents with divinity counters on them are indestructible.
"After the other six failed, the Seventh Guardian was the only one who can help them."
5/5
Creature - Lhurgoyf
Delve
~'s power and toughness is equal to the number of cards in your exile zone.
"Not of our world yet not of their world, it appears to exist somewhere in between the two." - Maeos
*-1/*
Instant (U)
Creatures you control get +2/+0 until end of turn. Creatures you control with divinity counters on them get an additional +2/+0 and gain lifelink until end of turn.
The voice of one is all it takes to inspire many.
Simplistic Drain 3UU
Sorcery (R)
Remove all counters from all creatures target opponent controls. For each counter removed this way, that player puts the top card of his or her library into his or her graveyard.
"You always need to get rid of what you don't want before you get what you do want." - Illys, Master Neuromancer
Thanks to spiderboy4 for the awesome sig.
Legendary Creature - Phoenix Shade
Flying, Haste
When ~ comes into play, ~ deals 1 damage to each creature you don't control
When ~ attacks, you may pay :symrb:. If you paid for :symrb:, ~ deals 2 damage to target creature. If you paid for :symrb:, ~ gets +1/+1 until end of turn.
Unearth :1mana::symr::symb:
When you Unearth ~, you may pay :symr::symb:. If you do, treat it as if you just casted ~ and Cascade.
4/4
Sparks of Life :1mana::symr::symr:
Tribal Instant - Phoenix
Phoenixes you control get +1/+0 and are are Indestructible this turn.
Put a Phoenix card from your graveyard into play. At the beginning of the end step, sacrifice that creature and put a 0/1 red Phoenix token with Flying and Defender into play.
Arcana Gravity :1mana::symu::symu:
Sorcery - Arcane
Splice onto Sorcery :symu::symu:
Legendary Creatures get -3/-0 and lose all types and abilities until the beginning of your next upkeep. Until the beginning of your next upkeep, if a Legendary Creature would be put into a Graveyard from play, exile it instead.
Draw a card.
Credit to Maelstrom Graphics for the sig.
Legendary Creature - Spirit Warrior
Haste
R: Daikirai, of the Undying Hate gets +1/+0 until the end of the turn.
BB: Destroy target creature with power less than Daikirai, of the Undying Hate. If a creature is put into the graveyard this way, exile it instead.
At the beginning of your Upkeep, if Daikirai, of the Undying Hate is in your graveyard and an opponent controls more creatures than you, you may return Daikirai, of the Undying Hate to the battlefield.
3/3
Selkie Strong-arm 1:symug::symug: U
Creature - Selkie Warrior
Other Selkie creature you control get +1/+1
Whenever a Selkie enters the battlefield under your control, you may return target creature to its owner's hand.
2/2
During the Hallow Moon Masque, the Strong-arm makes sure that no unwanted soul partakes in the sacred festival.
Instant R
As an additional cost to cast Reckless Resources, discard any amount of cards. For each card discarded this way, put a 0/1 White Spirit token with defender into play under target opponent's control. At the beginning of your next main phase, add X in any combination of R and/or B to your mana pool.
Until the beginning of your next end step, whenever a creature is exiled you may draw a card.
Squandering my resources? Ha! Obviously you are too dim to know a good plan when you see it. Try to think of it as "investing". -Daikirai
Sorcery C
Exile all cards from target player's graveyard. Until your the beginning of your next upkeep, creatures you control are indestructible.
Draw a card.
Each living being can benefit from the dead. Need a stronger shield, take their bones. And want a longer life, take their souls.
http://www.youtube.com/user/bakarangercrimson?feature=mhee
Legendary Creature - Human Wizard
Whenever mana is added to your mana pool, target creature you control gains the ability linked to that color until end of turn. The colors and abilities linked are W and vigilance, U and flying, B and intimidate, R and first strike, and G and trample.
"Where there is a dream, there is possibility."
3/3
Overcharged Juggernaut 4
Artifact Creature - Juggernaut (U)
Overcharged Juggernaut attacks each turn if able.
Manaweave - Whenever the fifth mana is added to your mana pool for the first time in a turn, Overcharged Juggernaut gets +2/+2 until end of turn. If that mana includes every color, it gets +4/+4 until end of turn instead.
3/3
Rewards of Prowess 1W
Instant (U)
Until end of turn, target creature you control get +1/+1 for each keyword ability it has.
Draw a card.
The burly ogre laughed at the fast little faerie. It never got to do anything else.
Wound Infection B
Sorcery (U)
Multikicker R
Until end of turn, whenever a creature becomes the target of a spell or ability, Wound Infection deals 1 damage to it.
For each time Wound Infection was kicked, target creature cannot block this turn.
"Weakness, lethargy, and finally death... this disease is not my finest work, but it gets the job done." Oqua, Anathemancer
Instant
Volatile pulse deals 2 damage to target creature or player.
If a spell or ability would cause you to discard volatile pulse, you may cast it instead. If you do, draw a card.
Hate you:
Sorcery
Exile any number of instant or sorcery spells from target player's graveyard.
For each card exiled this way, draw a card.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Jack of the Lantern 3:symrb::symrb:
Legendary Creature - Spirit Horror {R}
Shadow
:symrb::symrb:: Target creature cannot attack or block this turn.
4/4
Spirit of Bad Dreams 3BB
Creature - Spirit Nightmare {R}
Flying
Whenever ~ deals combat damage to a player, choose up to X target creatures that player controls, where X is the number of swamps you control. Those creatures cannot attack or block until the end of your next turn.
3/3
Like:
Searing Procrastination 1:symrb::symrb::symrb:
Instant {U}
Deal 4 damage to each creature target player controls that did not attack or block this turn.
"Procrastination is a plague upon the human race. I will use that to my advantage." - Jack of the Lantern.
Hate:
Sudden AEtherhaze 1WUU
Sorcery {U}
Split Second
Creatures you control have shroud and are unblockable 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.
Previously:
Marha Din, Performer Mage 2UB
Legendary Creature - Human Wizard (R)
T: Name an instant or sorcery card. Reveal your library. An opponent searches your hand, graveyard and library for all copies of that card and exiles them. Shuffle your library. Until end of turn, you may cast one of those cards. exile it as it resolves.
“To really dazzle a crowd, never let them see the same trick twice.”
1/3
Spellslinger Sponge 2UU
Creature - Sponge (R)
Whenever you cast an instant or sorcery card, exile it.
Whenever Spellslinger Sponge is dealt damage, copy each spell exiled by it and cast those copies without paying their mana cost.
3/4
Instant help:
Archivist's Fail-safe 1WU
Instant (R)
Until end of turn, whenever cards will be put from your library to anywhere but your hand, instead exile them with 3 time counters on them. If they don't have suspend, they gain suspend.
"A guard? Why would we need a guard? The scrolls here are more than able to defend themselves"
- Debinzzaire of the Great Library
Sorcery speed hate:
Nemesis Hex 2UB
Sorcery (R)
Choose a creature on the battlefield. Put a token onto the battlefield that’s a copy of the chosen creature, except it’s name is Nemesis and it gains “The chosen card’s abilities can’t be played”
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!
Also, the round ends tomorrow, in case y'all forgot.