* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
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* 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 - 49 ImpulsiveKnowledge - 89
MonkeyPlayingMTG - 101 shadowfenix - 0
Solesticio - 145
Ryder052 - 55 Team Hearts:
Gerrard’s Mom - 114
Twilight Kiwi - 136 Shadowrulz - 0
Cosmo Chou - 79Top Three Probation
KingOldBoy - 43
PsiJet - 86 Team Clubs:
Jimmy Groove - 111
CXA26483 - 31
Doom Lich - 34Top Three Probation
Darkfire_Games - 49
Rocket_Powered_Turbo_Slug - 84 Cryptic Hero - 104 Team Diamonds:
Asrama - 111 Kev the Walker
Rauthiss - 13
Krey - 126
Drewdagreek - 139 Zsehaelax
DeusofCalamity - 104
Having found that any spell you cast would be reflected and warped by the mirrors, you and your group are forced to wander the maze by foot. And as you and group go on, you begin to find that the reflections become more and more odd.
Eventually, you come to a dead end. Ahead of you lies a gigantic mirror. To your left, a mirror that is heavily warped. And lastly, to your right, a mirror that was once shattered but has been put back together. As you stand there with group, trying to figure out where you took a wrong turn, your reflections decide to step out for a little air. And not the peaceful kind.
Challenge 3:
Using any of your previously designed creatures, you must create:
Deadline: Time is running out! Soon, your world shall be nothing but a waste! Mwahahaha! Submissions are due by October 20th at 11:00 PM PST. Critiques are due by October 22nd at 11:00 PM PST. This round's critiques are:
Diamonds ↔ Hearts
Clubs ↔ Spades
Also, please CHECK YOUR SCORES to see whether or not you have a Top Three Probation.
1. Create a leveler based on the avatar or the creature from the first round.
2. Create another creature that shares a race with one of those creatures.
3. Create a weird combination of creature types.
LOL...glad I wasn't the only one semi-confused by this.
-- HEART HOLDER --
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:
Riptide Siren 1WU
Creature - Siren (R)
Level up WU
LEVEL 1-5
When Riptide Siren gains a level counter, each player exiles a card from their hand. {2/4}
LEVEL 6+
Players may play the top card of their exile zone as if though it was in their hand. {4/6}
2/2
Knot Jellyfish 1U
Creature - Jellyfish (C)
Flying
When Knot Jellyfish is the target of a spell, all jellyfish you control gain +1/+1 and flying until end of turn. “We thought we had blown it away...until it landed on our heads.” — Yburian Soldier
1/2
Liquefied Human WWUU
Creature - Human Jellyfish (U)
Changeling (This card is every creature type at all times.) 1WW: Switch Liquefied Human's power and toughness until end of turn. 1UU: All jellyfish gain shroud until end of turn. "The sea witches have come up with a new way to fight." — Asloth the Necromancer
1/5
Yes, that is correct. Or at least what I got from it.
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.
Persistant Nightmare1BB
Creature - Spirit Nightmare {MR}
Flying
Whenever ~ deals combat damage to a player, you may pay B any number of times. For each time you do so, put a level counter on ~.
Creatures with Nightmare Counters cannot block Nightmare or Horror creatures. (1/1)
[3-7]: Whenever ~ deals combat damage to a player, choose target creature for each level counter on ~. Put Nightmare counters on thos creatures.(3/2)
[8+]:~ gets +1/+1 for each Nightmare creature and each Nightmare counter on the battlefield.(3/2)
Karnival Phantom1BB
Creature - Spirit Horror {U}
Whenever ~ blocks or becomes blocked by a non-nightmare, non-horror creature, put a Nightmare counter on each creature blocking or blocked by it.
~ gets +1/+1 for each Nightmare counter on creatures blocking or blocked by it.
2/3
Dawnwalker, the Cleansing Spirit3:symwb::symwb:
Legendary Creature - Spirit Cleric {R}
Whenever a non-Spirit creature would go to the graveyard, you may pay XWW, where X is that creature's converted mana cost minus two. If you do, instead put it onto the battlefield under your control. That creature is a white spirit in addition to it's other colors and types.
2/5
Well, I thought the rules were self-explanatory given that the links had rules, but I guess not:
1) A leveller version of one of your previous creatures.
2) A creature that shares a creature type with one of your previous creatures. The only other rule is that the first letter of the "first name" must be the next letter alphabetically. (If your old creature is "Angry X", the new one is "Brutish X" or something.)
3) A creature whose creature types clash with each other. (Elf Dragon, Warrior Wizard, etc. Almost the inverse of the first challenge.) One of the types must be the same as one of previous creatures' types.
And yes, it's a triple challenge. Although, it's pretty open ended, so it shouldn't be too hard...(Compared to what comes later, this is pretty easy.)
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
Steamhead Juggernaut3
Artifact Creature - Juggernaut (U) Milestone - Whenever the fourth mana is added to your mana pool for the first time in a turn, put a level counter on Steamhead Juggernaut. (2/2)
Level 1-2: Trample (3/3)
Level 3+: Intimidate, trample (6/6)
Joyous Celebrant1W
Creature - Human Wizard (R) Manaweave - Whenever the second white mana is added to your mana pool for the first time in a turn, gain 2 life. Manaweave - Whenever the sixth white mana is added to your mana pool for the first time in a turn, sacrifice Joyous Celebrant. If you do, put an white Avatar creature token onto the battlefield that has "This creature's power and toughness are equal to your life total."
