Custom Card League Rules Compendium * 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 Eastern 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
(This has been depricated, and pending approval from the powers that be will be deleted. See the next spoiler section for how Scoring works.)
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 Top 3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + (Bonus points for critiques & Top 3)
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.
Please note that the teams will be dynamic. That means if all teams have 8 people, and yours suddenly drops to 3 due to dropouts/losses, then teams WILL BE SHIFTED based on not only the total team players, but also the scores they have. You will be notified via PM if your team has been shifted.
Through your studies and training, you have heard of a place called the AEtherflow and always hear about the massive wars that take place there to take control of it. You often wonder if one day you will end up there to make the deciding blow. Even then, what would you do with it? Many questions race through your mind for something that may not even happen.
Many wars have waged in the name of domination of the various planes. Your parents, who have the planeswalker spark, were part of those great wars.
You have trained and studied hard with a realization that you also have that spark. Even though your parents are not as famous or reputable to the likes of Jace, Liliana, and Garruk, deep down you know that you could easily surpass them.
Your days go past and your spark grows. Eventually you get a letter from an unknown sorce.
"We request that you come to the portals of Rigoth to assist with the AEtherflow Wars. What you choose is up to you; however it's not what side you choose, but what you do with the responsibility. -Mages of Neutrality"
Upon adventuring to the destination, you hear a rustle in the trees. It doesn't sound like normal animal noises, but something more stealthy. Instead of going to investigate yourself, you decide to send cohorts to find out what it is. Unfortunately you don't have any!
As a brief panic sets over you, a flash comes to mind. Were you hit? No, but you notice something else and blocking an arrow aimed right for your head!
Signup Challenge:
Using the colors of your planeswalker:
Task 1: Design a spell that would summon a minion (or minions)
Task 2: Design the minion that is at least two colors of your planeswalker
1. If your planeswalker is only two colors, then the minion(s) must be both colors.
2. Hybrids must use both colors in the hybrid.
3. You must use two colors. This does not include colorless.
4. The spell to summon the minion must have at least one color of your planeswalker, it does not require both.
Edit: Clarification Update: 04/02/2011
Team 1 critiques Team 2
Team 2 critiques Team 3
Team 3 critiques Team 4
Team 4 critiques Team 1
DEADLINES:
Submissions due by April 5th, 2011 @ 11:59 AM EST
Critiques due by April 7th, 2011 @ 11:59 PM EST
NO BONUS POINTS WILL BE AWARDED FOR THIS CCL. They cause to much strife and strain for the time frame that each round is supposed to run for.
Figured out the issue with the 'linking to Jimmy Groove' card issue. Needless to say I am none to pleased with it. I HAVE fixed it. Sorry for the delay as it was a bit more than I had expected. *Sigh*
Nebin Ascendant1:SymRW::SymRW:
Planeswalker - Nebin
<+1> Attach an equipment you control to a creature you control.
<-1> Until the beginning of your next turn, whenever a creature attacks, Nebin Ascendant deals 2 damage to it.
<-5> You gain an emblem with "Creatures you control get +2/+0 and have first strike."
[3]
Promise of Victory2:SymRW::SymRW::SymRW:
Enchantment (R)
Whenever a creature you control attacks, reveal the top card of your library. If it is a creature card, put it onto the battlefield attacking. Otherwise, put it on the bottom of your library. "In any age and among any race, mobilizing for war is the same. Just tell your people that they are being threatened, and that anyone who doesn't help the war effort isn't a patriot." - Author
Essence of Battle1:SymRW::SymRW::SymRW:
Creature - Spirit (R)
Whenever Essence of Battle attacks or blocks, you may attach any number of target equipment cards you control to any number of target creatures you control. "If you need your population to be ready for battle at a moment's notice, make 'To Arms!' a daily oath." - Author
4/4
Qama of the Meek1GW
Planeswalker - Qama {M}
{+2}: Search your library for a creature card with converted mana cost 1 or less, reveal it, and put it into your hand. Then shuffle your library.
{-1}: Shuffle any number of creature cards from your graveyard into your library.
{-X}: Search your library for any number of creatures with total converted mana cost X or less and put them onto the battlefield. Then shuffle your library.
{3}
Fetch!
Rise of the Meek1WG
Sorcery {U}
Choose one or both - search your library for a creature card with converted mana cost 1 or less, put it onto the battlefield, then shuffle your library; and/or return target creature card with converted mana cost 1 from your graveyard to the battlefield. "From the locust in a swarm to the squire in an army, the smallest being is inevitably part of the greatest force."
- Qama Traval
Eeee!
Seed of Eternity(G/W)
Creature - Elemental {R}
: Target creature with converted mana cost 1 or less is indestructible this turn. It gives the greatest of blessings to the mildest of souls.
0/1
Team 2
I'm fairly sure planeswalker-hood isn't hereditary, so I don't know if agree with the premise, but whatever.
Rinatic, Simic Architect2UG
Planeswalker - Rinatic (M)
[+1]: Distribute two +1/+1 counters among one or two target creatures you control.
[-2]: For each counter on another target permanent, put another of those counters on that permanent.
[-7]: You get an emblem with ":0mana:: Move any number of counters from among permanents you control to other permanents you control." {4}
It had been several years since the events of the Decamillenial had taken place. Kraj had failed. Momir Vig was dead. The guildpact had been dissolved. But somehow, life for the guilds went on. Due to Kraj's rampage, Novijen had been destroyed, and numerous guildmembers had suffered injuries from having their cytoplasts forcibly removed. Rinatic's parents had suffered this fate. However, as the globules were extricated, the indescribable pain, combined with the disruptions in their mana channels caused their Spark to ignite. They vanished without a trace.
Rin, left alone on Ravnica at merely 14 years of age, had little choice but to look to the frayed Simic for support. As she grew up, she followed within the footsteps of her parents, and helped with the reconstruction of the guild. One day, several years later, Rin found a jar within a cupboard in her parents' old laboratory that hadn't been before. Within it, a oddly colored cytoplast was floating within preservative fluid. Wondering what it could be, she opened the jar with the intent to analyze it. The cytoplast, however, had different plans. It immediately grafted itself on her arm, transferred a dormant Spark to her, and ignited it. What she did not know, however, was that the cytoplast hadn't been there long; one of her parents had returned to Ravnica for a brief period, and having learned of their daughter's success, had left her a little gift.
