The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Custom Card League Rules Compendium
* 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.
The last week or so has been a haze of meetings in various secret locals around the city. Whoever Mr. Teeth is, he has a great deal of imagination when it comes to meeting places. The meetings themselves are a short ordeal. In some you get a small mission to secure some minor artifact or sabotage some part of the city defenses, and some are simply a way for Mr. Teeth to test how fast you can get to a meeting place.
Though all seemed to be going well, you still have no idea what it is you're trying to steal, or who Mr. Teeth really is. You have also started to wonder how could there be a treasure big enough to pay off everyone, and you not hearing about it beforehand.
Tonight was supposed to be the night when Mr. Teeth finally provides you with some answers. You arrived before the various scapegoats, so you could receive the information with out them hearing it.
As you've waited, you could not shake the feeling something isn't right. Mr Teeth was late, and no one around seemed to know what's going on. When the scapegoats arrive, you know for a fact something is wrong, best get out of it before...
Huh?
Guards! where did they come from? and so many of them too. Someone must have snitched! They're everywhere! they even brought out the sky patrols with their flying machines, even the sky is full of them!
Round 3 Mission: Create an instant card to either depicts or assists your getaway. Those who won't be up to par will be caught and executed.
There is no time to worry about a specific team mission! In other words, you all have the same task this time around.
You will have four days to post your cards (Until midnight when November 25th becomes November 26th), followed by two days of critique.
Team Mastermind will critique Team Muscle
Team Infiltrator will critique Team Specialist
Team Muscle will critique Team Mastermind
Team Specialist will critique Team Infiltrator
Teams and scores:
Scores will be up in a bit, once I'm done calculating them.
Mellithris, Scoundrel Gallant2UU
Legendary Creature- Human Rogue (M)
Whenever Mellithris, Scoundrel Gallant deals combat damage to an opponent, you may look at that player’s hand and exile a card in it. 1U: Chose a card exiled with Mellithris, Scoundrel Gallant. Until the end of the turn, you may play the exiled card as though it were in your hand. You may spend blue mana as though it were mana of any color to pay for the costs of the exiled card.
1/4
The Tools of the Trade
Potential Blade3
Tribal Artifact- Rogue Equipment (R)
Equipped creature is unblockable.
Whenever equipped creature deals combat damage to a player, that player may draw a card.
Whenever an opponent draws a card, if it is not their draw step, the controller of equipped creature may draw a card.
Equip 3 “I take naught but that which you will never know is gone, yet will miss most, for I take that what could have been.” - Mellithris
The Scapegoat
Alibius Ooze1UU
Creature- Shapeshifter (U)
Changeling XU:Alibius Ooze becomes a copy of target creature with converted mana cost X until the end of the turn, and gains this ability. It’s still named Alibius Ooze. Grown for the specific purpose of providing alibi’s, Alibius are useful in throwing a suspicious investigator off a trail.
1/1
The Escape Route
Sortilege1UU
Instant (U)
Split Second
Return up to one target creature to it's owner's hand. Put a card from your hand on top of your deck, and then Scry 3.
Shakshak, Verminous Sneak -- B
Legendary Creature -- Rat Rogue
Whenever Shakshak, Verminous Sneak attacks and isn't blocked, defending player sacrifices a permanent.
Shakshak is unblockable as long as you control no other permanents.
1/1
Galleria Veil -- 3U
Enchantment (U) 1, Return a permanent you control to its owner's hand: Target permanent gains shroud until end of turn. "That who does not wish to be seen will not be seen." --Shakshak, Verminous Sneak
Verminous Temptress -- 1BB
Creature -- Rat Rogue (R)
Swampwalk B: Verminous Temptress loses swampwalk until end of turn and gains deathtouch until end of turn. Target creature blocks it if able this turn. When a thief doesn't want to be seen, she isn't. But when she does, all eyes are upon her.
3/1
Thieves' Getaway -- 4UU
Tribal Instant -- Rogue (R)
Any number of target permanents become Tribal Rogues in addition to their types until end of turn. Then return all non-Rogue permanents to their owners' hands. "What do I do when I'm cornered? I stand still and let everyone else move." -- Shakshak, Verminous Sneak
Traverser through Time1UU
Instant {U}
Exile target creature with 3 time counters on it. If it doesn't have suspend, it gains suspend. "When you have nowhere else to go, just walk through the wall."
Xiarius, Amorphous Bandit3UR Legendary Creature - Shapeshifter Rogue (R) U: Xiarius, Amorphous Bandit gains all creature types of target creature until end of turn. Activate this ability only during any player's upkeep.
Protection from creatures that share a creature type with Xiarius. "People hardly expect themselves to be bandits."
6/3
Zeliki, Blade of Xiarius3 Legendary Artifact - Equipment (R)
Reveal an Equipment card from your hand: Zeliki, Blade of Xiarius becomes a copy of that equipment until end of turn. "It has a thousand shapes, but it only takes one to kill you."
-Xiarius, Amorphous Bandit
Polymorphous Thug2UR Creature - Shapeshifter Rogue (U)
You may have Polymorphous Thug enter the battlefield as a copy of target creature you control. It gains "R: This creature gets +1/-1 until end of turn." "Stupid creatures, but they're tough and make good body doubles"
-Xiarius, Amorphous Bandit
0/0
Bladestorm2RR Instant (U)
Bladestorm deals 2 damage to each creature you don't control.
