* 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 - 42 ImpulsiveKnowledge - 82
MonkeyPlayingMTG - 150 shadowfenix - 0
Solesticio - 203 Ryder052 - 145 Team Hearts:
Gerrard’s Mom - 205
Twilight Kiwi - 162 Shadowrulz - 0 Cosmo Chou - 149 KingOldBoy - 79 PsiJet - 104 Team Clubs:
Jimmy Groove - 173 CXA26483 - 31 Doom Lich - 34 Darkfire_Games - 74
Rocket_Powered_Turbo_Slug - 172 Cryptic Hero - 104 Team Diamonds: Asrama - 111 Kev the Walker Rauthiss - 13
Krey - 219
Drewdagreek - 218 Zsehaelax DeusofCalamity - 172
Having defeated your mirrored selves, the large mirror ahead of you shatters, revealing a way out. As you step outside the Funhouse, you see a large, circular tent not too far ahead you. You then look above to see massive streams of mana flying toward the tent's top. You and your partner head for the tent.
Once inside, you see a collection of things unlike those you have ever seen before. None of them look anything like one another, and none of them appear to be from here, although all seem to have been tainted. As you approach an object, you notice a sign:
You have done well, surviving your ordeal.
And as a prize, to you he'll reveal
How his planar collection comprises all
Their presence represents a world's downfall
And soon, an item of yours will be here
As the end of your world draws ever so near.
Pick two of the three card types listed above. Then, for each card type, pick any card from any set, and modify it to fit this twisted circus' theme/flavor/mechanics. (For those who are wondering, the theme for the circus is having things twisted and tainted. Think of phyrexia, only instead of machines, it's sadistic humor.)
Deadline: Submissions for this round are due October 26th by 11:00 PM PST.
Critiques are due October 28th by 11:00 PM PST.
The pairings are as follows:
Solesticio x Monkey_Playing_MTG
Gerrard's Mom x Twilight Kiwi
Jimmy Groove x Rocket_Powered_Turbo_Slug
Krey x drewdagreek
(The deadline may be tight, but flavorfully, I want the next round finished by Halloween. If everyone wants it to be extended though, I have no problems with that.)
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
Nightmare Anvil2
Legendary Artifact (R)
Whenever a player draws a card beyond the first card drawn each turn, that player must pay 2 or discard a card.
At the begining of each player's draw step, that player draws an additional card. Ghavak's dark forges ring out with the seeds of greatness and of madness. Strong minds find the former; Weak minds, the latter.- Carnil Tas, Turian Seer
Turian Quandry 1U
Enchantment (U)
When a player casts a spell, sacrifice Turian Quandry. If you do, each of that player's opponents draws two cards. Manifest - If you would draw a card, you may put a token into play that is a copy of Turian Quandry instead. The Pragmata is a seductive puzzle. The longer you gaze into it, the more distant the solution becomes. I fear we are already too far gone - Carnil Tas, Turian Seer
Sangret Kel, Bloodlord :1mana::symb::symb: {R}
Creatrue - Human Wizard
Creatures you control get +2/+2 for each -1/-1 counter on them.
:xmana::xmana:: Put X -1/-1 counters on target creature.
3/2 "Blood is just a weapon hidden within the opponent's body..." - Sangret Kel
Acolyte of Sangret :1mana::symb: {U}
Creature - Minion
:symtap:: Put a -1/-1 counter on target creature.
0/2
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
Disciple of Plague {R}
Creature - Minion Wizard
Whenever a player sacrifices a creature, you may put a level counter on Disciple of Plague. (0/1)
[1-4]:symtap:: Put a -1/-1 counter on target creature. (0/2)
[5+]:symtap:: Put a -1/-1 counter on up to X target creatures, where X is the number of level counters on Disciple of Plague. (1/3) "One death is but the humble beginning of a plague... and fields of bodies are its glorious end." - Tavesh, servant of House Sangret
Bloodboil Infecter :1mana::symb::symb: {R}
Creature - Minion
Whenever a creature with a -1/-1 counter is put into a graveyard from the battlefield, you may put a -1/-1 counter on target creature.
:symtap:, Sacrifice a creature: Put a -1/-1 counter on target creature.
2/2 "He is merely the apex of suffering... I'm sure there is room for improovement." - Sangret Kel, Bloodlord
Sangret Slavemaster :1mana::symb::symb: {R}
Creature - Minion Lord
Other minions you control get +1/+1
Whenever a creature an opponent controls is put into the graveyard from the battlefield, you may pay :1mana::symb:. If you do, put a 1/1 black minion token onto the battlefield under your control.