Simic Graftborn1UG
Creature - Beast Mutant {R}
Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
You may cast Simic Graftborn any time you could cast an instant if you remove four +1/+1 counters from any number of creatures you control instead of paying its mana cost. 0/0
Cytospawn Substitution3UG
Instant {R}
Remove a +1/+1 counter from target creature you control that has a +1/+1 counter on it. Put a token that’s a copy of that creature onto the battlefield. You may change the target of up to one target spell with a single target to the copy.
Rinatic, Simic Architect2UG
Planeswalker - Rinatic (M)
[+1]: Distribute two +1/+1 counters among one or two target creatures you control.
[-2]: For each counter on another target permanent, put another of those counters on that permanent.
[-7]: You get an emblem with ":0mana:: Move any number of counters from among permanents you control to other permanents you control." {4}
Simic Graftborn2UG
Creature - Beast Mutant {R}
Flash
You may cast Simic Graftborn by removing five +1/+1 counters from creatures you control rather than paying its other costs. “This species of cytoplasts, when left alone, had a tendency to coalesce into something greater.”
— Simic Experiment Annals, Vol. III 4/4
BTW, Protip: Add a link to the previous rounds to the OP.
Thanks for the Protip; now one for you: This is a two card challenge, so you might want to add in the spell that summoned your minion.
Reminder: Your minion must be at least two colors, both in which coincide with your planeswalker. You can use your colors more than once.
Sierra, the Terraformer 1GBW
Planeswalker - Sierra (Mythic Rare)
[+1] Target Plains has “T: Add GW to your mana pool,” target Forest has “T: Add BG to your mana pool,” or target Swamp has “T: Add WB to your mana pool.”
[+1] Destroy target land and put a “Desolate Field” Land Token with “T: Add 1 to your mana pool” on to the battlefield under that owner’s control.
[-3] Lands you tap this turn produce one additional mana of any type that land could produce.
[-7] You get an emblem with “Plains, Forests, and Swamps you control have “T: Add BGW to your mana pool.’”
{3}
Round 1:
Task 1: Design a spell that would summon a minion (or minions)
Sierra’s Beckoning
B/G/W B/R/G R/W/U
Enchantment (Uncommon)
Sacrifice a land: Search your library for a Terrain creature card that shares a color with any type of mana that land could produce, and put it in your hand. Then, shuffle your library. The sound of war echoed through countryside, and a moment later, the ground began to rumble.
(I don't know how to do 3 color hybrid symbols. Check the image to see what I mean for)
Task 2: Design the minion that is at least two colors of your planeswalker
Sierra’s Servant BGW
Creature -- Terrain Golem (Rare)
In addition to the casting cost of Sierra’s Servant, sacrifice any number of Forests, Swamps, and Plains you control.
Sierra’s Servant’s power and toughness are each equal to the number of lands you sacrificed. If you sacrificed at least one Plains, it has Lifelink; one Swamp, it has Deathtouch; one Forest, it has Trample; one of each, it has “BGW: Sierra’s Servant gains +1/+1 until end of turn.” “Cities crumbled and panic spread as the very land itself rose to its own feet.” — Q’el Trin
(*/*)
Symma Breyda, Aether Adept3WB
Planeswalker - Symma
+2: Each player chooses a card in their graveyard and puts it into their hand.
-3: Each player searches their library for a card and puts it into their hand, then shuffles their deck.
-7: Each player chooses a permanent of each type that he or she controls then sacrifices the rest.
4
Symma's Minion:
Revenants of Breyda 1WB
Creature - Spirit (uncommon)
Exile Revenants of Breyda: Target opponent exiles a permanent of his or her choice. The restless souls of the past royalty of Breyda have become so jealous of the living world they often bring pieces of it back to the abyss from whence they came.
2/1
Summon Spell:
Symma's Plea 3WB
Enchantment (rare)
When Symma's Plea enters the battlefield exile any number of target cards in a graveyard. 1: Exile target card in a graveyard. If four or more creature cards have been exiled this turn you may put target creature card in your graveyard onto the battlefield. "Somehow Symma has tapped into the cycles of the aethers and bent them to her will. Who she will join remains an enigma."-- Letter from the Mages of Neutrality to Rigoth General
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Kalestre, Spiritual Egotist
Planeswalker - Kalestre
[+2]: Exile target card in a graveyard. You gain 1 life for each colored mana in that card’s mana cost.
[-2]: Exile target creature.
[-4]: Return target permanent card from Exile into the battlefield under your control.
[1]
Here's the spell:
Gray Fist Mediation :xmana::symwb::symwb:
Sorcery
Exile target creature with converted mana cost X or less. If X is 5 or more, search your library for a creature with converted mana cost X or less and put it into the battlefield. Shuffle your library afterwards. Kalestre of the Gray Fist is powerful and simple-minded. Whatever her preference, she trained very well.
Here's her partner/minion:
Angel of Gray Fist :1mana::symwb::symwb::symwb:
Creature - Angel
Flying
When Angel of Gray Fist enters the battlefield, exile target nonland permanent. She's the last thing you might ever see!
3/3
Rozklad, Golgari Rotlord :1mana::symb::symg: {MR}
Planeswalker - Corinthae
Dredge 4
(+1) Target card in your graveyard gains Dredge 3 until the end of your next turn.
(-2) Put a 1/1 green plant token with, "When this creature enters the battlefield, draw a card." onto the battlefield.
(-5) Until end of turn, whenever you dredge, you may draw a card.
[3]
Rise from the Rot :2mana::symg::symb: {R}
Sorcery
Search your library for a creature with converted mana cost equal or less than the number of cards in your graveyard, put it onto the battlefield, then shuffle your library.
Golgari Loamdwellers :1mana::symb::symg: {R}
Creature - Plant Zombie
Dredge 2
Whenever a card is put into your graveyard from anywhere, Golgari Loamdwellers gets +1/+1 until end of turn.
1/2
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner of the August CCL '10
Host of the July CCL '10, Host of the March CCL '11
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Homura, Time Master :1mana::symr::symw::symu:
Planeswalker - Homura (M)
+2: Target creature you control becomes a 3/3 white Angel with flying and vigilance until end of turn.
-2: If the previous turn isn't your turn, take an extra turn after this one. Skip the untap step of that turn.
-3: Discard your hand, then draw cards equal to the damage dealt to target opponent this turn.
{3}
Call to Aid :2mana::symw:
Sorcery (U)
Search your library for a 1/1 creature card and put it onto the battlefield. Then shuffle your library.
Noise Elemental :3mana::symu::symr:
Creature - Elemental (R)
Haste
:symtap:: Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.