Equipmentcycling 1R A shattered sword is just as dangerous in the right hands.
Reks the Untouchable :2mana::symu::symu:
Legendary Creature - Human Wizard Rogue
Reks is unblockable.
Whenever Reks deals damage to an opponent, you may return target non-land permanent that opponent controls to its owner's hand.
Whenever Reks becomes the target of a spell or ability you may pay :symu:. If you do return Reks to its owner hand.
2/2 The legend of Reks grew even when most regard his as an urban legend.
Ring of the Guild :sym2u::sym2u:
Artifact - Equipment (R)
:xmana::symu:, Return Ring of the Guild to its owner's hand: Put onto the battlefield X 1/1 colorless creature token named Rogue with ":0mana:: Target spell targeting the creature that last equipped Ring of the Guild, targets a rogue instead."
Equip: "With this ring you have someone watching your back at all times." - Reks the Untouchable
* - Fixed the wording so it could work as it was meant to do.
Apprentice of the Mists :symu::symu:
Creature - Human Wizard (U)
When Apprentice of the Mists enters the battlefield, return target non land permanent to its owner's hand.
:1mana::symu:: Apprentice of the Mists is unblockable until end of turn.
1/2 "In the legacy of the Order of the Mists, there has been only one that have used our teaching for his own selfish needs, he who shall never be named, was our greatest student and also our greatest shame." - Eroz, Master of the Mists
Mists of Ilusion2UU
Instant (U)
Return target creature you control to its owner's hands. Put X 1/1 blue Illusion creature tokens onto the battlefield under your your control until the end of turn, where X is the target creature's converted mana cost. "You want to catch me? But are you really sure you got the Real me???" - Reks the Untouchable
As the first guards began to pour in from left and right, Rhoad saw that there would be no easy way to escape. As fast as he was, even he could not avoid this many guards while weaving his way to the exit. And while he took a few a few seconds to ponder his next move, he felt something tugging at his leg.
He looked down to find his marionette holding onto him in fear, like a nervous child holds onto its parent.
"I don't recall giving you fear..." he muttered to himself, looking at the marionette.
However, rather than consider the small construct a failure (since it feared battle), it instead gave Rhoad a brilliant idea. He'd designed the construct to be hyper magnetic so that it would attract everything unto itself. But what if he'd done the opposite? Rhoad picked his little construct up and put it on his shoulder.
"Let's get out of here." he told the little construct.
Rhoad summoned up what mana he could and proceeded to modify the structure of both his and the marionette's etherium so that they would repel everything. However, the amount of mana necessary to maintain his bodily etherium in this configuration was not small. Rhoad knew the spell would soon wear off, but it would have to be enough.
Paramagnetize3WU
Instant {R}
Artifacts you control are indestructible and have shroud until end of turn. "Magnets both attract and repel. If you can circumvent the attraction part, what do you expect will happen?"
Rhoad, the Swiftfooted2UB
Legendary Artifact Creature - Human Rogue {R}
:2mana:: Put a 1/1 colorless Rogue artifact creature token named Afterimage onto the battlefield. It has haste and “At the beginning of the next end step, exile Afterimage.” Rhoad, the Swiftfooted gets -1/-1 until end of turn. With legs of Etherium, who can keep up? 3/3
Rhoad had never had anyone request anything of him before. At least not in regards to stealing anything. Although, that may in part have been due to the fact that all he ever stole was Etherium.
Even though he was skeptical, Rhoad had little doubts that there were, in fact, vast pockets of wealth scattered about this world. And if he was to accomplish to goal of discarding his human self, money to buy Etherium would be useful. But it would be foolhardy to jump into anything unprepared. Although he preferred extracting the Etherium and using it to replace his flesh, having it in the form of a weapon had it's own advantages. Besides, in a worst case scenario, he could ignore the associated pain and just graft it onto himself like he'd done with those Lightning Greaves all those years ago...
(In case you didn't get it, Rhoad grafted the Etherium version of some Lightning Greaves to his legs, which is why he is fast enough to leave afterimages.)
Etherium Blade2
Artifact {U}
Equipped creature gets +2/+0. Meld - :4mana:, Sacrifice Etherium Blade: Equipped creature gets +3/+2 and becomes an artifact in addition to its other types. (This effect lasts indefinitely.)
Equip “Think of the sword as an extension of yourself.”
Notes on Meld: Meld is meant to represent the fusing of a given artifact to another permanent. For example, a weapon with Meld would literally fuse to the wearer's arm. This increases the boost in power, as the weapon is now literally a part of the wielder, but removes the weapon's ability to be wielded by another person. The process of fusing with the weapon, however, also creates a vulnerability in that the weapon, which was an artifact, is now part of the wielder, and thus the wielder is now part artifact.
Although the greaves grafted to Rhoad's legs made him fast enough to avoid most spells, if this was going to be dangerous and difficult enough to warrant this many thieves, he figured he'd need some other distraction to keep him safe. But rather than find some poor fool who would hopefully get in the way on time, Rhoad chose to create an interference who, if needed, could follow orders. Although it pained him grreatly to do so, he extracted some etherium from his own body, and proceeded to craft it into the shape of a small creature. He soon brought it to life, but not before modifying its composition so as to give it magnetic properties. Now, if he ever fell prey to a spell, he could just toss this construct aside, and in theory, the spell would switch targets. Rhoad was hoping he would not have to make more than one of them though, as the pain associated with extracting etherium was even greater than that of grafting it onto one's self. However, if push came to shove, he'd make the sacrifice to stay alive.