2/2 "Each victim of House Sangret is another slave to enhance its glory." - Kizil, Sangret Slavemaster
Ashborn Deathlands {R}
Land
:symtap:: Add to your mana pool.
:symtap:, Sacrifice a creature: Add to yourmana pool for each counter on the sacrificed creature. "Here a proud city once stood. Now it is a wasteland for the ashes of the dead, at the whims of House Sangret." - Gathet, Traveler
Scar Transplanter {U}
Artifact
:symtap:, Remove a counter from a target creature you control: Zput a -1/-1 counter on target creature. "It matters not who bears the pain, only that sufficient pain is born." - Sangret Kel, Bloodlord
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Excited to make it to round 4! Good luck Jimmy Groove!
Entries
Dark Corner
Legendary Land (M)
~ enters the battlefield with ten shadow counters on it
Sacrifice a creature: Remove a shadow counter from ~.
When ~ has no counters on it, sacrifice it. If you do, put a legendary 13/13 black Avatar creature token with fear and "B: Regenerate this creature" named Umbrielle onto the battlefield. What the shadows hide, the mind fears. (Dark Depths)
Masquerade Mask2BB
Enchantment- Aura (R)
Enchant player
When ~ enters the battlefield, if it's not a token, each of enchanted player's teammates puts a token that is a copy of ~ onto the battlefield enchanting that player.
Enchanted player can't be the target of spells or abilities that he, she or teammates control. (Imperial Mask)
Magician's Performance3UB
Enchantment (R)
At the beginning of your upkeep, gain control of the creature with the least power among creatures you don't control. (If two or more creatures are tied for the least power, you choose one of them.)
When you control no creatures that you own, sacrifice Magician's Performance and each creature you control. "For my next trick, I'll need a volunteer from the audience..."
(Drop of Honey)
Mechanical Fortune-Teller 2
Artifact (U) 1: Look at the top three cards of target player's library, then put them back in any order. 1, T: Target player draws a card. Look at that player's hand, then choose a card from it and put it on top of his or her library. "The Great Zambrini knows all, sees all."
(Sensei's Divining Top)
(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.
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
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
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
Roots of FamineB
Enchantment (R)
The first two mana a player adds to his or her mana pool on his or her turn can't be spent. Like the Dauthi, the circus must drift eternally, twisting and destroying all in its wake.
(Eladamri's Vineyard)
Funeral Clock4
Artifact (R)
At the beginning of your upkeep, put a time counter on Funeral Clock.
All creatures get -1/-1 for each time counter on Funeral Clock.
: Remove a time counter from Funeral Clock. Any player may activate this ability but only during any upkeep step.
(Infinite Hourglass)
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
The Instant and the Sorcery: Vampiric Might :symb::symb::symb:
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
Drain Strength :2mana::symb::symb:
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
The Leveler, the ABC Creature and the Impossible One: Gluttonous Vampire :symb::symb:
Creature - Vampire (U)
Level up :symb::symb:: (:symb::symb:: Put a level counter on this. Level up only as a sorcery.)
2/2
[Level 1-3]
3/3
Gluttonous Vampire gains flying and ":symb::symb:: Put a -1/-1 counter on target creature."
[Level 4+]
4/4
Gluttonous Vampire gains flying and "At the beginning of your upkeep put a -1/-1 counter on target creature and a +1/+1 counter on Gluttonous Vampire.
The ABC Creature: Diabolic Tormentor :symb::symb::symb:
Creature - Nightmare (R)
Haste
At the beginning of the end step, sacrifice Diabolic Tormentor.
Whenever a creature is put into an opponent's graveyard from the battlefield, return Diabolic Tormentor from you graveyard to the battlefield.
3/1 Death is, to some, a transitional condition.
The Impossible Creature: Prophet of Pain :2mana::symb::symb:
Creature - Cleric Assassin (U)
Deathtouch
When Prophet of Pain enters the battlefield, target creature gains deathtouch until end of turn. When a creature dealt damage by a creature you control is put into a graveyard this turn, put a +1/+1 counter on target creature you control.
1/1 His knowledge of the healing arts allows him to become a better assassin.
This Round's Cards:
Library of Darkness
Land (R) T: Add 1 to your mana pool. T: Target player discards a card. Activate this ability only if you have exactly seven cards in hand. Some libraries bring enlightment, other take it away from you.
Soul Diamond0
If Soul Diamond would enter the battlefield, you may pay 5 life instead. If you do, put Soul Diamond onto the battlefield. If you don't, put it into its owner's graveyard. T: Add one mana of any color to your mana pool. For the power it gives, It will cost a piece of your soul.
Excited to make it to round 4! Good luck Jimmy Groove!
Idea
Dark Corner
Legendary Land (M)
~ enters the battlefield with ten ? counters on it
Whenever SOMETHING, remove a ? counter from ~.