2/2
Draining Engine3
Creature - Leech Juggernaut (R)
If an opponent would add one or more colored mana to his mana pool, he or she may put that many +1/+1 counters on Draining Engine. Otherwise, that player adds the same amount of colorless mana to his mana pool instead. The Empire of Unity sent these foul machines in first, destroying the diversity that it found abhorrent.
1/1
Arm The Meek2W
Instant (U)
Attach all equipment on the battlefield to target creature. When all else fails, grab a weapon.
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.
Your instant attaches your opponent's equipment as well, which seems a little wonky. Instant speed tricks are fun, though, and Kor Outfitter sez this is pretty hard to break. Your opponent(s) already know what equipments are on the field, so I can't see this being too overpowered. Just fix it so it only equips your stuff, I guess.
Your sorcery is pretty narrow and expensive for its cost. The flavor of the card is white (name) but the feel is red (effect). I could see some sort of molten armor thing going on.
Intensify Delusions2UU
Instant (R)
For each token on the battlefield, put a token that is a copy of it onto the battlefield. If it was attached, attach the copy to the same permanent. If they are just creations of your mind, I'm sure you won't mind if I make some more.
- Quinn Pala, Illusionist.
Mind Redox1BB
Sorcery (U)
Target player reveals his hand. You choose a card from it. That player discards that card and loses 3 life for each permanent on the battlefield that shares a name with it. I don't care if you're stupid or not, think harder!
- Liliana Vess
Your instant seems pretty fun, but it's hard to keep track of tokens like that. It's nifty, but I can see it being difficult to play with.
Your sorcery is a great card, I'd just think you ought to make a "no basic lands" clause in there so it doesn't get TOO nasty.
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.
The Phoenix instant seems a little narrow, since Phoenix tribal isn't particularly viable. Arcana Gravity is also a cool legendary hoser, but once again legendary isn't extremely broad. Some people will play a few copies, but nobody actively builds a Legendary "tribal" deck, 'cept for maybe in EDH.
Bloodbane Plague :xmana::symb::symb: {R}
Instant
Put X -1/-1 counters on each creature. "Where others find only misery, woe and weakness, from there shall our power come." - The Book of House Sangret, page 12
Purification Of the Soul :2mana::symw::symw: {R}
Sorcery
Exile each creature with a counter on it. Return those creatures to the battlefield tapped under their owner's control at the beginning of their owner's end step. "We shall seek out those who are impure and offer them sanctuary within our faith." - Pledge of the Sisters of Lithera
Your instant's a great sweeper, but seems a little bit powerful. I might make it triple-black, actually- it's that good.
Your sorcery's a fun way to remove tokens. I hadn't thought of that, and I think it's pretty spiffy.
Evolve :1mana::symu:
Instant (R)
Change the text of target permanent by adding “Draw a card.” to a triggered or activated ability of it. (This effects last indefinitely.)
A slight improvement.
Focus :1mana::symg:
Sorcery (R)
Focus can’t be countered of spells or abilities.
The next spell you cast this turn can’t be countered by spells or abilities.
Draw a card. A greater denial.
Your instant's cool but hard to keep track of. Also for repeated effects it seems like it's a little bit powerful for some of the cheaper ones- firebreathing gets a little silly. Also, this could have been done much cleaner as an enchantment, I know it's against the criteria, but maybe you should have saved it for that. As it is, it's a little overpowered but a fun card.
Your sorcery seems like a hoser uncommon, but it's quite well-costed and does it's job superbly.
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.
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
The instant can be some pretty sick removal that scales in proportion to the progress of the game. I think you might want to increase the cost a little- the convoke makes it so you can shoot down their creatures with a little too much ease. Seems rare to me, actually.
The Rune keyword could have been ignored, and this could have been an enchantment with "at the beginning of your upkeep, sacrifice ~". Still, you had to follow the criteria and this is otherwise a superb card.
1. Ryder052
2. ImpulsiveKnowledge
3. Solestico
Sorry my submissions were late, I was working too hard on the critiques.
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
Like you. Instant
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 Sorcery
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
More on the world:
In this plane, there is a partner plane, the Realm of Dreams. For unknown reasons, dreamstuff is leaking into the world and becoming reality The event has been dubbed the Dreamtide. This leads to the manifest mechanic, where the potential dreams become hard reality.
Tapping this power are several factions:
- The Exultants of the Moment: A fringe movement in older times, the Exultants follow Rogani, an elemental of reality born from dreamstuff. The exultants seek to spread and channel the Dreamtide for nature's own purposes. They are closely related to the Mycetum.
- The Mycetum - (sing: Mycete) An underground race of fungus people, who have emerged as a major power by feeding on dreamstuff.
- Ghavak, the Mindfeeder: A mysterious dream demon of old, Ghavak is a being of nightmare. He feeds on the dreamstuff, shaping it into horrors for his own personal amusement. Of all the beings in the world, some suspect Ghavak knows the most about the Dreamtide, but he's not sharing.
- The Pragmata: Not exactly a faction, the Pragmata is a phenomenon spawned by the Dreamtide. The Pragmata is an odd wandering mist that appears almost at random. Within the mists, dreams and illusions are brought to life, giving rise to strange and wonderous beasts. The cause of the Pragmata is unknown, but most sentient people fear it after dreamspawned beings destroyed the population of the city of Tur.
- The Turian Seers: A school of prophets and diviners from the city of Tur. The surviving Turian Seers have begun an intense study in trying to control the Pragmata. Some rumors says that the inner circle of the Turian School knows more about the origins of the current crisis than they are letting on.