Magnetic Marionette3
Artifact Creature - Construct{U}
You may cast Magnetic Marionette any time you could cast an instant by sacrificing an artifact in addition to its other costs.
When Magnetic Marionette enters the battlefield, change the target of target spell that targets only a single creature or artifact to Magnetic Marionette. 2/2
Taxing Vigilant3WW
Legendary Creature - Human Rogue (M)
Double strike, vigilance
When Taxing Vigilant deals damage, put X tax counters on target artifact, where X is equal to the damage dealt by Taxing Vigilant.
If an artifact has more tax counters on it than its casting cost, gain control of that artifact. (This effect lasts indefinitely.) "If you can’t afford to keep it, I’ll take it off your hands!"
1/4
Tithe Enforcement 2W
Enchantment (U)
Whenever an artifact becomes tapped or activates, its controller taps a permanent they control for each tax counter on it. “Taxes are best paid before your poor.” — Stern warning from the taxing vigilant
Persistant Rogue1W
Creature - Human Rogue (R)
If ~ is removed from the battlefield, add a tax counter to an artifact target opponent controls.
If a rogue you control would be sent to the graveyard, instead put ~ in the graveyard instead.
Persist (When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) "He didn't learn the first time." - Taxing Vigilant
1/2
Tax Return2W
Instant - (U)
Remove all tax counters from target players artifact to prevent all damage to target rogue.
Return target rogue and artifact to their controllers hand. Don't worry...he'll be back.
Always leave an impression when you depart. Especially when you don't like the company.
Culling Wake :1mana::symu::symb::symb::symb::symb:
Instant {R}
As an additional cost to cast Culling Wake, return a creature you control to its owner's hand.
Destroy all creatures with converted mana cost less than or equal to the converted mana cost of the returned creature. "It kills me to have to leave so soon. Well, actually..." - Gemynd Dieb
How I got here:
Gemynd Dieb :2mana::symbu::symbu::symbu:
Legendary Creature - Illusion Rogue {M}
Whenever Gemynd Dieb deals combat damage to a player, that player reveals his or her hand. You may cast target instant or sorcery card from that player's hand or graveyard without paying its mana cost.
{3/4}
Æthermage's Lens
Artifact - Equipment {R}
Whenever you cast an instant or sorcery spell, you may put target nonland permanent an opponent controls with converted mana cost less than or equal to the converted mana cost of the equipped creature on the bottom of its owner's library.
Equip Now you see it...
Temnein il-Kor :3mana::symu::symb:
Creature - Kor Rogue {U}
Shadow
Whenever Temnein il-Kor deals combat damage to a player, that player reveals his or her hand. You choose a nonland card from it. That player discards that card.
:symb::symb:: Regenerate Temnein il-Kor.
{2/3} "You're thinking too much. Let me help you with that."
Wajur, the Lingering Dark2BBB
Legendary Creature - Shade Rogue B: Target black creature gets +1/+1 until end of turn. BBB: Each creature that was targeted by Wajur, the Lingering Dark this turn gets +2/+2 until end of turn.
3/3 Outcast by the shadows themselves, it now gathers souls that reflect its own darkness.
Lurker Umbra1B
Enchantment - Aura {U}
Enchant black creature
Enchanted creature has deathtouch as long as it's blocking or being blocked by a creature with toughness greater than enchanted creature's power.
Enchanted creature has lifelink as long as it doesn't have deathtouch.
Totem Armor The shadows drag down the mighty and devour the weak.
Netherfang4BB
Creature - Elemental Rogue {U} B: Target creature blocking or being blocked by Netherfang gets -1/-1 until end of turn. B: Target player dealt damage by Netherfang this turn loses 1 life.
5/5 Rumored to be an ancient demon's escaped pet, the netherfang is often blamed for the nights' tolls.
Submission:
Melt into ShadowBB
Instant {C}
Return target black creature you control to its owner's hand. At the beginning of your next main phase, add an amount of B to your mana pool equal to that creature's power. "It 'vanished'? Quick, light the tor-"
- Kanar, nightwatch mentor, last words
Barsha, Tunnel Doyenne 2RW
Legendary Creature - Dwarf Rogue (R) 1R: Target creature with power 2 or less is unblockable this turn. 1W: Target creature with power 3 or greater can't attack this turn.
2/2
Demolition Fists2RW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Prismcloak AgentW
Creature - Kithkin Rogue (U)
At the beginning of each player's upkeep, choose a color. Prismcloak Agent gains protection from the chosen color until end of turn. WW, Sacrifice Prismcloak Agent: Destroy target attacking or blocking creature of the chosen color.
1/1
Burning Ascension1RW
(A goblin leaps into the air on a column of flame, which spreads out, incinerating buildings and figures beneath him.)
Instant (U)
Target creature gets +2/+2 and gains flying until end of turn. Burning Ascension deals 2 damage to each creature without flying. Barsha didn't rely on tunnels for all of her escapes.
Nert, Vedalken Bookburner1UR
Legendary Creature - Vedalken Rogue [ERRATA](R)[/ERRATA]
Whenever Nert, Vedalken Bookburner deals combat damage to a player, you may search that player's library for a nonland card and exile it face-down under Nert. X: Copy target spell with converted mana cost X exiled under Nert. You may cast that copy without paying its mana cost.