When ~ has no counters on it, sacrifice it. If you do, put a legendary 13/13 black Avatar creature token with fear and "B: Regenerate this creature" named The Ringleader onto the battlefield. (Dark Depths)
Although I don't want to infringe on your creative liberties, the Ringleader is a plot device I created for the purposes of this CCL, and isn't associated with any specific cards. If you could refrain from using him, I'd be grateful.
Talent ScoutingG
Enchantment (R)
At the beginning of your upkeep, you may look at the top card of your library. If it's a legendary card, you may reveal it and put a quest counter on Talent Scouting.
At the beginning of each end step, if there are three or more quest counters on Talent Scouting, you may put a legendary permanent card from your hand onto the battlefield. Unique acts are recruited vigorously, often by force.
Boneyard
Land (U)
Boneyard enters the battlefield tapped. T: Add B to your mana pool.
Skeletoncycling 1BB(1BB, Discard this card: Search your library for a Skeleton card, reveal it and put it into your hand. Then shuffle your library.) The graveyards around the circus provide an endless supply of props for the clowns' more macabre jokes.
Mistress of Denial1UU
Legendary Creature — Human Wizard (MR)
Flash
Whenever you cast a spell with converted mana cost 4 or more, you may counter target spell.
2/3
Steelcoat Masticore
Artifact Creature — Masticore (R)
At the beginning of your upkeep, sacrifice Steelcoat Masticore unless you discard a card.
:3mana:: Put a -1/-1 counter on target creature.
:3mana:: Steelcoat Masticore is indestructible this turn.
4/4
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.
Master of Negation 1U
Creature — Human Wizard (R)
Level Up
2-10: Whenever you cast a spell, you may put a level counter on Master of Negation. (2/2)
11+: Whenever you cast a spell, you may counter target spell. (2/2)
1/1
Nullmage Apprentice2UU
Creature — Human Wizard (C)
Sacrifice Nullmage Apprentice: Counter target spell.
Be patient, and your day will come.
— Mistress of Denial 1/1
Quilled Golem
Creature — Bird Golem (R)
Flying
:0mana:: If Quilled Golem has flying, it looses flying and gets +2/+2 until end of turn. Activate this ability only before blockers are declared.
Whatever goes up comes down. 3/3
Tainted Lake
Land (R)
If Tainted Lake would enter the battlefield, sacrifice a Swamp instead. If you do, put Tainted Lake onto the battlefield. If you don't, put it into its owner's graveyard.
:symtap:: Add to your mana pool.
:symtap:, Sacrifice a creature: Add BBB to yout mana pool. Activate this ability only if you control a Swamp.
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
I'll judge tomorrow, cause I'm so tired right now, ok?
Gerrard's Mom - The roots has a nice twist, but I'm afraid it can be a game-breaker. It kills combo, aggro...almost everything but control. Fairies would love the roots. Funeral clock is great, I can't say much more. Maybe -0/-1 just for the total twist.
Twilight Kiwi - Oh the Magician is well done! I like it a lot. I just don't know it it wouldn't be fairer if the clause would be "when your opponent has no creatures". The flavor text made me laugh so much about the top, rearrange your opponent's library for seems too good.
Jimmy Groove - The quest seems even more harder to set than Ula's. It fits green, and is more 'open' than the original, but I'm afraid it's too hard to set it. Boneyard don't wow, but flavorly it's nicely done.
Rocket_Powered_Turbo_Slug- Dark Corner seems a bit weak. Now that there are not damage on the stack, the only way to remove counters being sacrificing creatures doesn't seem a good price, moreover it's only a 13/13, not a 20/20. The mask is a good twist. It seems, however, a bit expensive, but I get you wanted to keep 4cmc.
drewdagreek - The artifact seems ok. I don't know how many times I would pay :2mana:...I think I'll be happy to cycle one of the two cards. The standstill is almost broken. If the original was too good, this is even better because you'll trade a draw for 2 cards in the future.
Krey - Library of Darkness is really cool. It's simple, balanced and has a great flavor text. The Diamond (I assume it is an artifact) may be too good too. If not legendary, 5 life is nothing and everyone would play 4 of this.
1. This one is tough. Both have great cards and cards that can be game-breakers. I'll give it to GM because roots, eventually, will make no difference at late game.
2. Jimmy Groove. I think his cards are more useful than Rocket's.
3. Krey is the winner. The cards are simpler and elegant.
Solesticio Card 1: The twist here is that you sac creatures instead of swamps for a mana less. Seems ok since creatures are easier to get than swamps. The balancing point is the requirement for swamps to use the ability.