On the Level:
Well, not quite my creature, but it has level up and plays very well together. As you might be skipping draws, you need something to sink your mana into.
Mycete Warcheif2G
Creature -Fungus Warrior (U)
Level up 1G {2/2}
[2-4]Creatures with power less than Mycete Warchief cannot block it. {4/4}
[5+] Green creatures you control have "Creatures with a power less than this creature cannot block it" {6/6}
Alphabetically:
Nourishing MyceteGG
Creature - Fungus Shaman (R)
Manifest - If you would draw a card, you may have Nourishing Mycete gain shroud and "T: Add GGG to your mana pool" until end of turn. Already adapted to rapid growth, the Mycetum fed on the Dreamtide and grew to outnumber the surface races
1/2
Weird Creature
Pragmata Prowler1U
Creature - Cat Illusion (U)
Manifest - If you would draw a card, you may put a +1/+1 counter on Pragmata Prowler instead.
If Pragmata Prowler has any counters on it, it is unblockable. The beasts within the Pragmata are at once alien and familiar. It can be quite disturbing, if you survive long enough to be disturbed. - Carnil Tas, Turian Seer.
1/1
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
Asahael, Chronomancer Apprentice1U
Creature- Human Wizard (R)
Shroud
Skip your next turn: Put a level counter on Asahael, Chronomancer Apprentice.
[Level 1-2] Shroud
Sacrifice Asahael, Chronomancer Apprentice: Take an extra turn after this one. {2/4}
[Level 3+] Shroud, unblockable
Sacrifice Asahael, Chronomancer Apprentice: Take two extra turns after this one. {5/7}
1/4
Notes: This guy's interaction with the Proliferate/Storm instant seems fun and silly. Even though this is, from my viewpoint, a pretty underwhelming card, I still want to build a deck around it.
Transmutation Elemental1UU
Creature- Elemental Shapeshifter (R)
Changeling, shroud T, Put a -1/-1 counter on Transmutation Elemental: Until end of turn, spells in your hand have "1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Activate this ability only as a sorcery."
0/6
Notes: Tutor-enabler is tutor-enabler. Hard to analyze the power-level/exploitability of this card.
Alameth, Vindicator of the Fallen1(W/B)(W/B)(W/B)
Creature- Nightstalker Knight (M)
First strike
Whenever a creature is put into the graveyard from the battlefield, put a +1/+1 counter on Alameth, Vindicator of the Fallen.
Sacrifice a creature: Alameth, Vindicator of the fallen gets flying and lifelink until end of turn.
2/2
Brazil: Does it have to be a version of the previous two creatures, they already sort of 'level'. It's hard to keep the mechanic and still add leveller.
Well, the idea is to specifically create a creature with Level Up, so yes. Although, that still leaves tons of design space available. You don't have to put Manifest on a creature to make it synergistic with your cards. If you do put Manifest on, there are multiple ways to make it work. However, I'll have to leave it at that, since I have to be impartial here.
And yes, there are several ways to make it work, though most are wordy, complicated, or seem like cheapening the mechanic. Also, as manifest and level up are 'invest in this card' mechanics, it would be overloading the eggs into one basket to double stack them, unless the level cost was 'skip your draw' or the result was ungodly powerful or hard to remove.
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. "Why settle for being in only two places at once?" - Valonci, mirror-mage
Void Echo3WU
Sorcery
Target player chooses a permanent he or she controls for each exiled card you own. Exile those permanents. The fairness of the Galar is legendary; they share everything.
Added the missing flavor text to last round's cards for fun.
Focused-Eye InitiateWB
Creature - Human Wizard (U)
Level up 2 (1/2)
[1-2] Whenever Focused-Eye Initiate deals combat damage to a creature, exile it. (1/4)
[3+] Whenever Focused-Eye Initiate deals combat damage to a creature, exile it and all other creatures that share a name with it. (4/4)
Transient Warden 2WU
Creature - Illusion (R)
Whenever a permanent you control becomes the target of a spell or ability, you may pay 1. If you do, exile it, then return it to the battlefield. "But what if the real me actually did die, and I'm just an illusion to take his place?" - Okkar the Mad
2/3
Secondstealer1UU
Creature - Gnome Rogue (U)
Secondstealer is unblockable and has shroud as long as its power is the lowest power among creatures you control.
Whenever Secondstealer attacks and isn't blocked, put a +1/+1 counter on it. It steals the moments between each movement of the clock's hands, but eventually becomes unwieldy under the weight of time.
1/3
(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.
Level up Dauthi Scalper: Umbral CreeperB
Creature - Dauthi Shade (R)
Level up B (1/1)
[4+] Shift BB (2/2)
// Soulsucker
Creature - Dauthi Shade
Shadow
Soulsucker gets +1/+1 for each level counter on it.
Whenever Soulsucker deals damage, remove that many level counters from it and flip it.
1/1
ABC after Arosh:
Backstabber2B
Creature - Dauthi Assassin (U)
Shift 1B (1B: Flip this creature. Shift only as a sorcery.)
Whenever Backstabber attacks and isn't blocked, you may have it deal damage equal to its power to target creature with shadow. If you do, flip it. (This removes it from combat.)
3/1
// Shadowmeld Assassin 3B
Creature - Dauthi Assassin
Shadow
Shift 1B (1B: Flip this creature. Shift only as a sorcery.)
Whenever Shadowmeld Assassin attacks and isn't blocked, you may have it deal damage equal to its power to target creature without shadow. If you do, flip it. (This removes it from combat.)