{1/1}
Pinnacle of Brilliance2UU
Enchantment - Aura (M)
Enchant permanent
Once each turn, you may activate one of the enchanted permanent's activated abilities without paying that ability's associated costs. There are rare moments when the universe lays itself out to people. Sometimes, it inspires them, and sometimes it makes them just plain goofy.
Wordthief Prodigy2UR
Creature - Vedalken Rogue (R)
At the beginning of your upkeep, you may pay 3 and sacrifice Wordthief Prodigy. If you do, reveal the top three cards of your library. You may cast any number of instants or sorceries revealed this way without paying their mana costs if they share a name with a card in your graveyard.
{0/1}
Mirror Sheen Cloak2UR
Enchantment - Aura (R)
Flash
Enchant creature
Enchanted creature is unblockable.
If enchanted creature would become the target of a spell or an ability, reselect its target at random. (Select from among all legal targets.)
Dramatic Exit3RR
Instant (R)
As an additional cost to Dramatic Exit, shuffle a creature into your library.
Dramatic Exit deals X damage to each creature, where X is the converted mana cost of the creature shuffled into your library by Dramatic Exit.
Timeleap2U
Instant (U)
Put target creature you control on top of your library, then Scry 2.
Woodmeld 1G
Instant U
Untap target creature and prevent all damage dealt to it this turn.
It becomes a Forest until end of turn. The guards were nearly upon Forin, but they rounded the corner to find only a quiet grove.
Sasprus, the Beggar GodWBG
Legendary Creature - Human Rogue (M)
Whenever Sasprus, the Beggar God deals damage to a player, choose a permanent type. That player sacrifices a permanent of that type. "Today is a holy day, my good sir. It's the Feast Day of Charity. Or, if you'd prefer it another way, the Penance Day of Wrath."
2/4
Pauper's Bagh Nakhs
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has vigilance.
Equipped creature gets an additional +1/+0 and is unblockable as long as it's attacking a player who controls more nonland permanents than you do.
Equip The beggarman's rusted, lashed-together claws are more unsettling to the sheltered rich.
Impoverished Esquire1GW
Creature - Human Knight Rogue (U)
First strike
As long as another Rogue you control is attacking, all creatures able to block Impoverished Esquire do so. "He thinks he'll win back his family's estate by fighting the poor's battles for them. His delusion is amusing." - Sasprus
3/2
Mendicant's Sanctity2W
Instant (U)
Until end of turn, if target creature would be dealt damage by a permanent, prevent all but 1 of that damage and exile the permanent that damage if it's on the battlefield.
Draw a card. "Shame on you for drawing your sword at a defenseless beggar!" - Sasprus
As long as ~ is untapped, play with the top card of your library revealed.
As long as ~ is tapped, your opponents play with the top cards of their libraries revealed.
You may play cards reveled by ~ as though they were in your hand Each eye sees the world in a slightly different light.
4/4
Two-Way Mirror
Artifact
:1mana:,, Untap target creature you control: Scry 1
:1mana:,:symq:, Tap target creature you control: Fateseal 1 "With something like this little beauty, you'll be able to watch your own back."
Sacrifice ~: Scry 2, then reveal the top card of your library. Counter target spell if it has the same converted mana cost as the revealed card. Malakrias' Five-Eyes clan offers unparalleled insight to it's members. They are able to see all outcomes of any situation.
1/1
Entry
Path of Least Resistance3U (U)
Instant
Put target creature on top of it's owner's library.
The next creature spell you play this turn costs 3 less to cast. "Tomorrow you may be my best friend, most trusted ally or most bitter of enemies but for now I simply need you get out of my way!" -Malakrias Five-Eyes.
Æther’s Return2U
Instant C
Draw a card. If Æther’s Return was kicked, draw two cards instead.
Kicker—Return a creature you control to its owner’s hand.
Sortilege1UU
Instant (U)
Split Second
Return up to one target creature to it's owner's hand. Put a card from your hand on top of your deck, and then Scry 3.
I suppose it works, but I do have some issues with this entry. Firstly, why would a scoundrel use time-related (and therefore probably high-level) magic? "Deck" should be library, and even then having something which seems like a strictly worse Wipe Away actually making you lose card advantage baffles me.
Mirror Sheen Cloak2UR
Enchantment - Aura (R)
Flash
Enchant creature
Enchanted creature is unblockable.
If enchanted creature would become the target of a spell or an ability, reselect its target at random. (Select from among all legal targets.)
Although this is a neat idea, I feel like unblockable is not really a defense for the creature, rather an offensive. I'd also like to point out flash doesn't work here - by the time you play it (in response to some form of threat), the target will already have been assigned and it won't trigger. This makes the flash kind of useless. The two colors and not-quite-as-good-as-shroud probably warrant a slight reduction in cost as well.
Put target creature on top of it's owner's library.
The next creature spell you play this turn costs 3 less to cast. "Tomorrow you may be my best friend, most trusted ally or most bitter of enemies but for now I simply need you get out of my way!" -Malakrias Five-Eyes.
I would have liked this very much if any of your previous entries had flash. This makes it seem a bit...offensive, as you can't really use it fully when being attacked. The cost also seems a bit wrong here, as you're effectively playing it for U.
Æther’s Return2U
Instant C
Draw a card. If Æther’s Return was kicked, draw two cards instead.
Kicker—Return a creature you control to its owner’s hand.