1/1
Marissa, Wartime Mediator RWU
Planeswalker - Marissa (M)
|-1| - Each player reveals the top card of their library, and if it's a creature card, puts it onto the battlefield under an opponent's control.
|-2| - Creatures cannot be dealt combat damage until the beginning of your next upkeep.
|+4| - Choose a player. Gain control of target permanent they control. They gain control of Marissa, Wartime Mediator.
{4}
Marissa has lived her whole life while under the constant pressure of the war efforts of Valeran, her home world. These were not the normal pressures of war, but rather of a political kind. Born under the tyranny of her warmongering father and more peaceful but deceitful mother, she quickly learned the subtle art of negotiation, and wrote most of the Treaty of Parnenion herself. Wars are now under strict guidelines because of the treaty, and all combat is performed with graceful tact and precision. While never being able to stop the wars on her world, she has vowed to do anything in her power to keep the battles fair and just, if they must be done.
Summoning Spell:
Warp Vessel3
Artifact - Equipment (R) X, Discard a card: Search your library for a creature card with converted mana cost X and put it onto the battlefield, then attach this to it.
Equipped creature has shroud,
"(U/R): Unattach Warp Vessel" and can't attack or block.
Equip 3
In an effort to keep the wars away from the major cities, but keep the costs of transporting soldiers low, Marissa had a team of artificers create the Warp Vessel. Part steam power and part magic, it is able to travel great distances and summon an entire army to battle in a matter of hours, far away from any cities and towns nearby.
Minion:
Cadet ProdigyWR
Creature - Human Soldier (C)
First Strike
At the beginning of each end step, return Cadet Prodigy to it's owner's hand unless you control another red or white creature. "You are obviously very skilled, and one day will be an outstanding soldier, but until that day, you stick with me." - Cadet Captain Jarvis
3/3
In the military academies strewn throughout Valeran, there are always a select few cadets who excel far beyond their peers. While normally cadets would never be allowed to fight in combat, these prodigies are sometimes selected to fight in special missions under the watchful eye of their superiors, to give them first hand experience.
Hrathex, Dracolich4BR
Planeswalker - Hrathex (M)
+2: Hrathex deals 2 damage to each of two target creatures and/or players.
-2: Gain control of target artifact or creature. At the beginning of the end of turn step, sacrifice it.
-8: You get an emblem with "Pay 1 life or sacrifice a creature: Draw a card."
[5]
Share the NightmareBR
Sorcery (U)
Each player discards a card at random. If any player discarded a card in this way with converted mana cost equal to the card you discarded, you may cast the card you discarded without paying its mana cost instead of putting it into your graveyard.
Ruin Elemental2BR
Creature - Elemental (U)
Lifelink, trample, haste
At the beginning of the end step, sacrifice Ruin Elemental.
4/2
(Off hand, anyone's best guess for the order of keywords on that? Ball Lightning says trample then haste, Loxodon Warhammer is conflicting between versions on the order of lifelink and trample, and I think Cliffrunner Behemoth's order is just based on color? Haste, trample, lifelink would make the most sense to me since it is the order in which they apply in a turn, but who knows.)
Was there a sign up thread and I've missed it??? hmmm... May I post both, the sign up entry and the round 1 entry? if not, happy CCL for all... *puppy face*
Sorry for the late entry in the first round, was a hell of a week.
I'm gonna borrow flavor from an old project with a new mechanic.
The rise of El'Banir:
The last of the mana sparks in place, El'banir smiled. The caliph would be pleased. El'banir was the finest of Daj Tar's illusion artists, and this display was his best work yet. Reaching his hand out into the spray, El'banir could feel the water on his hands, even though he knew it was but a glamour. This would definitely impress the court: A complete illusionary oasis, with tactile figments. It was glorious. Perhaps this could even merit a promotion, he thought.
The young man dismissed the notion as unlikely. Humans could rise only so far, no matter their skill. The djinni caliphs ruled Sirat and the top of their shadow was the best El'banir had ever hoped for. He gazed out the palace window to the swirling expanse of sand below, watching the glistening traces of the shimmerwinds as the would between the mesas and oases. Outside the caliph's floating city, the world was a very different place, one too wild for an artist. Yet still, El'banir could see potential in the wind, as if it called to him to be guided, mastered. One day perhaps, but for now, he would busy himself with the caliph's amusements.
Yet today something seemed different. A certain song wafted along the shimmerwinds, a faint whisper singing to him. He listened closely, straining to hear.. almost missed the brazen alarum of the signal horns. The signal for a shimmercane.. a violent storm of magic and sand that swept across the desert floor. The palace floated above its reach, but the turbulence might disrupt activities. El'banir looked to the west, watching the oncoming storm.. and saw the cause for alarm.
Bolts of lightning and fire shot upward, not downward. The storm rose like a mountain, reaching into the sky as it approached the city. El'banir heard the strange song again, but pushed it to the back of his mind. He had ot take cover.
As he ran up the levels, the various djinni of the court were frantically securing their finiest treasures. Illusionary servants flitted everywhere, attempting to secure the finest displays from the oncoming storm. As El'banir slipped into his chambers, he was thankful for the first time that the human quarters were far from any windows. Door fastened behind him.. he sat to wait out the storm.
The city shook under the onslaught of magic and screams echoed through the halls. He could feel the renegade dreams and figments marauding down the halls. Seized by sudden instinct, he lept back from the wall, just as it faded away into a curtain of butterflies. The palace around him was being rewoven. The young artist had studied illusion magic all his life, but had never heard of this: reality was being wiped away and remade. A fickle zephyr struck El'banir and he felt his body begin to drift.
Iron will seized him and he fell back on his arts. He was an illusion artist.. he did the shaping. He most certainly did not get shaped. He wove his own magic, attempting to guide the deadly power of the storm. His mind strained with the effort, barely keeping his body intact as it sought to join the figments of light upon the wind. And through it all.. the song again. No, he thought, pushing the song aside in his mind. He must remain focused. He focused on his struggle.. but it was a losing battle. His left foot began to fade away... and hope seemed to fade with it. Battle lost, El'banir abandoned his struggle and listened ot the pleasant song of the shimmerwind. And his mind awoke.
Suddenly, he saw the wind as a symphony.. and one that he could conduct. Years of illusion artistry easily translated into windshaping. Something within him awakened.. and the winds began to just wash around him. With but a thought, he drifted upward, ignoring the crumbling remains of the palace as it washed away. It was nothing now. The wind was all that mattered.