3/1
Less than likely:
Shroomid Slave3G
Creature - Fungus Minion (U)
At the beginning of your upkeep, if there is not a +1/+1 counter on Shroomid Slave, put a +1/+1 counter on it.
Remove a +1/+1 counter from Shroomid Slave: Regenerate another target creature you control. Dauthi overseers control many Shroomid caves. The captive race is carefully cultivated for its healing properties.
2/3
Daikirai, of the Undying Hate 2RB 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.
Leveler
Selkie Recruit
Creature - Selkie Warrior U
Level Up 1/1
[2-4] Other Selkies you control get +1/+1 2/2
[5+] Other Selkies you control get +2/+2. Whenever another Selkie ETB under your control, your may return target creature to it's onwer's hand. 4/4 Sometimes the least eager recruit ends up being the greatest leader.
Kinsman
Terrified Selkie
Creature - Selkie Warrior C
Shroud
Whenever ~ becomes blocked, return it to its owner's hand after combat.
2/2 A large sword doesn't always mean a large confidence.
Contradiction
Selkie Outcast 1:symrb::symrb:
Creature - Human Selkie U
Whenever a spell or ability causes a creature to return to it's owner's hand, the controller of the spell or ability loses 3 life.
2/2 Those of impure origins are exiled from the Hallow Moon sect, those banished usually hold great ire towards us. - Strobus, Selkie Strong-Arm
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]
BOON 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.
BANE 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.
LEVELER Hand of Behemoth5
Creature - Elephant Monk (R)
Hand of Behemoth is all colors.
Sunburst (This enters the battlefield with a level counter on it for each color of mana spent to cast it.) {1/1}
[LV. 1-4] Other multicolored creatures you control get +0/+1. {2/2}
[LV. 5+] Other multicolored creatures you control get +1/+1 and have "Whenever this creature attacks, at the begining of the next end step, untap it." {3/3}
ABC CREATURE Chieftain of Might8
Creature - Avatar (M)
Chieftain of Might is all colors.
Other creatures you control get +1/+1 for each color they share with Chieftain of Might. 4: Target creature gets +8/+8 until end of turn. Chieftain of Might becomes colorless until end of turn.
{8/8}
CONFLICTED CREATURE Fanged Martyr2RW
Creature - Beast Monk (R)
Sacrifice Fanged Martyr: Creatures you control gets +2/+0 and are indestructible until end of turn.
{2/2}
Behemoth's ScionWUBRG
Creature - Beast (M)
Behemoth's Scion doesn't untap during your untap step.
Level Up 2 {3/3}
[LV. 4+] 3: Untap Behemoth's Scion. {5/5}
[LV. 9+] ,T: Behemoth's Scion deals damage equal to its power to target opponent and each creature that player controls.{8/8}
Behemoth's Brewkeeper7
Creature - Elephant Spellshaper (R)
Behemoth's Brewkeeper is all colors T: Reveal the top card of your library. If that card is a nonland permanent, you may put it onto the battlefield. You may activate its activated abilities as though it had haste. Otherwise, put the card on the bottom of your library.
{3/3}
Brutal Backbreaker3RG
Creature - Elephant Beserker (R)
Haste, Trample
Brutal Backbreaker enters the battlefield with a +1/+1 counter on it for each non-red, non-green mana used to cast it.
{3/2}
Child of Behemoth9
Creature - Beast (M)
Child of Behemoth is all colors (G/W)(G/W): You gain 6 life. (B/R)(B/R): Put a -1/-1 counter on target creature. U: Return Child of Behemoth to your hand.
{4/4}
Behemoth's Channeler1BRG
Creature - Human Beserker Monk (R)
Haste, Trample
Whenever Behemoth's Channeler attacks, defending player sacrifices a creature.
At the beginning of your end step, you may pay 2 life. If you don't, sacrifice Behemoth's Channeler.
{4/1}
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
I Like You
Arm The Meek 2w
Instant (U)
Attach all equipment on the battlefield to target creature.
When all else fails, grab a weapon.
I Don't Like You
Armament Recoil 2w
Sorcery (U)
Armament Recoil deals X damage to target creature where X is equal to the number of equipment attached to that creature.
Submission
Leveler
Kram, Artificer Extraordinaire2W
Creature - Human Artificer (MR)
Level up: U. 1/4
Level 2-8: t: Attach target equioment you control to another creature you control. 2/6
Level 8+: 1WU,t:Put a copy of target equipment you control onto the battlefield attached to a creature you control. 4/8
Family Ties
Vernarund Pack Leader 3W
Creature - Badger (R)
Whenever Vernarund Packleader is dealt, put a copy of Vernarund Packleader onto the battlefield.
1/2 Once struck, twice scorned
Strange Combination
Bounding AssassinUU
Creature - Hippopotamus Ninja(R)
When Bounding Assassin enters the battlefield, pay x, then tap X creatures you control and X creatures you don't control. Those creatures don't untap during there controller's next untap step.
1/1 You would think it impossible for a creature of such girth to leap with the graceful beauty expected of a ninja. And you wold be right.
I figured it wouldn't be too hard since you're not necessarily innovating, just re-packaging, but I suppose I can extend the deadline since a few people still haven't finalized their submissions. This may cause this CCL to run long though.
THE DEADLINE HAS BEEN EXTENDED UNTIL WED, OCT. 20TH AT 11:00 PM PST.
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
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.