Interesting use of kicker - although you could argue it's too powerful as you're rescuing your creature on top of an instant-speed Divination, I really like this concept. It could probably warrant an increase of 1 or U though.
Jimmy Groove - DROPPED
TOP 3:
1-BlackBull
2-GilGaladTheChef
3-Umi_No_Samui
GilGaladTheChef - Sorry, but your entry didn't really fulfill the round requirements due to the aforementioned poblem.
Thanks to Lanxal for the gorgeous banner!
Card Creation League
* 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.
Signups
Round 1
Round 2
And it was all going so well...
The last week or so has been a haze of meetings in various secret locals around the city. Whoever Mr. Teeth is, he has a great deal of imagination when it comes to meeting places. The meetings themselves are a short ordeal. In some you get a small mission to secure some minor artifact or sabotage some part of the city defenses, and some are simply a way for Mr. Teeth to test how fast you can get to a meeting place.
Though all seemed to be going well, you still have no idea what it is you're trying to steal, or who Mr. Teeth really is. You have also started to wonder how could there be a treasure big enough to pay off everyone, and you not hearing about it beforehand.
Tonight was supposed to be the night when Mr. Teeth finally provides you with some answers. You arrived before the various scapegoats, so you could receive the information with out them hearing it.
As you've waited, you could not shake the feeling something isn't right. Mr Teeth was late, and no one around seemed to know what's going on. When the scapegoats arrive, you know for a fact something is wrong, best get out of it before...
Huh?
Guards! where did they come from? and so many of them too. Someone must have snitched! They're everywhere! they even brought out the sky patrols with their flying machines, even the sky is full of them!
Round 3 Mission: Create an instant card to either depicts or assists your getaway. Those who won't be up to par will be caught and executed.
There is no time to worry about a specific team mission! In other words, you all have the same task this time around.
You will have four days to post your cards (Until midnight when November 25th becomes November 26th), followed by two days of critique.
Team Mastermind will critique Team Muscle
Team Infiltrator will critique Team Specialist
Team Muscle will critique Team Mastermind
Team Specialist will critique Team Infiltrator
Teams and scores:
Scores will be up in a bit, once I'm done calculating them.
Team Mastermind:
GilGaladTheChef - 47+47 = 94
Umi_no_Samui - 35+29 =
Jimmy Groove - 70+5 = 75
netn9 - 11+17= 29
Darkfire_Games - 52+58 = 110
BlackBull - 29+58 = 87
Team Infiltrator:
IlGreven - 45+35 = 80
Marr965 - 10+42 = 52
Rocket_Powered_Turbo_Slug - 60+28 = 88
Krey - 15+50 = 65
Gerrard's Mom -100+50 = 150
Team Muscle:
Doom Lich - 94+41 = 135
Oculus - 35+52 = 87
Ryder052 - 11+88 = 99
void_nothing - 41+41 = 82
Team Specialist:
DeusofCalamity - 35+57 = 92
pstmdrn - 57+35 = 92
brasil_dude101 - 57+64 = 123
Eventide - 64+21 = 85
PsiJet - 14+50 = 64
Good luck!
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
The Rogue
Legendary Creature- Human Rogue (M)
Whenever Mellithris, Scoundrel Gallant deals combat damage to an opponent, you may look at that player’s hand and exile a card in it.
1U: Chose a card exiled with Mellithris, Scoundrel Gallant. Until the end of the turn, you may play the exiled card as though it were in your hand. You may spend blue mana as though it were mana of any color to pay for the costs of the exiled card.
1/4
The Tools of the Trade
Tribal Artifact- Rogue Equipment (R)
Equipped creature is unblockable.
Whenever equipped creature deals combat damage to a player, that player may draw a card.
Whenever an opponent draws a card, if it is not their draw step, the controller of equipped creature may draw a card.
Equip 3
“I take naught but that which you will never know is gone, yet will miss most, for I take that what could have been.” - Mellithris
The Scapegoat
Creature- Shapeshifter (U)
Changeling
XU:Alibius Ooze becomes a copy of target creature with converted mana cost X until the end of the turn, and gains this ability. It’s still named Alibius Ooze.
Grown for the specific purpose of providing alibi’s, Alibius are useful in throwing a suspicious investigator off a trail.
1/1
The Escape Route
Instant (U)
Split Second
Return up to one target creature to it's owner's hand. Put a card from your hand on top of your deck, and then Scry 3.
Shakshak, Verminous Sneak -- B
Legendary Creature -- Rat Rogue
Whenever Shakshak, Verminous Sneak attacks and isn't blocked, defending player sacrifices a permanent.
Shakshak is unblockable as long as you control no other permanents.
1/1
Galleria Veil -- 3U
Enchantment (U)
1, Return a permanent you control to its owner's hand: Target permanent gains shroud until end of turn.
"That who does not wish to be seen will not be seen." --Shakshak, Verminous Sneak
Verminous Temptress -- 1BB
Creature -- Rat Rogue (R)
Swampwalk
B: Verminous Temptress loses swampwalk until end of turn and gains deathtouch until end of turn. Target creature blocks it if able this turn.
When a thief doesn't want to be seen, she isn't. But when she does, all eyes are upon her.
3/1
Thieves' Getaway -- 4UU
Tribal Instant -- Rogue (R)
Any number of target permanents become Tribal Rogues in addition to their types until end of turn. Then return all non-Rogue permanents to their owners' hands.