Rising above the city, El'banir watched as it faded away, blown into figments and light by the storm. But he was above it. Whatever awakened within him made him more than just a palace artist. Buoyed by the winds, he drifted over the sands and watched as the storm passed off into the distance. The palace, his home for ten years, was gone along with the entire city of Daj Tar. But that didn't matter now. El'banir looked below and saw the mirage sands. They sang of possibility. This would be his new canvas.. and he would create the greatest masterpiece the world had ever seen.
From a humble palace illusionist, he awakes to become
El'banir, Reality Artist2WUR
Planeswalker - El'banir (M)
|+2|: Draw cards equal to the number of loyalty counters on El'banir. Then shuffle half that many cards, rounded up, at random from your hand into your library
|-2|: Put a token into play that is a copy of target creature, artifact or enchantment
|-x,4|: Gain control of up to five target non-land permanents with a converted mana cost X or less.
<3>
I'll be experimenting with a mechanic, Rider:
Mechanic Details
Theme: The spell artisans of this plane can 'hitchhike' their spells onto their opponent's spells. Rider spells ride on other spells, either modifying them or using them to gain a cheap version of flash. This mechanic is mostly WRU, explifying the tricky nature of R and U and W's tendancy for flash and combat tricks.
Rider X (X, Exile the card from your hand: Attach this card to target spell. When that spell resolves, you may play is card without paying its converted mana cost)
The ridden spell is a spell on the stack with this card attached to it
.
Find me some minions. : The rules for multicolor seemed to be only for the creature. Please let me know if that's not the case.
Finding the minion
El'banir's Insight1UU
Sorcery (U)
Rider 1U (1U,Exile this card attached to target spell: When that spell resolves, you may play this card without paying its mana cost)
Search your library for a sorcery card, reveal it, put it into your hand, then shuffle your library.
If El'banir's Insight rode a spell, instead search for a card that shares a card type with the ridden spell, reveal it, put it into your hand, then shuffle your library. Enemies are the greatest source of inspiration - El'Banir
My minion
Shimmerwind Skirmisher2:symwr::symwr:
Creature - Illusion Warrior(C)
Rider :symwr:(:symwr:, Exile this card attached to target spell. When that spell resolves you may play this card without paying its mana cost)
Shimmerwind Skirmisher may only ride instant spells. Their fancy tricks are naught but an opening for fancier tricks of my own - El'Banir
3/3
Was there a sign up thread and I've missed it??? hmmm... May I post both, the sign up entry and the round 1 entry? if not, happy CCL for all... *puppy face*
I'll allow it since I allowed drewdagreek and plus I've seen you in many a CCL.
The Amazing AramozRWU
Planeswalker - Aramoz (M)
\-1/ Flip a coin. If it's heads, return target nonland permanent to its owner's hand. If it's tails, target nonland permanent becomes a 0/1 white Rabbit creature.
\-2/ Name a card, then choose a card at random from target player's hand. If it's the named card, you may play it without paying its mana cost.
|0| Exile The Amazing Aramoz. Return it to the battlefield at the beginning of your next upkeep.
[4]
On Aramoz's homeworld, magic had been elevated to an art form; wizards were treated like celebrities, competing for favor from the noble courts. Unfortunately for innovators like Aramoz, the art form had stagnated; those who deviated from what was popular, experimenting with new ideas instead of sticking to the tried and true, were ridiculed, and no one invited them to the best parties. Frustrated with the lack of appreciation for his genius (no one had ever thought of pulling a small mammal from a hat before!), the magician was forced to accept that he would either have to conform to variations on the same old tricks, or toil forever in obscurity... until one day, while practicing his disappearing act, he was surprised to find himself somewhere entirely unfamiliar! Setting out to find new audiences amongst the multiverse to perform for, Aramoz has never looked back.
However, even with his newfound freedom the magician wasn't satisfied with his work. Something was still missing... what he needed was more variation, but he had to admit that even an individual as creative as himself could only do so much alone. He would form an entire show alongside his act, a travelling troupe of performers the likes of which the multiverse had never seen! And so, as he went from plane to plane, he kept his eyes peeled for interesting individuals...
Eager RecruitXRWU
Instant (R)
Put a creature with converted mana cost X from your hand onto the battlefield. It gains haste until end of turn. The first time it becomes tapped this turn, you may untap it. The Amazing Troupe is always on the lookout for fresh talent.
The first like mind he found was a mischievous child with the power to bring the inanimate to life, or cancel out the power of others to do so. Taking the boy under his wing, Aramoz taught him to put his talents to more productive uses. His puppet shows became infamous for the chaos - and hilarity - left in their wake, as the audience's own belongings became part of the act.
Capricious AnimatorRWU
Creature - Human Wizard (U) T: Target noncreature artifact is a 1/1 artifact creature until end of turn. T: Target artifact creature is no longer a creature until end of turn.
2/3
Trixi, Turtle Sage2GU
Planeswalker - Trixi (MR)
[+1]: Search your library for a Turtle card, reveal it, and add it to your hand.
[-1]: Put a 1/4 blue Turtle creature token onto the battlefield.
[-6]: You get an emblem with "Prevent all damage dealt to creatures you control".
{3}
Shell Shield1GU
Tribal Instant - Turtle (U)
Prevent all damage a source of your choice would deal to you this turn. Search your library for a Turtle creature card whose toughness is equal to or less than the damage prevented and put it onto the battlefield. "The best offense is a good defense." - Trixi, Turtle Sage
Metalgleam TurtleGU
Creature - Turtle (C)
Defender
Prevent all combat damage dealt to Metalgleam Turtle. A metalshell with a magical gleam.
0/2
Jonah, Architect of Warfare1WBR
Planeswalker - Jonah
/+2\ Target creature attacks next turn if possible.
\-2/ Put a deserter counter on target creature. That creature has defender as long as it has a deserter counter on it.
\-6/ Choose one - Target player gets an emblem with 'Whenever a creature you control attacks or blocks, you lose 1 life.'; or target player gets an emblem with 'Whenever a creature you control attacks or blocks, you gain 1 life.'
{3}
The Spell
Call of Battle1WBR
Instant (R)
Cast Call of Battle only during your combat phase.
Search your library for a creature card with converted mana cost 3 or less. Put it on the battlefield tapped and attacking. "The glory of combat is very difficult to resist." - Jonah
The Minion
Gloryseeker Paladin1RW
Creature - Human Knight (U)
First Strike
Whenever Gloryseeker Paladin deals combat damage to an opponent, put a +1/+1 counter on it. "In his eyes, glory is found in duelling with an opposing general, and living to tell the tale." - Jonah
2/1
Gaines, Ethersworn Visionary3BU
Planeswalker - Gaines (M)
[+1] Destroy target artifact. If the destroyed artifact was under your control, draw a card.