Card 2: Very nice twist. The -1/-1 counter makes this even better than the original. Nice touch making it black. Great flavor text.
VS.
Monkey_Playing_MTG Card 1: Very small twist here. Very interesting interaction with the counters. Nice flavor text.
Card 2: Very nice twist. The idea of sac'ing your counters to put -1/-1 counters on other creatures. The flavor text is very nice.
Very close, but the win goes to Solesticio
Gerrard's Mom Card 1: Very nice twist. Good thing there is no such thing as mana burn, because this would be broken. Very nice flavor text.
Card 2: Very nice twist here. The effect feels very dark. the name adds a great flavor to the card.
VS.
Twilight Kiwi Card 1: Nice twist. The name and flavor text adds a lot to the overall flavor of the card. I don't see the black in there, this could have worked well in mono-blue.
Card 2: Very nice twist, the arranging of the opponent's library seems interesting. The second ability seems interesting,and could border on broken if you got more than one of these.
Gerrard's Mom
Jimmy Groove Card 1: Interesting twist on the card. Seems more limited than the original unless in a dedicated deck. Very nice flavor
Card 2: Very nice twist to a very simple card. The skeletoncycling is an interesting ability whose power could only be determined by the quality of skeletons available. Very nice flavor.
Vs.
Rocket_Powered_Turbo_Slug Card 1: The only twist here is changing the creature the land brings to the battlefield. The flavor is nice.
Card 2: Interesting twist on this one. It could have been more to the point if it was "enchant opponent". Even then it is more limited than the original in what it does.
This was very close match to decide. Both Boneyard and Dark Corner does not bring any twist other than a name change. So it comes down to the other cards, Masquerade Mask and Talent Scouting. The mask I don't really see it in black, maybe black and blue. The effect is really nice in a way that it could hinder any help teammates could give, but that's something that unless the deck is dedicated you don't see too much. Most spells target permanents but not that many that you cast would target you. The first tought on scouting was on the color, white has always been a color more related to legends. Guess you had to have a deck filled with legends to make it work out well. A deck running 3 or 4 legends would not get very much from this. So far it would seem like it is a tie, but there must be a winner and it is Jimmy Groove.
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"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Rocket vs Jimmy: Nice card s all around, but I felt Masquerade Mask was a little narrow and Dark Corner's sacrficie is a 10 creatures for 13 creatures effect. Skeleton cycling on the boneyard was an awesome touch.
Winner: Jimmy
Twilight Kiwi vs Gerrards Mom: Tricky. If feel the power level is high for both entries. Gerrard's Card is incredibly lock-friendly. A bit to much for 1. The funerla clock is a bit overwhelm if oyu letit build, and hard ot break out form under... Kiwi's control card is very powerful, Even with limited options and an exit clause, this card is nutty. Multiple theivery is very powerful. The mechanical teller is very powerful. Burying key cards for your opponent can be huge. Too much for one card.
Winner:Gerrard's Mom
Monkey vs SOlesticio: Monkey's cards were inventive and played well with counters. Solesticio was not bad, but Monkey has the edge.
Gonna be out for the weekend, so putting this up quickly:
Solesticio vs Monkey
Hmm, these cards are both pretty similar. Solesticio's land is not as straightforward but can be used a little more widely than Monkey's. I like the Poisoned Thorn, makes combat pretty scary. Might should cost more.
Monkey's land is pretty good, way to involve your previous cards. The Power Conduit shift is pretty straightforward, but ridiculous in Scars or Shadowmoor limited.
Winner: Solesticio, just because they are a little more widely usable. Jimmy vs Slug
Legends are cool, not sure that this is really a "dark" version of the monster-summoning quest, but hey. Lands that cycle for things are pretty awesome.
I really like what you did with the Mask, RPTS, although I'm not sure if it might not be blue instead. The cool thing about Dark Depths is how it is 20/20 indestructible; your version is just a lot worse.
Winner: Jimmy Groove Krey vs drew
Krey's choice of Library of Alexandria is good, and the ability is strong but hard to pull off. Much less psyched about the suicide mox.
I'm not entirely clear on the Anvil of Bogardan shift, and I think the Turian Quandary is maybe too good, though the design is cool and the flavor on both of them is great.
Winner: Krey, because his land was the only card I liked much out of thse 4.
The lake doesn't seem like much of a twist on the original, and the thorns are a bit underpowered most of the time.
The deathlands is potentially breakable with the right creature, but doesn't seem too problematic, and the scar transplanter is a very sweet peice of removal.
Winner: Monkey
GM vs Kiwi
The roots seem easy to break at first, but I can't really think of a great way to do it, and they are a unique effect. The clock creates a minigame more fun than the original, and a lot more powerful to boot.