"What do I do when I'm cornered? I stand still and let everyone else move." -- Shakshak, Verminous Sneak
Traverser through Time 1UU
Instant {U}
Exile target creature with 3 time counters on it. If it doesn't have suspend, it gains suspend.
"When you have nowhere else to go, just walk through the wall."
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Legendary Creature - Shapeshifter Rogue (R)
U: Xiarius, Amorphous Bandit gains all creature types of target creature until end of turn. Activate this ability only during any player's upkeep.
Protection from creatures that share a creature type with Xiarius.
"People hardly expect themselves to be bandits."
Legendary Artifact - Equipment (R)
Reveal an Equipment card from your hand: Zeliki, Blade of Xiarius becomes a copy of that equipment until end of turn.
"It has a thousand shapes, but it only takes one to kill you."
-Xiarius, Amorphous Bandit
Creature - Shapeshifter Rogue (U)
You may have Polymorphous Thug enter the battlefield as a copy of target creature you control. It gains "R: This creature gets +1/-1 until end of turn."
"Stupid creatures, but they're tough and make good body doubles"
-Xiarius, Amorphous Bandit
Instant (U)
Bladestorm deals 2 damage to each creature you don't control.
Equipmentcycling 1R
A shattered sword is just as dangerous in the right hands.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Reks the Untouchable :2mana::symu::symu:
Legendary Creature - Human Wizard Rogue
Reks is unblockable.
Whenever Reks deals damage to an opponent, you may return target non-land permanent that opponent controls to its owner's hand.
Whenever Reks becomes the target of a spell or ability you may pay :symu:. If you do return Reks to its owner hand.
2/2
The legend of Reks grew even when most regard his as an urban legend.
Ring of the Guild :sym2u::sym2u:
Artifact - Equipment (R)
:xmana::symu:, Return Ring of the Guild to its owner's hand: Put onto the battlefield X 1/1 colorless creature token named Rogue with ":0mana:: Target spell targeting the creature that last equipped Ring of the Guild, targets a rogue instead."
Equip:
"With this ring you have someone watching your back at all times." - Reks the Untouchable
* - Fixed the wording so it could work as it was meant to do.
Apprentice of the Mists :symu::symu:
Creature - Human Wizard (U)
When Apprentice of the Mists enters the battlefield, return target non land permanent to its owner's hand.
:1mana::symu:: Apprentice of the Mists is unblockable until end of turn.
1/2
"In the legacy of the Order of the Mists, there has been only one that have used our teaching for his own selfish needs, he who shall never be named, was our greatest student and also our greatest shame." - Eroz, Master of the Mists
Mists of Ilusion 2UU
Instant (U)
Return target creature you control to its owner's hands. Put X 1/1 blue Illusion creature tokens onto the battlefield under your your control until the end of turn, where X is the target creature's converted mana cost.
"You want to catch me? But are you really sure you got the Real me???" - Reks the Untouchable
He looked down to find his marionette holding onto him in fear, like a nervous child holds onto its parent.
"I don't recall giving you fear..." he muttered to himself, looking at the marionette.
However, rather than consider the small construct a failure (since it feared battle), it instead gave Rhoad a brilliant idea. He'd designed the construct to be hyper magnetic so that it would attract everything unto itself. But what if he'd done the opposite? Rhoad picked his little construct up and put it on his shoulder.
"Let's get out of here." he told the little construct.
Rhoad summoned up what mana he could and proceeded to modify the structure of both his and the marionette's etherium so that they would repel everything. However, the amount of mana necessary to maintain his bodily etherium in this configuration was not small. Rhoad knew the spell would soon wear off, but it would have to be enough.
Instant {R}
Artifacts you control are indestructible and have shroud until end of turn.
"Magnets both attract and repel. If you can circumvent the attraction part, what do you expect will happen?"
Legendary Artifact Creature - Human Rogue {R}
:2mana:: Put a 1/1 colorless Rogue artifact creature token named Afterimage onto the battlefield. It has haste and “At the beginning of the next end step, exile Afterimage.” Rhoad, the Swiftfooted gets -1/-1 until end of turn.
With legs of Etherium, who can keep up?
3/3
Rhoad had never had anyone request anything of him before. At least not in regards to stealing anything. Although, that may in part have been due to the fact that all he ever stole was Etherium.
Even though he was skeptical, Rhoad had little doubts that there were, in fact, vast pockets of wealth scattered about this world. And if he was to accomplish to goal of discarding his human self, money to buy Etherium would be useful. But it would be foolhardy to jump into anything unprepared. Although he preferred extracting the Etherium and using it to replace his flesh, having it in the form of a weapon had it's own advantages. Besides, in a worst case scenario, he could ignore the associated pain and just graft it onto himself like he'd done with those Lightning Greaves all those years ago...
(In case you didn't get it, Rhoad grafted the Etherium version of some Lightning Greaves to his legs, which is why he is fast enough to leave afterimages.)
Artifact {U}
Equipped creature gets +2/+0.
Meld - :4mana:, Sacrifice Etherium Blade: Equipped creature gets +3/+2 and becomes an artifact in addition to its other types. (This effect lasts indefinitely.)
Equip
“Think of the sword as an extension of yourself.”
Artifact Creature - Construct{U}
You may cast Magnetic Marionette any time you could cast an instant by sacrificing an artifact in addition to its other costs.
When Magnetic Marionette enters the battlefield, change the target of target spell that targets only a single creature or artifact to Magnetic Marionette.