[0] Put two 1/1 colorless Thopter creature tokens with flying onto the battlefield.
[-4] Tap target creature. Another target creature gets +X/+X until end of turn, where X is the converted mana cost of the tapped creature.
{4}
Assembly Line2UU
Enchantment (R)
Whenever an artifact creature enters the battlefield, if you cast if from your hand, you may pay 1. If you do, search your library for an artifact creature with the same total power and toughness, put it on to the battlefield, then shuffle your library.
Thopter Monarch2UB
Artifact Creature - Thopter (U)
Flying, Intimidate.
Thopter Monarch has power equal to the number of artifact creatures in play.
*/2
Barr, the Animorph2(U/G)(U/G)
Planeswalker - Barr (M)
[+2]: Target creature becomes a 2/2 bear until your next upkeep (it still retains its original abilities).
[-1]: Until the end of the turn, Barr, the Animorph becomes a 4/4 gorilla creature with trample and indestructible that's still a planeswalker.
[-8]: You get an emblem with “All your creatures are 6/6 wurm creatures with trample and indestructible.”
<3>
Even before Barr discovered he possessed the planeswalker spark like his parents, he knew he loved animals. While his parents were away traveling to the far reaches of the multiverse, he was always outdoors in his homeworld. Whether he'd spend his time as a young boy climbing towering misty mountain miles away to train baby dragons so he could ride them, tromping through the lush forbidden forest to go wrestle with surly gorillas, or go diving in the cosmo black ocean near the west coast to see if he could pluck treasure from cold, slimy grasps of octopuses bigger than the eye could see, thoughts of animals raced through his mind uncontrollably. There came a point where Barr believed he could understand animal speech. Such was an obsession of his, that at night, he even dreamed he was his wrestling-mate from the jungle, Gorilla.
The day he discovered his planeswalker spark was the day when he took his usual trek of climbing up the misty mountain to go ride the local baby dragons when the mother was away. Except this time she wasn't. A furious mother dragon came out of nowhere and blew a ring of fire around Barr. There was no escape, the nearby baby dragons screeched. The mother flew in closer with her wings blanketing the sky and her jaws wide open. Hot sulferic breath blasted all over Barr's face and he felt the tips of his hair singe and turn to dust. He knew it was over. Still not one to give up, Barr closed his eyes and trust his fist into the belly of the great beast. There was a blinding green and blue light. Instead of feeling the scaly hide of a full grown adult dragon, he felt the fur of a great grizzly. He opened his eyes. Where the mother dragon should've been, a grizzly bear tumbled down the side of the mountain rolling down like a big ball of fur.
At this time, Barr knew that he too, possessed the planeswalker spark as his parents. Excited, he decided to test his powers and cast a spell...
Hundreds of miles away, a bewildered goat levitated up in the air...grew taut muscles all over its body....sprouted gorgeous wings on its shoulderblades...then was flicked off to the location where Barr was standing.
Call for GreatnessXUG
Sorcery (R)
Search your deck for a green or blue creature card with a converted mana cost of X or less. Reveal that card, then shuffle your library. Put the revealed card onto the battlefield. It has two +1/+1 counters and flying. Behold, I've taken this nameless land grubber and have elevated him into a beast of wonder and ferocity -Barr
Barr was going places!! To explore undiscovered lands that never he had gone before in his homeworld. Yes, HIS homeworld. His parents were never around. He wasn't even sure if they were still alive or coming back. Surely this place was his now? Barr traveled far and wide, riding his trusty airborn steed, going up as far as the dizzing heavens and as low as the terrifying subterrean pits of the world. But it was in one of these pits, among a volley of volcanic activity that he discovered an egg of a creature, apparently abandoned. Barr picked it up and studied it. He felt life beat inside. He quickly put it in his robes and rode out of the pits just as a nearby volcano exploded and covered the crevice in hot liquid magma. Barr pulled out the egg to study it once more. ALthough he could not see the creature growing inside, he could sense that it would grow to immense power in its full bloom, and knew that the whatever was the creature that laid within, it would grow to be a powerful ally and an excellent companion one day.
Barr's Pet(U/G)
Creature - Egg (R) (U/G): Barr's Pet becomes a 2/1 Snake. (U/G)(U/G)(U/G) : If Barr's Pet is a Snake, it becomes a 3/2 Snake Dragon with "(U/G): Barr's Pet gains flying." (U/G)(U/G)(U/G)(U/G)(U/G)(U/G) : If Barr's Pet is a Dragon, it becomes an 4/4 Snake Dragon Specter with flying and "Whenever this creature attacks, gain control of target creature (this effect does not end at the end of the turn.)"
0/1
I'm assuming that people can still sign up if they submit a planeswalker (signup thread) as well as this one. That's how its been since for a long time. However, if you don't allow it, psi, that's ok.
Matui, Nature's Emmisary2RGW
Planeswalker - Matui {MR}
[+2]: Look at the top 3 cards of your library. You may reveal any land and/or creature cards among them and put them into your hand. Put the rest on the bottom of your library.
[0]: You may put a land and/or creature card from your hand onto the battlefield with converted mana cost less than or equal to the number of loyalty counters on ~.
[-7]: Until the end of turn, you may cast creature cards without paying their mana costs.
{4}
Sprout BurstGG
Instant {U}
Sacrifice any number of lands you control. For each land sacrificed this way, deal 1 damage to target creature and put three 1/1 green Saproling tokens onto the battlefield.
Guardian ElementalRGW
Creature - Elemental {C}
Reach, Defender "Do not fear the earth beneath your feet." -- Route signpost
3/7
I'm assuming that people can still sign up if they submit a planeswalker (signup thread) as well as this one. That's how its been since for a long time. However, if you don't allow it, psi, that's ok.
Matui, Nature's Emmisary2RGW
Planeswalker - Matui {MR}
[+1]: Look at the top 3 cards of your library. You may reveal any number of land and/or creature cards. Put those cards into your hand, and the rest on the bottom of your library.
[0]: You may put a land and/or creature card from your hand onto the battlefield with converted mana cost less than or equal to the number of loyalty counters on ~. ~ loses that many loyalty counters.
[-7]: Until the end of turn, you may cast creature cards without paying their mana costs.
{4}
Nature's AllyG
Instant {U}
Look at the top 5 cards of your library. Put a creature card among them with converted mana cost less than the number of lands you control onto the battlefield and the rest on the bottom of your library.
I wasn't going to allow it, however you will be the final person added. This will put the teams at 8 each. Any others beyond this point that want to add in new submissions will be denied.