Team Clubs Holder
Leveler
Rooftop Guardian2W
Creature- Gargoyle (C)
Defender, level up 1W[0/]
|1-4| Defender, 2W: ~ loses defender and gain flying until end of turn.[2/4]
|5+| Flying
~ loses defender. [3/6]
Creature ABC
Coronary Seeker B
Creature- Vampire Assassin (U)
Deathtouch
Pay 1 life: ~ gets +1/+0 until end of turn. Activate this ability no more than three times each turn.
0/1
Impossible Creature Type
Guardian Phoenix3WR
Creature-Phoenix Gargoyle (R)
Defender, flying 2W: ~ loses defender until end of turn. 3RRR: Return ~ from your graveyard to play. Until end of turn, it loses defender and gains haste.
4/4
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 - 49
ImpulsiveKnowledge - 89MonkeyPlayingMTG - 101
shadowfenix - 0Solesticio - 145
Ryder052 - 55
Team Hearts:
Gerrard’s Mom - 114
Twilight Kiwi - 136
Shadowrulz - 0Cosmo Chou - 79 Top Three Probation
KingOldBoy - 43
PsiJet - 86
Team Clubs:
Jimmy Groove - 111
CXA26483 - 31
Doom Lich - 34 Top Three Probation
Darkfire_Games - 49
Rocket_Powered_Turbo_Slug - 84
Cryptic Hero - 104Team Diamonds:
Asrama - 111
Kev the WalkerRauthiss - 13
Krey - 126
Drewdagreek - 139
ZsehaelaxDeusofCalamity - 104
Round 1
Round 2
Eventually, you come to a dead end. Ahead of you lies a gigantic mirror. To your left, a mirror that is heavily warped. And lastly, to your right, a mirror that was once shattered but has been put back together. As you stand there with group, trying to figure out where you took a wrong turn, your reflections decide to step out for a little air. And not the peaceful kind.
Challenge 3:
Using any of your previously designed creatures, you must create:
Time is running out! Soon, your world shall be nothing but a waste! Mwahahaha!
Submissions are due by October 20th at 11:00 PM PST.
Critiques are due by October 22nd at 11:00 PM PST.
This round's critiques are:
Diamonds ↔ Hearts
Clubs ↔ Spades
Also, please CHECK YOUR SCORES to see whether or not you have a Top Three Probation.
A leveler?
A creature that shares the same type
and
A creature with weird types?
1. Create a leveler based on the avatar or the creature from the first round.
2. Create another creature that shares a race with one of those creatures.
3. Create a weird combination of creature types.
Is that right?
-- HEART HOLDER --
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:
Riptide Siren 1WU
Creature - Siren (R)
Level up WU
LEVEL 1-5
When Riptide Siren gains a level counter, each player exiles a card from their hand. {2/4}
LEVEL 6+
Players may play the top card of their exile zone as if though it was in their hand. {4/6}
2/2
Knot Jellyfish 1U
Creature - Jellyfish (C)
Flying
When Knot Jellyfish is the target of a spell, all jellyfish you control gain +1/+1 and flying until end of turn.
“We thought we had blown it away...until it landed on our heads.” — Yburian Soldier
1/2
Liquefied Human WWUU
Creature - Human Jellyfish (U)
Changeling (This card is every creature type at all times.)
1WW: Switch Liquefied Human's power and toughness until end of turn.
1UU: All jellyfish gain shroud until end of turn.
"The sea witches have come up with a new way to fight." — Asloth the Necromancer
1/5
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.
Persistant Nightmare 1BB
Creature - Spirit Nightmare {MR}
Flying
Whenever ~ deals combat damage to a player, you may pay B any number of times. For each time you do so, put a level counter on ~.
Creatures with Nightmare Counters cannot block Nightmare or Horror creatures. (1/1)
[3-7]: Whenever ~ deals combat damage to a player, choose target creature for each level counter on ~. Put Nightmare counters on thos creatures.(3/2)
[8+]:~ gets +1/+1 for each Nightmare creature and each Nightmare counter on the battlefield.(3/2)
Karnival Phantom1BB
Creature - Spirit Horror {U}
Whenever ~ blocks or becomes blocked by a non-nightmare, non-horror creature, put a Nightmare counter on each creature blocking or blocked by it.
~ gets +1/+1 for each Nightmare counter on creatures blocking or blocked by it.
2/3
Dawnwalker, the Cleansing Spirit 3:symwb::symwb:
Legendary Creature - Spirit Cleric {R}
Whenever a non-Spirit creature would go to the graveyard, you may pay XWW, where X is that creature's converted mana cost minus two. If you do, instead put it onto the battlefield under your control. That creature is a white spirit in addition to it's other colors and types.
2/5
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) A leveller version of one of your previous creatures.
2) A creature that shares a creature type with one of your previous creatures. The only other rule is that the first letter of the "first name" must be the next letter alphabetically. (If your old creature is "Angry X", the new one is "Brutish X" or something.)
3) A creature whose creature types clash with each other. (Elf Dragon, Warrior Wizard, etc. Almost the inverse of the first challenge.) One of the types must be the same as one of previous creatures' types.
And yes, it's a triple challenge. Although, it's pretty open ended, so it shouldn't be too hard...(Compared to what comes later, this is pretty easy.)
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
Artifact Creature - Juggernaut (U)
Milestone - Whenever the fourth mana is added to your mana pool for the first time in a turn, put a level counter on Steamhead Juggernaut. (2/2)
Level 1-2: Trample (3/3)
Level 3+: Intimidate, trample (6/6)
Creature - Human Wizard (R)
Manaweave - Whenever the second white mana is added to your mana pool for the first time in a turn, gain 2 life.