2/2
Taxing Vigilant 3WW
Legendary Creature - Human Rogue (M)
Double strike, vigilance
When Taxing Vigilant deals damage, put X tax counters on target artifact, where X is equal to the damage dealt by Taxing Vigilant.
If an artifact has more tax counters on it than its casting cost, gain control of that artifact. (This effect lasts indefinitely.)
"If you can’t afford to keep it, I’ll take it off your hands!"
1/4
Tithe Enforcement 2W
Enchantment (U)
Whenever an artifact becomes tapped or activates, its controller taps a permanent they control for each tax counter on it.
“Taxes are best paid before your poor.” — Stern warning from the taxing vigilant
Persistant Rogue 1W
Creature - Human Rogue (R)
If ~ is removed from the battlefield, add a tax counter to an artifact target opponent controls.
If a rogue you control would be sent to the graveyard, instead put ~ in the graveyard instead.
Persist (When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.)
"He didn't learn the first time." - Taxing Vigilant
1/2
Tax Return 2W
Instant - (U)
Remove all tax counters from target players artifact to prevent all damage to target rogue.
Return target rogue and artifact to their controllers hand.
Don't worry...he'll be back.
Culling Wake :1mana::symu::symb::symb::symb::symb:
Instant {R}
As an additional cost to cast Culling Wake, return a creature you control to its owner's hand.
Destroy all creatures with converted mana cost less than or equal to the converted mana cost of the returned creature.
"It kills me to have to leave so soon. Well, actually..." - Gemynd Dieb
How I got here:
Gemynd Dieb :2mana::symbu::symbu::symbu:
Legendary Creature - Illusion Rogue {M}
Whenever Gemynd Dieb deals combat damage to a player, that player reveals his or her hand. You may cast target instant or sorcery card from that player's hand or graveyard without paying its mana cost.
{3/4}
Æthermage's Lens
Artifact - Equipment {R}
Whenever you cast an instant or sorcery spell, you may put target nonland permanent an opponent controls with converted mana cost less than or equal to the converted mana cost of the equipped creature on the bottom of its owner's library.
Equip
Now you see it...
Temnein il-Kor :3mana::symu::symb:
Creature - Kor Rogue {U}
Shadow
Whenever Temnein il-Kor deals combat damage to a player, that player reveals his or her hand. You choose a nonland card from it. That player discards that card.
:symb::symb:: Regenerate Temnein il-Kor.
{2/3}
"You're thinking too much. Let me help you with that."
Wajur, the Lingering Dark 2BBB
Legendary Creature - Shade Rogue
B: Target black creature gets +1/+1 until end of turn.
BBB: Each creature that was targeted by Wajur, the Lingering Dark this turn gets +2/+2 until end of turn.
3/3
Outcast by the shadows themselves, it now gathers souls that reflect its own darkness.
Lurker Umbra 1B
Enchantment - Aura {U}
Enchant black creature
Enchanted creature has deathtouch as long as it's blocking or being blocked by a creature with toughness greater than enchanted creature's power.
Enchanted creature has lifelink as long as it doesn't have deathtouch.
Totem Armor
The shadows drag down the mighty and devour the weak.
Netherfang 4BB
Creature - Elemental Rogue {U}
B: Target creature blocking or being blocked by Netherfang gets -1/-1 until end of turn.
B: Target player dealt damage by Netherfang this turn loses 1 life.
5/5
Rumored to be an ancient demon's escaped pet, the netherfang is often blamed for the nights' tolls.
Submission:
Melt into Shadow BB
Instant {C}
Return target black creature you control to its owner's hand. At the beginning of your next main phase, add an amount of B to your mana pool equal to that creature's power.
"It 'vanished'? Quick, light the tor-"
- Kanar, nightwatch mentor, last words
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Legendary Creature - Dwarf Rogue (R)
1R: Target creature with power 2 or less is unblockable this turn.
1W: Target creature with power 3 or greater can't attack this turn.
2/2
Demolition Fists 2RW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Prismcloak Agent W
Creature - Kithkin Rogue (U)
At the beginning of each player's upkeep, choose a color. Prismcloak Agent gains protection from the chosen color until end of turn.
WW, Sacrifice Prismcloak Agent: Destroy target attacking or blocking creature of the chosen color.
1/1
(A goblin leaps into the air on a column of flame, which spreads out, incinerating buildings and figures beneath him.)
Instant (U)
Target creature gets +2/+2 and gains flying until end of turn. Burning Ascension deals 2 damage to each creature without flying.
Barsha didn't rely on tunnels for all of her escapes.
Nert, Vedalken Bookburner 1UR
Legendary Creature - Vedalken Rogue [ERRATA](R)[/ERRATA]
Whenever Nert, Vedalken Bookburner deals combat damage to a player, you may search that player's library for a nonland card and exile it face-down under Nert.
X: Copy target spell with converted mana cost X exiled under Nert. You may cast that copy without paying its mana cost.
{1/1}
Pinnacle of Brilliance 2UU
Enchantment - Aura (M)
Enchant permanent
Once each turn, you may activate one of the enchanted permanent's activated abilities without paying that ability's associated costs.
There are rare moments when the universe lays itself out to people. Sometimes, it inspires them, and sometimes it makes them just plain goofy.
Wordthief Prodigy 2UR
Creature - Vedalken Rogue (R)
At the beginning of your upkeep, you may pay 3 and sacrifice Wordthief Prodigy. If you do, reveal the top three cards of your library. You may cast any number of instants or sorceries revealed this way without paying their mana costs if they share a name with a card in your graveyard.