Zhang Cao-Sun, Emperor of Zhang Jin2WU
Planeswalker - Cao-Sun (MR)
<+1> Put a 1/1 white Human Soldier with "Allied to Zhang Jin" token onto the battlefield
<-2> Search your deck for a human creature with a converted mana cost of 4 or lower and put it into your hand. Shuffle your deck afterwards
<-5> Return all nontoken creatures from battlefield to their owners libraries. You gain life equal to the amount of creatures returned this way.
[3]
Team 2 - Round 1
Minion Summoner:
Imperial Edict - Draft Notice2WWU
Enchantment (R)
During your upkeep, put a 1/1 white or blue Human Soldier creature token with "Allied to Zhang Jin" onto the battlefield, under your control.
During your end phase, if you have 7 or more creatures on the battlefield, sacrifice ~.
Minion:
Zhang Jin Battalion Commander3W
Creature - Human Soldier (U)
Allied to Zhang Jin
All creatures with "Allied to Zhang Jin" and a converted mana cost of 3 or lower, get +0/+1
2/3
Custom Card League Rules Compendium
* 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 Eastern 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
(This has been depricated, and pending approval from the powers that be will be deleted. See the next spoiler section for how Scoring works.)
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 Top 3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + (Bonus points for critiques & Top 3)
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.
Please note that the teams will be dynamic. That means if all teams have 8 people, and yours suddenly drops to 3 due to dropouts/losses, then teams WILL BE SHIFTED based on not only the total team players, but also the scores they have. You will be notified via PM if your team has been shifted.
TEAM 1 (7 Players):
Jimmy Groove
Rimeshade
Paradigm
RPTS
drewdagreek
NightArcher
Neon__Lights
TEAM 2 (8 Players):
ParaSiempre
brasil_dude
mzc87
Ryuumi
Lyzl
Marr965
Shaddock
DeusofCalamity)
TEAM 3 (5 Players):
ced395
Gerrard's Mom
Koopa
Maokun
Ryder052
TEAM 4 (6 Players):
Oculus
blackkithkin
Monkey Playing
CrazyMatt
Twilight Kiwi
Phyrexian Editor
TyranidBill
person3412
etherealscorpion
BlackBull
Arcum
Shift Eligible? Yes
Round of Shift? Round 2
Signup Round
Through your studies and training, you have heard of a place called the AEtherflow and always hear about the massive wars that take place there to take control of it. You often wonder if one day you will end up there to make the deciding blow. Even then, what would you do with it? Many questions race through your mind for something that may not even happen.
Many wars have waged in the name of domination of the various planes. Your parents, who have the planeswalker spark, were part of those great wars.
You have trained and studied hard with a realization that you also have that spark. Even though your parents are not as famous or reputable to the likes of Jace, Liliana, and Garruk, deep down you know that you could easily surpass them.
Your days go past and your spark grows. Eventually you get a letter from an unknown sorce.
"We request that you come to the portals of Rigoth to assist with the AEtherflow Wars. What you choose is up to you; however it's not what side you choose, but what you do with the responsibility. -Mages of Neutrality"
Upon adventuring to the destination, you hear a rustle in the trees. It doesn't sound like normal animal noises, but something more stealthy. Instead of going to investigate yourself, you decide to send cohorts to find out what it is. Unfortunately you don't have any!
As a brief panic sets over you, a flash comes to mind. Were you hit? No, but you notice something else and blocking an arrow aimed right for your head!
Signup Challenge:
Using the colors of your planeswalker:
Task 1: Design a spell that would summon a minion (or minions)
Task 2: Design the minion that is at least two colors of your planeswalker
1. If your planeswalker is only two colors, then the minion(s) must be both colors.
2. Hybrids must use both colors in the hybrid.
3. You must use two colors. This does not include colorless.
4. The spell to summon the minion must have at least one color of your planeswalker, it does not require both.
Team 1 critiques Team 2
Team 2 critiques Team 3
Team 3 critiques Team 4
Team 4 critiques Team 1
DEADLINES:
Submissions due by April 5th, 2011 @ 11:59 AM EST
Critiques due by April 7th, 2011 @ 11:59 PM EST
NO BONUS POINTS WILL BE AWARDED FOR THIS CCL. They cause to much strife and strain for the time frame that each round is supposed to run for.
Figured out the issue with the 'linking to Jimmy Groove' card issue. Needless to say I am none to pleased with it. I HAVE fixed it. Sorry for the delay as it was a bit more than I had expected. *Sigh*
Planeswalker - Nebin
<+1> Attach an equipment you control to a creature you control.
<-1> Until the beginning of your next turn, whenever a creature attacks, Nebin Ascendant deals 2 damage to it.
<-5> You gain an emblem with "Creatures you control get +2/+0 and have first strike."
[3]
Promise of Victory 2:SymRW::SymRW::SymRW:
Enchantment (R)
Whenever a creature you control attacks, reveal the top card of your library. If it is a creature card, put it onto the battlefield attacking. Otherwise, put it on the bottom of your library.
"In any age and among any race, mobilizing for war is the same. Just tell your people that they are being threatened, and that anyone who doesn't help the war effort isn't a patriot." - Author
Essence of Battle 1:SymRW::SymRW::SymRW:
Creature - Spirit (R)
Whenever Essence of Battle attacks or blocks, you may attach any number of target equipment cards you control to any number of target creatures you control.
"If you need your population to be ready for battle at a moment's notice, make 'To Arms!' a daily oath." - Author
4/4
Qama of the Meek 1GW
Planeswalker - Qama {M}
{+2}: Search your library for a creature card with converted mana cost 1 or less, reveal it, and put it into your hand. Then shuffle your library.
{-1}: Shuffle any number of creature cards from your graveyard into your library.
{-X}: Search your library for any number of creatures with total converted mana cost X or less and put them onto the battlefield. Then shuffle your library.
{3}
Fetch!
Rise of the Meek 1WG
Sorcery {U}
Choose one or both - search your library for a creature card with converted mana cost 1 or less, put it onto the battlefield, then shuffle your library; and/or return target creature card with converted mana cost 1 from your graveyard to the battlefield.
"From the locust in a swarm to the squire in an army, the smallest being is inevitably part of the greatest force."
- Qama Traval
Eeee!
Seed of Eternity (G/W)
Creature - Elemental {R}
: Target creature with converted mana cost 1 or less is indestructible this turn.
It gives the greatest of blessings to the mildest of souls.
0/1
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
I'm fairly sure planeswalker-hood isn't hereditary, so I don't know if agree with the premise, but whatever.