Magician's Performance doesn't autokill itself like Drop did, which throws off the symmetry a great deal, and I don't see the need for black in it. The fortune-teller's first ability is pretty gamebreaking, since it means you can keep them from every drawing a couple of their biggest bombs.
Winner: GM
Krey vs. drewdagreek
The library is a powerful card, but all-in-all probably more balanced than the original. The mox is a hard card to judge the strength of, but it seems quite strong in any aggressive deck.
The anvil is a nice bullet against excessive card drawing and is a very useful tool for reanimator and other graveyard-liking decks. The quandry is a great manifest card, and about on par with the power level of the original.
Jimmy: Just a point that went unnoticed. The anvil triggers on draws. So if you manifest your extra draws, there's no discard penalty. It's a manifest enabler as well.
Jimmy: Just a point that went unnoticed. The anvil triggers on draws. So if you manifest your extra draws, there's no discard penalty. It's a manifest enabler as well.
That's another good point, and I like the synergy with your previous designs (which I ended up forgoing this round in favor of simplicity). That's a bit more points in your favor.
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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 - 42ImpulsiveKnowledge - 82MonkeyPlayingMTG - 150
shadowfenix - 0Solesticio - 203
Ryder052 - 145Team Hearts:
Gerrard’s Mom - 205
Twilight Kiwi - 162
Shadowrulz - 0Cosmo Chou - 149KingOldBoy - 79PsiJet - 104Team Clubs:
Jimmy Groove - 173
CXA26483 - 31Doom Lich - 34Darkfire_Games - 74Rocket_Powered_Turbo_Slug - 172
Cryptic Hero - 104Team Diamonds:
Asrama - 111Kev the WalkerRauthiss - 13Krey - 219
Drewdagreek - 218
ZsehaelaxDeusofCalamity - 172Round 1
Round 2Round 3
Once inside, you see a collection of things unlike those you have ever seen before. None of them look anything like one another, and none of them appear to be from here, although all seem to have been tainted. As you approach an object, you notice a sign:
And as a prize, to you he'll reveal
How his planar collection comprises all
Their presence represents a world's downfall
And soon, an item of yours will be here
As the end of your world draws ever so near.
Challenge 4:
Choose two of the following and bring them into the circus.
Submissions for this round are due October 26th by 11:00 PM PST.
Critiques are due October 28th by 11:00 PM PST.
The pairings are as follows:
Solesticio x Monkey_Playing_MTG
Gerrard's Mom x Twilight Kiwi
Jimmy Groove x Rocket_Powered_Turbo_Slug
Krey x drewdagreek
(The deadline may be tight, but flavorfully, I want the next round finished by Halloween. If everyone wants it to be extended though, I have no problems with that.)
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.
Anvil of Bogardan becomes:
Nightmare Anvil 2
Legendary Artifact (R)
Whenever a player draws a card beyond the first card drawn each turn, that player must pay 2 or discard a card.
At the begining of each player's draw step, that player draws an additional card.
Ghavak's dark forges ring out with the seeds of greatness and of madness. Strong minds find the former; Weak minds, the latter.- Carnil Tas, Turian Seer
Standstill becomes:
Turian Quandry 1U
Enchantment (U)
When a player casts a spell, sacrifice Turian Quandry. If you do, each of that player's opponents draws two cards.
Manifest - If you would draw a card, you may put a token into play that is a copy of Turian Quandry instead.
The Pragmata is a seductive puzzle. The longer you gaze into it, the more distant the solution becomes. I fear we are already too far gone - Carnil Tas, Turian Seer
Sangret Kel, Bloodlord :1mana::symb::symb: {R}
Creatrue - Human Wizard
Creatures you control get +2/+2 for each -1/-1 counter on them.
:xmana::xmana:: Put X -1/-1 counters on target creature.
3/2
"Blood is just a weapon hidden within the opponent's body..." - Sangret Kel
Acolyte of Sangret :1mana::symb: {U}
Creature - Minion
:symtap:: Put a -1/-1 counter on target creature.
0/2
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
Disciple of Plague {R}
Creature - Minion Wizard
Whenever a player sacrifices a creature, you may put a level counter on Disciple of Plague. (0/1)
[1-4]:symtap:: Put a -1/-1 counter on target creature. (0/2)
[5+]:symtap:: Put a -1/-1 counter on up to X target creatures, where X is the number of level counters on Disciple of Plague. (1/3)
"One death is but the humble beginning of a plague... and fields of bodies are its glorious end." - Tavesh, servant of House Sangret
Bloodboil Infecter :1mana::symb::symb: {R}
Creature - Minion
Whenever a creature with a -1/-1 counter is put into a graveyard from the battlefield, you may put a -1/-1 counter on target creature.