{0/1}
Mirror Sheen Cloak 2UR
Enchantment - Aura (R)
Flash
Enchant creature
Enchanted creature is unblockable.
If enchanted creature would become the target of a spell or an ability, reselect its target at random. (Select from among all legal targets.)
Dramatic Exit 3RR
Instant (R)
As an additional cost to Dramatic Exit, shuffle a creature into your library.
Dramatic Exit deals X damage to each creature, where X is the converted mana cost of the creature shuffled into your library by Dramatic Exit.
Timeleap 2U
Instant (U)
Put target creature you control on top of your library, then Scry 2.
Instant U
Untap target creature and prevent all damage dealt to it this turn.
It becomes a Forest until end of turn.
The guards were nearly upon Forin, but they rounded the corner to find only a quiet grove.
[Clan Flamingo]
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Sasprus, the Beggar God WBG
Legendary Creature - Human Rogue (M)
Whenever Sasprus, the Beggar God deals damage to a player, choose a permanent type. That player sacrifices a permanent of that type.
"Today is a holy day, my good sir. It's the Feast Day of Charity. Or, if you'd prefer it another way, the Penance Day of Wrath."
2/4
Pauper's Bagh Nakhs
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has vigilance.
Equipped creature gets an additional +1/+0 and is unblockable as long as it's attacking a player who controls more nonland permanents than you do.
Equip
The beggarman's rusted, lashed-together claws are more unsettling to the sheltered rich.
Impoverished Esquire 1GW
Creature - Human Knight Rogue (U)
First strike
As long as another Rogue you control is attacking, all creatures able to block Impoverished Esquire do so.
"He thinks he'll win back his family's estate by fighting the poor's battles for them. His delusion is amusing." - Sasprus
3/2
Mendicant's Sanctity 2W
Instant (U)
Until end of turn, if target creature would be dealt damage by a permanent, prevent all but 1 of that damage and exile the permanent that damage if it's on the battlefield.
Draw a card.
"Shame on you for drawing your sword at a defenseless beggar!" - Sasprus
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature - Vedalken Rogue
As long as ~ is untapped, play with the top card of your library revealed.
As long as ~ is tapped, your opponents play with the top cards of their libraries revealed.
You may play cards reveled by ~ as though they were in your hand
Each eye sees the world in a slightly different light.
4/4
Two-Way Mirror
Artifact
:1mana:,, Untap target creature you control: Scry 1
:1mana:,:symq:, Tap target creature you control: Fateseal 1
"With something like this little beauty, you'll be able to watch your own back."
Five-Eyed Lookout :1mana::symu:
Creature - Vedalken Wizard Rogue
Sacrifice ~: Scry 2, then reveal the top card of your library. Counter target spell if it has the same converted mana cost as the revealed card.
Malakrias' Five-Eyes clan offers unparalleled insight to it's members. They are able to see all outcomes of any situation.
1/1
Entry
Path of Least Resistance3U (U)
Instant
Put target creature on top of it's owner's library.
The next creature spell you play this turn costs 3 less to cast.
"Tomorrow you may be my best friend, most trusted ally or most bitter of enemies but for now I simply need you get out of my way!" -Malakrias Five-Eyes.
Previous cards:
The rogue.
The implement.
The scapegoat.
And now...
Æther’s Return 2U
Instant C
Draw a card. If Æther’s Return was kicked, draw two cards instead.
Kicker—Return a creature you control to its owner’s hand.
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Anyway, round is CLOSED.
You may now start criticizing people.
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I suppose it works, but I do have some issues with this entry. Firstly, why would a scoundrel use time-related (and therefore probably high-level) magic? "Deck" should be library, and even then having something which seems like a strictly worse Wipe Away actually making you lose card advantage baffles me.
Although this is a neat idea, I feel like unblockable is not really a defense for the creature, rather an offensive. I'd also like to point out flash doesn't work here - by the time you play it (in response to some form of threat), the target will already have been assigned and it won't trigger. This makes the flash kind of useless. The two colors and not-quite-as-good-as-shroud probably warrant a slight reduction in cost as well.
netn9-DROPPED
I would have liked this very much if any of your previous entries had flash. This makes it seem a bit...offensive, as you can't really use it fully when being attacked. The cost also seems a bit wrong here, as you're effectively playing it for U.
Interesting use of kicker - although you could argue it's too powerful as you're rescuing your creature on top of an instant-speed Divination, I really like this concept. It could probably warrant an increase of 1 or U though.
Jimmy Groove - DROPPED
TOP 3:
1-BlackBull
2-GilGaladTheChef
3-Umi_No_Samui
GilGaladTheChef - Sorry, but your entry didn't really fulfill the round requirements due to the aforementioned poblem.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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2. Gerrard's Mom
3. Marr965
IlGreven
That's a good way to potentially NOT have your rogues destroyed, but your avatar could be killed even though you return their cards...afterwards.
Marr965
I am honestly confused by this. Why would an enchantment that is not an aura become an aura? I really don't see much of a point of it to be honest.
RPTS
=+= No Submission? =+=
Krey
Nice way to do it! I like.
Gerrard's Mom
Nice way to remove a bit of toughness from creatures, but hopefully your creatures are all flying!
1. Krey
2. Gerrard's Mom
3. IlGreven