Manaweave - Whenever the sixth white mana is added to your mana pool for the first time in a turn, sacrifice Joyous Celebrant. If you do, put an white Avatar creature token onto the battlefield that has "This creature's power and toughness are equal to your life total."
2/2
Creature - Leech Juggernaut (R)
If an opponent would add one or more colored mana to his mana pool, he or she may put that many +1/+1 counters on Draining Engine. Otherwise, that player adds the same amount of colorless mana to his mana pool instead.
The Empire of Unity sent these foul machines in first, destroying the diversity that it found abhorrent.
1/1
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.
Your sorcery is pretty narrow and expensive for its cost. The flavor of the card is white (name) but the feel is red (effect). I could see some sort of molten armor thing going on.
Instant (R)
For each token on the battlefield, put a token that is a copy of it onto the battlefield. If it was attached, attach the copy to the same permanent.
If they are just creations of your mind, I'm sure you won't mind if I make some more.
- Quinn Pala, Illusionist.
Sorcery (U)
Target player reveals his hand. You choose a card from it. That player discards that card and loses 3 life for each permanent on the battlefield that shares a name with it.
I don't care if you're stupid or not, think harder!
- Liliana Vess
Your instant seems pretty fun, but it's hard to keep track of tokens like that. It's nifty, but I can see it being difficult to play with.
Your sorcery is a great card, I'd just think you ought to make a "no basic lands" clause in there so it doesn't get TOO nasty.
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.
The Phoenix instant seems a little narrow, since Phoenix tribal isn't particularly viable. Arcana Gravity is also a cool legendary hoser, but once again legendary isn't extremely broad. Some people will play a few copies, but nobody actively builds a Legendary "tribal" deck, 'cept for maybe in EDH.
Bloodbane Plague :xmana::symb::symb: {R}
Instant
Put X -1/-1 counters on each creature.
"Where others find only misery, woe and weakness, from there shall our power come." - The Book of House Sangret, page 12
Purification Of the Soul :2mana::symw::symw: {R}
Sorcery
Exile each creature with a counter on it. Return those creatures to the battlefield tapped under their owner's control at the beginning of their owner's end step.
"We shall seek out those who are impure and offer them sanctuary within our faith." - Pledge of the Sisters of Lithera
Your instant's a great sweeper, but seems a little bit powerful. I might make it triple-black, actually- it's that good.
Your sorcery's a fun way to remove tokens. I hadn't thought of that, and I think it's pretty spiffy.
Evolve :1mana::symu:
Instant (R)
Change the text of target permanent by adding “Draw a card.” to a triggered or activated ability of it. (This effects last indefinitely.)
A slight improvement.
Focus :1mana::symg:
Sorcery (R)
Focus can’t be countered of spells or abilities.
The next spell you cast this turn can’t be countered by spells or abilities.
Draw a card.
A greater denial.
Your instant's cool but hard to keep track of. Also for repeated effects it seems like it's a little bit powerful for some of the cheaper ones- firebreathing gets a little silly. Also, this could have been done much cleaner as an enchantment, I know it's against the criteria, but maybe you should have saved it for that. As it is, it's a little overpowered but a fun card.
Your sorcery seems like a hoser uncommon, but it's quite well-costed and does it's job superbly.
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.
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
The instant can be some pretty sick removal that scales in proportion to the progress of the game. I think you might want to increase the cost a little- the convoke makes it so you can shoot down their creatures with a little too much ease. Seems rare to me, actually.
The Rune keyword could have been ignored, and this could have been an enchantment with "at the beginning of your upkeep, sacrifice ~". Still, you had to follow the criteria and this is otherwise a superb card.
2. ImpulsiveKnowledge
3. Solestico
Sorry my submissions were late, I was working too hard on the critiques.
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
Like you. Instant
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.
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
More on the world:
In this plane, there is a partner plane, the Realm of Dreams. For unknown reasons, dreamstuff is leaking into the world and becoming reality The event has been dubbed the Dreamtide. This leads to the manifest mechanic, where the potential dreams become hard reality.
Tapping this power are several factions:
- The Exultants of the Moment: A fringe movement in older times, the Exultants follow Rogani, an elemental of reality born from dreamstuff. The exultants seek to spread and channel the Dreamtide for nature's own purposes. They are closely related to the Mycetum.
- The Mycetum - (sing: Mycete) An underground race of fungus people, who have emerged as a major power by feeding on dreamstuff.
- Ghavak, the Mindfeeder: A mysterious dream demon of old, Ghavak is a being of nightmare. He feeds on the dreamstuff, shaping it into horrors for his own personal amusement. Of all the beings in the world, some suspect Ghavak knows the most about the Dreamtide, but he's not sharing.
- The Pragmata: Not exactly a faction, the Pragmata is a phenomenon spawned by the Dreamtide. The Pragmata is an odd wandering mist that appears almost at random. Within the mists, dreams and illusions are brought to life, giving rise to strange and wonderous beasts. The cause of the Pragmata is unknown, but most sentient people fear it after dreamspawned beings destroyed the population of the city of Tur.
- The Turian Seers: A school of prophets and diviners from the city of Tur. The surviving Turian Seers have begun an intense study in trying to control the Pragmata. Some rumors says that the inner circle of the Turian School knows more about the origins of the current crisis than they are letting on.
On the Level:
Well, not quite my creature, but it has level up and plays very well together. As you might be skipping draws, you need something to sink your mana into.