:symtap:, Sacrifice a creature: Put a -1/-1 counter on target creature.
2/2
"He is merely the apex of suffering... I'm sure there is room for improovement." - Sangret Kel, Bloodlord
Sangret Slavemaster :1mana::symb::symb: {R}
Creature - Minion Lord
Other minions you control get +1/+1
Whenever a creature an opponent controls is put into the graveyard from the battlefield, you may pay :1mana::symb:. If you do, put a 1/1 black minion token onto the battlefield under your control.
2/2
"Each victim of House Sangret is another slave to enhance its glory." - Kizil, Sangret Slavemaster
Ashborn Deathlands {R}
Land
:symtap:: Add to your mana pool.
:symtap:, Sacrifice a creature: Add to yourmana pool for each counter on the sacrificed creature.
"Here a proud city once stood. Now it is a wasteland for the ashes of the dead, at the whims of House Sangret." - Gathet, Traveler
Scar Transplanter {U}
Artifact
:symtap:, Remove a counter from a target creature you control: Zput a -1/-1 counter on target creature.
"It matters not who bears the pain, only that sufficient pain is born." - Sangret Kel, Bloodlord
Host of the July CCL '10, Host of the March CCL '11
Entries
Legendary Land (M)
~ enters the battlefield with ten shadow counters on it
Sacrifice a creature: Remove a shadow counter from ~.
When ~ has no counters on it, sacrifice it. If you do, put a legendary 13/13 black Avatar creature token with fear and "B: Regenerate this creature" named Umbrielle onto the battlefield.
What the shadows hide, the mind fears.
(Dark Depths)
Masquerade Mask 2BB
Enchantment- Aura (R)
Enchant player
When ~ enters the battlefield, if it's not a token, each of enchanted player's teammates puts a token that is a copy of ~ onto the battlefield enchanting that player.
Enchanted player can't be the target of spells or abilities that he, she or teammates control.
(Imperial Mask)
Enjoy it while you can, for if you survive, (what I consider) the toughest challenge this cycle is coming up next! MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH!
Enchantment (R)
At the beginning of your upkeep, gain control of the creature with the least power among creatures you don't control. (If two or more creatures are tied for the least power, you choose one of them.)
When you control no creatures that you own, sacrifice Magician's Performance and each creature you control.
"For my next trick, I'll need a volunteer from the audience..."
(Drop of Honey)
Mechanical Fortune-Teller 2
Artifact (U)
1: Look at the top three cards of target player's library, then put them back in any order.
1, T: Target player draws a card. Look at that player's hand, then choose a card from it and put it on top of his or her library.
"The Great Zambrini knows all, sees all."
(Sensei's Divining Top)
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
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
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
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
Enchantment (R)
The first two mana a player adds to his or her mana pool on his or her turn can't be spent.
Like the Dauthi, the circus must drift eternally, twisting and destroying all in its wake.
(Eladamri's Vineyard)
Funeral Clock 4
Artifact (R)
At the beginning of your upkeep, put a time counter on Funeral Clock.
All creatures get -1/-1 for each time counter on Funeral Clock.
: Remove a time counter from Funeral Clock. Any player may activate this ability but only during any upkeep step.
(Infinite Hourglass)
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
The Instant and the Sorcery:
Vampiric Might :symb::symb::symb:
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
Drain Strength :2mana::symb::symb:
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
The Leveler, the ABC Creature and the Impossible One:
Gluttonous Vampire :symb::symb:
Creature - Vampire (U)
Level up :symb::symb:: (:symb::symb:: Put a level counter on this. Level up only as a sorcery.)
2/2
[Level 1-3]
3/3
Gluttonous Vampire gains flying and ":symb::symb:: Put a -1/-1 counter on target creature."
[Level 4+]
4/4
Gluttonous Vampire gains flying and "At the beginning of your upkeep put a -1/-1 counter on target creature and a +1/+1 counter on Gluttonous Vampire.
The ABC Creature:
Diabolic Tormentor :symb::symb::symb:
Creature - Nightmare (R)
Haste
At the beginning of the end step, sacrifice Diabolic Tormentor.
Whenever a creature is put into an opponent's graveyard from the battlefield, return Diabolic Tormentor from you graveyard to the battlefield.
3/1
Death is, to some, a transitional condition.
The Impossible Creature:
Prophet of Pain :2mana::symb::symb:
Creature - Cleric Assassin (U)
Deathtouch
When Prophet of Pain enters the battlefield, target creature gains deathtouch until end of turn. When a creature dealt damage by a creature you control is put into a graveyard this turn, put a +1/+1 counter on target creature you control.