Planeswalker - Rinatic (M)
[+1]: Distribute two +1/+1 counters among one or two target creatures you control.
[-2]: For each counter on another target permanent, put another of those counters on that permanent.
[-7]: You get an emblem with ":0mana:: Move any number of counters from among permanents you control to other permanents you control."
{4}
Rin, left alone on Ravnica at merely 14 years of age, had little choice but to look to the frayed Simic for support. As she grew up, she followed within the footsteps of her parents, and helped with the reconstruction of the guild. One day, several years later, Rin found a jar within a cupboard in her parents' old laboratory that hadn't been before. Within it, a oddly colored cytoplast was floating within preservative fluid. Wondering what it could be, she opened the jar with the intent to analyze it. The cytoplast, however, had different plans. It immediately grafted itself on her arm, transferred a dormant Spark to her, and ignited it. What she did not know, however, was that the cytoplast hadn't been there long; one of her parents had returned to Ravnica for a brief period, and having learned of their daughter's success, had left her a little gift.
Creature - Beast Mutant {R}
Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
You may cast Simic Graftborn any time you could cast an instant if you remove four +1/+1 counters from any number of creatures you control instead of paying its mana cost.
0/0
Instant {R}
Remove a +1/+1 counter from target creature you control that has a +1/+1 counter on it. Put a token that’s a copy of that creature onto the battlefield. You may change the target of up to one target spell with a single target to the copy.
Thanks for the Protip; now one for you: This is a two card challenge, so you might want to add in the spell that summoned your minion.
Reminder: Your minion must be at least two colors, both in which coincide with your planeswalker. You can use your colors more than once.
Sierra, the Terraformer
1GBW
Planeswalker - Sierra (Mythic Rare)
[+1] Target Plains has “T: Add GW to your mana pool,” target Forest has “T: Add BG to your mana pool,” or target Swamp has “T: Add WB to your mana pool.”
[+1] Destroy target land and put a “Desolate Field” Land Token with “T: Add 1 to your mana pool” on to the battlefield under that owner’s control.
[-3] Lands you tap this turn produce one additional mana of any type that land could produce.
[-7] You get an emblem with “Plains, Forests, and Swamps you control have “T: Add BGW to your mana pool.’”
{3}
Round 1:
Task 1: Design a spell that would summon a minion (or minions)
Sierra’s Beckoning
B/G/W B/R/G R/W/U
Enchantment (Uncommon)
Sacrifice a land: Search your library for a Terrain creature card that shares a color with any type of mana that land could produce, and put it in your hand. Then, shuffle your library.
The sound of war echoed through countryside, and a moment later, the ground began to rumble.
(I don't know how to do 3 color hybrid symbols. Check the image to see what I mean for)
Task 2: Design the minion that is at least two colors of your planeswalker
Sierra’s Servant
BGW
Creature -- Terrain Golem (Rare)
In addition to the casting cost of Sierra’s Servant, sacrifice any number of Forests, Swamps, and Plains you control.
Sierra’s Servant’s power and toughness are each equal to the number of lands you sacrificed. If you sacrificed at least one Plains, it has Lifelink; one Swamp, it has Deathtouch; one Forest, it has Trample; one of each, it has “BGW: Sierra’s Servant gains +1/+1 until end of turn.”
“Cities crumbled and panic spread as the very land itself rose to its own feet.” — Q’el Trin
(*/*)
Planeswalker - Symma
+2: Each player chooses a card in their graveyard and puts it into their hand.
-3: Each player searches their library for a card and puts it into their hand, then shuffles their deck.
-7: Each player chooses a permanent of each type that he or she controls then sacrifices the rest.
4
Symma's Minion:
Revenants of Breyda 1WB
Creature - Spirit (uncommon)
Exile Revenants of Breyda: Target opponent exiles a permanent of his or her choice.
The restless souls of the past royalty of Breyda have become so jealous of the living world they often bring pieces of it back to the abyss from whence they came.
2/1
Summon Spell:
Symma's Plea 3WB
Enchantment (rare)
When Symma's Plea enters the battlefield exile any number of target cards in a graveyard.
1: Exile target card in a graveyard. If four or more creature cards have been exiled this turn you may put target creature card in your graveyard onto the battlefield.
"Somehow Symma has tapped into the cycles of the aethers and bent them to her will. Who she will join remains an enigma."-- Letter from the Mages of Neutrality to Rigoth General
Cockatrice Username: seriph0
Kalestre, Spiritual Egotist
Planeswalker - Kalestre
[+2]: Exile target card in a graveyard. You gain 1 life for each colored mana in that card’s mana cost.
[-2]: Exile target creature.
[-4]: Return target permanent card from Exile into the battlefield under your control.
[1]
Here's the spell:
Gray Fist Mediation :xmana::symwb::symwb:
Sorcery
Exile target creature with converted mana cost X or less. If X is 5 or more, search your library for a creature with converted mana cost X or less and put it into the battlefield. Shuffle your library afterwards.
Kalestre of the Gray Fist is powerful and simple-minded. Whatever her preference, she trained very well.
Here's her partner/minion:
Angel of Gray Fist :1mana::symwb::symwb::symwb:
Creature - Angel
Flying
When Angel of Gray Fist enters the battlefield, exile target nonland permanent.
She's the last thing you might ever see!
3/3
Planeswalker - Corinthae
Dredge 4
(+1) Target card in your graveyard gains Dredge 3 until the end of your next turn.
(-2) Put a 1/1 green plant token with, "When this creature enters the battlefield, draw a card." onto the battlefield.
(-5) Until end of turn, whenever you dredge, you may draw a card.
[3]
Rise from the Rot :2mana::symg::symb: {R}
Sorcery
Search your library for a creature with converted mana cost equal or less than the number of cards in your graveyard, put it onto the battlefield, then shuffle your library.
Golgari Loamdwellers :1mana::symb::symg: {R}
Creature - Plant Zombie
Dredge 2
Whenever a card is put into your graveyard from anywhere, Golgari Loamdwellers gets +1/+1 until end of turn.
1/2
Host of the July CCL '10, Host of the March CCL '11
Call to Aid :2mana::symw:
Sorcery (U)
Search your library for a 1/1 creature card and put it onto the battlefield. Then shuffle your library.
Noise Elemental :3mana::symu::symr:
Creature - Elemental (R)
Haste
:symtap:: Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.