Mycete Warcheif 2G
Creature -Fungus Warrior (U)
Level up 1G {2/2}
[2-4]Creatures with power less than Mycete Warchief cannot block it. {4/4}
[5+] Green creatures you control have "Creatures with a power less than this creature cannot block it" {6/6}
Nourishing Mycete GG
Creature - Fungus Shaman (R)
Manifest - If you would draw a card, you may have Nourishing Mycete gain shroud and "T: Add GGG to your mana pool" until end of turn.
Already adapted to rapid growth, the Mycetum fed on the Dreamtide and grew to outnumber the surface races
1/2
Pragmata Prowler 1U
Creature - Cat Illusion (U)
Manifest - If you would draw a card, you may put a +1/+1 counter on Pragmata Prowler instead.
If Pragmata Prowler has any counters on it, it is unblockable.
The beasts within the Pragmata are at once alien and familiar. It can be quite disturbing, if you survive long enough to be disturbed. - Carnil Tas, Turian Seer.
1/1
Note - See above for info on the Pragmata.
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
Asahael, Chronomancer Apprentice 1U
Creature- Human Wizard (R)
Shroud
Skip your next turn: Put a level counter on Asahael, Chronomancer Apprentice.
[Level 1-2] Shroud
Sacrifice Asahael, Chronomancer Apprentice: Take an extra turn after this one. {2/4}
[Level 3+] Shroud, unblockable
Sacrifice Asahael, Chronomancer Apprentice: Take two extra turns after this one. {5/7}
1/4
Notes: This guy's interaction with the Proliferate/Storm instant seems fun and silly. Even though this is, from my viewpoint, a pretty underwhelming card, I still want to build a deck around it.
Transmutation Elemental 1UU
Creature- Elemental Shapeshifter (R)
Changeling, shroud
T, Put a -1/-1 counter on Transmutation Elemental: Until end of turn, spells in your hand have "1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Activate this ability only as a sorcery."
0/6
Notes: Tutor-enabler is tutor-enabler. Hard to analyze the power-level/exploitability of this card.
Alameth, Vindicator of the Fallen 1(W/B)(W/B)(W/B)
Creature- Nightstalker Knight (M)
First strike
Whenever a creature is put into the graveyard from the battlefield, put a +1/+1 counter on Alameth, Vindicator of the Fallen.
Sacrifice a creature: Alameth, Vindicator of the fallen gets flying and lifelink until end of turn.
2/2
Notes: Hurr, durr, Knightstalker.
Well, the idea is to specifically create a creature with Level Up, so yes. Although, that still leaves tons of design space available. You don't have to put Manifest on a creature to make it synergistic with your cards. If you do put Manifest on, there are multiple ways to make it work. However, I'll have to leave it at that, since I have to be impartial here.
And yes, there are several ways to make it work, though most are wordy, complicated, or seem like cheapening the mechanic. Also, as manifest and level up are 'invest in this card' mechanics, it would be overloading the eggs into one basket to double stack them, unless the level cost was 'skip your draw' or the result was ungodly powerful or hard to remove.
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.
"Why settle for being in only two places at once?" - Valonci, mirror-mage
Void Echo 3WU
Sorcery
Target player chooses a permanent he or she controls for each exiled card you own. Exile those permanents.
The fairness of the Galar is legendary; they share everything.
Creature - Human Wizard (U)
Level up 2 (1/2)
[1-2] Whenever Focused-Eye Initiate deals combat damage to a creature, exile it. (1/4)
[3+] Whenever Focused-Eye Initiate deals combat damage to a creature, exile it and all other creatures that share a name with it. (4/4)
Creature - Illusion (R)
Whenever a permanent you control becomes the target of a spell or ability, you may pay 1. If you do, exile it, then return it to the battlefield.
"But what if the real me actually did die, and I'm just an illusion to take his place?" - Okkar the Mad
2/3
Creature - Gnome Rogue (U)
Secondstealer is unblockable and has shroud as long as its power is the lowest power among creatures you control.
Whenever Secondstealer attacks and isn't blocked, put a +1/+1 counter on it.
It steals the moments between each movement of the clock's hands, but eventually becomes unwieldy under the weight of time.
1/3
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Team Hearts
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
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 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.
Umbral Creeper B
Creature - Dauthi Shade (R)
Level up B (1/1)
[4+] Shift BB (2/2)
//
Soulsucker
Creature - Dauthi Shade
Shadow
Soulsucker gets +1/+1 for each level counter on it.
Whenever Soulsucker deals damage, remove that many level counters from it and flip it.
1/1
ABC after Arosh:
Backstabber 2B
Creature - Dauthi Assassin (U)
Shift 1B (1B: Flip this creature. Shift only as a sorcery.)
Whenever Backstabber attacks and isn't blocked, you may have it deal damage equal to its power to target creature with shadow. If you do, flip it. (This removes it from combat.)
3/1
//
Shadowmeld Assassin 3B
Creature - Dauthi Assassin
Shadow
Shift 1B (1B: Flip this creature. Shift only as a sorcery.)
Whenever Shadowmeld Assassin attacks and isn't blocked, you may have it deal damage equal to its power to target creature without shadow. If you do, flip it. (This removes it from combat.)
3/1
Less than likely:
Shroomid Slave 3G
Creature - Fungus Minion (U)
At the beginning of your upkeep, if there is not a +1/+1 counter on Shroomid Slave, put a +1/+1 counter on it.
Remove a +1/+1 counter from Shroomid Slave: Regenerate another target creature you control.
Dauthi overseers control many Shroomid caves. The captive race is carefully cultivated for its healing properties.