1/1
His knowledge of the healing arts allows him to become a better assassin.
This Round's Cards:
Library of Darkness
Land (R)
T: Add 1 to your mana pool.
T: Target player discards a card. Activate this ability only if you have exactly seven cards in hand.
Some libraries bring enlightment, other take it away from you.
Soul Diamond 0
If Soul Diamond would enter the battlefield, you may pay 5 life instead. If you do, put Soul Diamond onto the battlefield. If you don't, put it into its owner's graveyard.
T: Add one mana of any color to your mana pool.
For the power it gives, It will cost a piece of your soul.
Although I don't want to infringe on your creative liberties, the Ringleader is a plot device I created for the purposes of this CCL, and isn't associated with any specific cards. If you could refrain from using him, I'd be grateful.
Talent Scouting G
Enchantment (R)
At the beginning of your upkeep, you may look at the top card of your library. If it's a legendary card, you may reveal it and put a quest counter on Talent Scouting.
At the beginning of each end step, if there are three or more quest counters on Talent Scouting, you may put a legendary permanent card from your hand onto the battlefield.
Unique acts are recruited vigorously, often by force.
Twisted Barren Moor
Boneyard
Land (U)
Boneyard enters the battlefield tapped.
T: Add B to your mana pool.
Skeletoncycling 1BB (1BB, Discard this card: Search your library for a Skeleton card, reveal it and put it into your hand. Then shuffle your library.)
The graveyards around the circus provide an endless supply of props for the clowns' more macabre jokes.
Tainted Lake
Land (R)
If Tainted Lake would enter the battlefield, sacrifice a Swamp instead. If you do, put Tainted Lake onto the battlefield. If you don't, put it into its owner's graveyard.
:symtap:: Add to your mana pool.
:symtap:, Sacrifice a creature: Add BBB to yout mana pool. Activate this ability only if you control a Swamp.
Lake of the Dead
Poisoned Thorn 3B
Artifact (U)
Whenever a creature attacks, put a -1/-1 on it at the end of combat.
Here you literally fight until death.
Caltrops
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Host of the July CCL '10, Host of the March CCL '11
I'll judge tomorrow, cause I'm so tired right now, ok?Gerrard's Mom - The roots has a nice twist, but I'm afraid it can be a game-breaker. It kills combo, aggro...almost everything but control. Fairies would love the roots. Funeral clock is great, I can't say much more. Maybe -0/-1 just for the total twist.
Twilight Kiwi - Oh the Magician is well done! I like it a lot. I just don't know it it wouldn't be fairer if the clause would be "when your opponent has no creatures". The flavor text made me laugh so much about the top, rearrange your opponent's library for seems too good.
Jimmy Groove - The quest seems even more harder to set than Ula's. It fits green, and is more 'open' than the original, but I'm afraid it's too hard to set it. Boneyard don't wow, but flavorly it's nicely done.
Rocket_Powered_Turbo_Slug- Dark Corner seems a bit weak. Now that there are not damage on the stack, the only way to remove counters being sacrificing creatures doesn't seem a good price, moreover it's only a 13/13, not a 20/20. The mask is a good twist. It seems, however, a bit expensive, but I get you wanted to keep 4cmc.
drewdagreek - The artifact seems ok. I don't know how many times I would pay :2mana:...I think I'll be happy to cycle one of the two cards. The standstill is almost broken. If the original was too good, this is even better because you'll trade a draw for 2 cards in the future.
Krey - Library of Darkness is really cool. It's simple, balanced and has a great flavor text. The Diamond (I assume it is an artifact) may be too good too. If not legendary, 5 life is nothing and everyone would play 4 of this.
1. This one is tough. Both have great cards and cards that can be game-breakers. I'll give it to GM because roots, eventually, will make no difference at late game.
2. Jimmy Groove. I think his cards are more useful than Rocket's.
3. Krey is the winner. The cards are simpler and elegant.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Solesticio
Card 1: The twist here is that you sac creatures instead of swamps for a mana less. Seems ok since creatures are easier to get than swamps. The balancing point is the requirement for swamps to use the ability.
Card 2: Very nice twist. The -1/-1 counter makes this even better than the original. Nice touch making it black. Great flavor text.
VS.
Monkey_Playing_MTG
Card 1: Very small twist here. Very interesting interaction with the counters. Nice flavor text.
Card 2: Very nice twist. The idea of sac'ing your counters to put -1/-1 counters on other creatures. The flavor text is very nice.
Very close, but the win goes to Solesticio
Gerrard's Mom
Card 1: Very nice twist. Good thing there is no such thing as mana burn, because this would be broken. Very nice flavor text.
Card 2: Very nice twist here. The effect feels very dark. the name adds a great flavor to the card.
VS.
Twilight Kiwi
Card 1: Nice twist. The name and flavor text adds a lot to the overall flavor of the card. I don't see the black in there, this could have worked well in mono-blue.
Card 2: Very nice twist, the arranging of the opponent's library seems interesting. The second ability seems interesting,and could border on broken if you got more than one of these.
Gerrard's Mom
Jimmy Groove
Card 1: Interesting twist on the card. Seems more limited than the original unless in a dedicated deck. Very nice flavor
Card 2: Very nice twist to a very simple card. The skeletoncycling is an interesting ability whose power could only be determined by the quality of skeletons available. Very nice flavor.
Vs.
Rocket_Powered_Turbo_Slug
Card 1: The only twist here is changing the creature the land brings to the battlefield. The flavor is nice.
Card 2: Interesting twist on this one. It could have been more to the point if it was "enchant opponent". Even then it is more limited than the original in what it does.
This was very close match to decide. Both Boneyard and Dark Corner does not bring any twist other than a name change. So it comes down to the other cards, Masquerade Mask and Talent Scouting. The mask I don't really see it in black, maybe black and blue. The effect is really nice in a way that it could hinder any help teammates could give, but that's something that unless the deck is dedicated you don't see too much. Most spells target permanents but not that many that you cast would target you. The first tought on scouting was on the color, white has always been a color more related to legends. Guess you had to have a deck filled with legends to make it work out well. A deck running 3 or 4 legends would not get very much from this. So far it would seem like it is a tie, but there must be a winner and it is Jimmy Groove.
Winner: Jimmy
Twilight Kiwi vs Gerrards Mom: Tricky. If feel the power level is high for both entries. Gerrard's Card is incredibly lock-friendly. A bit to much for 1. The funerla clock is a bit overwhelm if oyu letit build, and hard ot break out form under... Kiwi's control card is very powerful, Even with limited options and an exit clause, this card is nutty. Multiple theivery is very powerful. The mechanical teller is very powerful. Burying key cards for your opponent can be huge. Too much for one card.
Winner:Gerrard's Mom
Monkey vs SOlesticio: Monkey's cards were inventive and played well with counters. Solesticio was not bad, but Monkey has the edge.
Winner: Monkey
Solesticio vs Monkey
Hmm, these cards are both pretty similar. Solesticio's land is not as straightforward but can be used a little more widely than Monkey's. I like the Poisoned Thorn, makes combat pretty scary. Might should cost more.
Monkey's land is pretty good, way to involve your previous cards. The Power Conduit shift is pretty straightforward, but ridiculous in Scars or Shadowmoor limited.
Winner: Solesticio, just because they are a little more widely usable.
Jimmy vs Slug
Legends are cool, not sure that this is really a "dark" version of the monster-summoning quest, but hey. Lands that cycle for things are pretty awesome.
I really like what you did with the Mask, RPTS, although I'm not sure if it might not be blue instead. The cool thing about Dark Depths is how it is 20/20 indestructible; your version is just a lot worse.
Winner: Jimmy Groove
Krey vs drew
Krey's choice of Library of Alexandria is good, and the ability is strong but hard to pull off. Much less psyched about the suicide mox.
I'm not entirely clear on the Anvil of Bogardan shift, and I think the Turian Quandary is maybe too good, though the design is cool and the flavor on both of them is great.
Winner: Krey, because his land was the only card I liked much out of thse 4.
The lake doesn't seem like much of a twist on the original, and the thorns are a bit underpowered most of the time.
The deathlands is potentially breakable with the right creature, but doesn't seem too problematic, and the scar transplanter is a very sweet peice of removal.
Winner: Monkey
GM vs Kiwi
The roots seem easy to break at first, but I can't really think of a great way to do it, and they are a unique effect. The clock creates a minigame more fun than the original, and a lot more powerful to boot.
Magician's Performance doesn't autokill itself like Drop did, which throws off the symmetry a great deal, and I don't see the need for black in it. The fortune-teller's first ability is pretty gamebreaking, since it means you can keep them from every drawing a couple of their biggest bombs.
Winner: GM
Krey vs. drewdagreek
The library is a powerful card, but all-in-all probably more balanced than the original. The mox is a hard card to judge the strength of, but it seems quite strong in any aggressive deck.
The anvil is a nice bullet against excessive card drawing and is a very useful tool for reanimator and other graveyard-liking decks. The quandry is a great manifest card, and about on par with the power level of the original.
Winner - very close, but it goes to drewdagreek
That's another good point, and I like the synergy with your previous designs (which I ended up forgoing this round in favor of simplicity). That's a bit more points in your favor.