2/3
I recall you having made one before, so it shouldn't be too hard.
Also, congratz on the moderatorship. When did that happen?
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.
Selkie Recruit
Creature - Selkie Warrior U
Level Up 1/1
[2-4] Other Selkies you control get +1/+1 2/2
[5+] Other Selkies you control get +2/+2. Whenever another Selkie ETB under your control, your may return target creature to it's onwer's hand. 4/4
Sometimes the least eager recruit ends up being the greatest leader.
Kinsman
Terrified Selkie
Creature - Selkie Warrior C
Shroud
Whenever ~ becomes blocked, return it to its owner's hand after combat.
2/2
A large sword doesn't always mean a large confidence.
Contradiction
Selkie Outcast 1:symrb::symrb:
Creature - Human Selkie U
Whenever a spell or ability causes a creature to return to it's owner's hand, the controller of the spell or ability loses 3 life.
2/2
Those of impure origins are exiled from the Hallow Moon sect, those banished usually hold great ire towards us. - Strobus, Selkie Strong-Arm
http://www.youtube.com/user/bakarangercrimson?feature=mhee
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]BOON
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.
BANE
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.
LEVELER
Hand of Behemoth 5
Creature - Elephant Monk (R)
Hand of Behemoth is all colors.
Sunburst (This enters the battlefield with a level counter on it for each color of mana spent to cast it.) {1/1}
[LV. 1-4] Other multicolored creatures you control get +0/+1. {2/2}
[LV. 5+] Other multicolored creatures you control get +1/+1 and have "Whenever this creature attacks, at the begining of the next end step, untap it." {3/3}
ABC CREATURE
Chieftain of Might 8
Creature - Avatar (M)
Chieftain of Might is all colors.
Other creatures you control get +1/+1 for each color they share with Chieftain of Might.
4: Target creature gets +8/+8 until end of turn. Chieftain of Might becomes colorless until end of turn.
{8/8}
CONFLICTED CREATURE
Fanged Martyr 2RW
Creature - Beast Monk (R)
Sacrifice Fanged Martyr: Creatures you control gets +2/+0 and are indestructible until end of turn.
{2/2}
Behemoth's Scion WUBRG
Creature - Beast (M)
Behemoth's Scion doesn't untap during your untap step.
Level Up 2 {3/3}
[LV. 4+] 3: Untap Behemoth's Scion. {5/5}
[LV. 9+] ,T: Behemoth's Scion deals damage equal to its power to target opponent and each creature that player controls.{8/8}
Behemoth's Brewkeeper 7
Creature - Elephant Spellshaper (R)
Behemoth's Brewkeeper is all colors
T: Reveal the top card of your library. If that card is a nonland permanent, you may put it onto the battlefield. You may activate its activated abilities as though it had haste. Otherwise, put the card on the bottom of your library.
{3/3}
Brutal Backbreaker 3RG
Creature - Elephant Beserker (R)
Haste, Trample
Brutal Backbreaker enters the battlefield with a +1/+1 counter on it for each non-red, non-green mana used to cast it.
{3/2}
Child of Behemoth 9
Creature - Beast (M)
Child of Behemoth is all colors
(G/W)(G/W): You gain 6 life.
(B/R)(B/R): Put a -1/-1 counter on target creature.
U: Return Child of Behemoth to your hand.
{4/4}
Behemoth's Channeler 1BRG
Creature - Human Beserker Monk (R)
Haste, Trample
Whenever Behemoth's Channeler attacks, defending player sacrifices a creature.
At the beginning of your end step, you may pay 2 life. If you don't, sacrifice Behemoth's Channeler.
{4/1}
Thanks, today! I can be the go-to guy for CCL moderation requirements.
Past Cards
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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
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
Arm The Meek 2w
Instant (U)
Attach all equipment on the battlefield to target creature.
When all else fails, grab a weapon.
Armament Recoil 2w
Sorcery (U)
Armament Recoil deals X damage to target creature where X is equal to the number of equipment attached to that creature.
Submission
Kram, Artificer Extraordinaire 2W
Creature - Human Artificer (MR)
Level up: U. 1/4
Level 2-8: t: Attach target equioment you control to another creature you control. 2/6
Level 8+: 1WU,t:Put a copy of target equipment you control onto the battlefield attached to a creature you control. 4/8
Creature - Badger (R)
Whenever Vernarund Packleader is dealt, put a copy of Vernarund Packleader onto the battlefield.
1/2
Once struck, twice scorned
Creature - Hippopotamus Ninja(R)
When Bounding Assassin enters the battlefield, pay x, then tap X creatures you control and X creatures you don't control. Those creatures don't untap during there controller's next untap step.
1/1
You would think it impossible for a creature of such girth to leap with the graceful beauty expected of a ninja. And you wold be right.
I'm honestly not sure I can make the deadline, but I'll hold this spot just the same.
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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- 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
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.
Leveler
Creature- Gargoyle (C)
Defender, level up 1W[0/]
|1-4| Defender,
2W: ~ loses defender and gain flying until end of turn.[2/4]
|5+| Flying
~ loses defender. [3/6]
Creature- Vampire Assassin (U)
Deathtouch
Pay 1 life: ~ gets +1/+0 until end of turn. Activate this ability no more than three times each turn.
0/1
Creature-Phoenix Gargoyle (R)
Defender, flying
2W: ~ loses defender until end of turn.
3RRR: Return ~ from your graveyard to play. Until end of turn, it loses defender and gains haste.
4/4