1/1
Planeswalker - Marissa (M)
|-1| - Each player reveals the top card of their library, and if it's a creature card, puts it onto the battlefield under an opponent's control.
|-2| - Creatures cannot be dealt combat damage until the beginning of your next upkeep.
|+4| - Choose a player. Gain control of target permanent they control. They gain control of Marissa, Wartime Mediator.
{4}
Marissa has lived her whole life while under the constant pressure of the war efforts of Valeran, her home world. These were not the normal pressures of war, but rather of a political kind. Born under the tyranny of her warmongering father and more peaceful but deceitful mother, she quickly learned the subtle art of negotiation, and wrote most of the Treaty of Parnenion herself. Wars are now under strict guidelines because of the treaty, and all combat is performed with graceful tact and precision. While never being able to stop the wars on her world, she has vowed to do anything in her power to keep the battles fair and just, if they must be done.
Summoning Spell:
Artifact - Equipment (R)
X, Discard a card: Search your library for a creature card with converted mana cost X and put it onto the battlefield, then attach this to it.
Equipped creature has shroud,
"(U/R): Unattach Warp Vessel" and can't attack or block.
Equip 3
In an effort to keep the wars away from the major cities, but keep the costs of transporting soldiers low, Marissa had a team of artificers create the Warp Vessel. Part steam power and part magic, it is able to travel great distances and summon an entire army to battle in a matter of hours, far away from any cities and towns nearby.
Minion:
Creature - Human Soldier (C)
First Strike
At the beginning of each end step, return Cadet Prodigy to it's owner's hand unless you control another red or white creature.
"You are obviously very skilled, and one day will be an outstanding soldier, but until that day, you stick with me." - Cadet Captain Jarvis
3/3
In the military academies strewn throughout Valeran, there are always a select few cadets who excel far beyond their peers. While normally cadets would never be allowed to fight in combat, these prodigies are sometimes selected to fight in special missions under the watchful eye of their superiors, to give them first hand experience.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Planeswalker - Hrathex (M)
+2: Hrathex deals 2 damage to each of two target creatures and/or players.
-2: Gain control of target artifact or creature. At the beginning of the end of turn step, sacrifice it.
-8: You get an emblem with "Pay 1 life or sacrifice a creature: Draw a card."
[5]
Sorcery (U)
Each player discards a card at random. If any player discarded a card in this way with converted mana cost equal to the card you discarded, you may cast the card you discarded without paying its mana cost instead of putting it into your graveyard.
Ruin Elemental 2BR
Creature - Elemental (U)
Lifelink, trample, haste
At the beginning of the end step, sacrifice Ruin Elemental.
4/2
(Off hand, anyone's best guess for the order of keywords on that? Ball Lightning says trample then haste, Loxodon Warhammer is conflicting between versions on the order of lifelink and trample, and I think Cliffrunner Behemoth's order is just based on color? Haste, trample, lifelink would make the most sense to me since it is the order in which they apply in a turn, but who knows.)
Ah, I accidentally deleted the "Holder" than was up when I posted my first card. =/
phWait a min... This is not the sign up thread...
Was there a sign up thread and I've missed it??? hmmm... May I post both, the sign up entry and the round 1 entry? if not, happy CCL for all... *puppy face*
I'm gonna borrow flavor from an old project with a new mechanic.
The rise of El'Banir:
The last of the mana sparks in place, El'banir smiled. The caliph would be pleased. El'banir was the finest of Daj Tar's illusion artists, and this display was his best work yet. Reaching his hand out into the spray, El'banir could feel the water on his hands, even though he knew it was but a glamour. This would definitely impress the court: A complete illusionary oasis, with tactile figments. It was glorious. Perhaps this could even merit a promotion, he thought.
The young man dismissed the notion as unlikely. Humans could rise only so far, no matter their skill. The djinni caliphs ruled Sirat and the top of their shadow was the best El'banir had ever hoped for. He gazed out the palace window to the swirling expanse of sand below, watching the glistening traces of the shimmerwinds as the would between the mesas and oases. Outside the caliph's floating city, the world was a very different place, one too wild for an artist. Yet still, El'banir could see potential in the wind, as if it called to him to be guided, mastered. One day perhaps, but for now, he would busy himself with the caliph's amusements.
Yet today something seemed different. A certain song wafted along the shimmerwinds, a faint whisper singing to him. He listened closely, straining to hear.. almost missed the brazen alarum of the signal horns. The signal for a shimmercane.. a violent storm of magic and sand that swept across the desert floor. The palace floated above its reach, but the turbulence might disrupt activities. El'banir looked to the west, watching the oncoming storm.. and saw the cause for alarm.
Bolts of lightning and fire shot upward, not downward. The storm rose like a mountain, reaching into the sky as it approached the city. El'banir heard the strange song again, but pushed it to the back of his mind. He had ot take cover.
As he ran up the levels, the various djinni of the court were frantically securing their finiest treasures. Illusionary servants flitted everywhere, attempting to secure the finest displays from the oncoming storm. As El'banir slipped into his chambers, he was thankful for the first time that the human quarters were far from any windows. Door fastened behind him.. he sat to wait out the storm.
The city shook under the onslaught of magic and screams echoed through the halls. He could feel the renegade dreams and figments marauding down the halls. Seized by sudden instinct, he lept back from the wall, just as it faded away into a curtain of butterflies. The palace around him was being rewoven. The young artist had studied illusion magic all his life, but had never heard of this: reality was being wiped away and remade. A fickle zephyr struck El'banir and he felt his body begin to drift.
Iron will seized him and he fell back on his arts. He was an illusion artist.. he did the shaping. He most certainly did not get shaped. He wove his own magic, attempting to guide the deadly power of the storm. His mind strained with the effort, barely keeping his body intact as it sought to join the figments of light upon the wind. And through it all.. the song again. No, he thought, pushing the song aside in his mind. He must remain focused. He focused on his struggle.. but it was a losing battle. His left foot began to fade away... and hope seemed to fade with it. Battle lost, El'banir abandoned his struggle and listened ot the pleasant song of the shimmerwind. And his mind awoke.
Suddenly, he saw the wind as a symphony.. and one that he could conduct. Years of illusion artistry easily translated into windshaping. Something within him awakened.. and the winds began to just wash around him. With but a thought, he drifted upward, ignoring the crumbling remains of the palace as it washed away. It was nothing now. The wind was all that mattered.
Rising above the city, El'banir watched as it faded away, blown into figments and light by the storm. But he was above it. Whatever awakened within him made him more than just a palace artist. Buoyed by the winds, he drifted over the sands and watched as the storm passed off into the distance. The palace, his home for ten years, was gone along with the entire city of Daj Tar. But that didn't matter now. El'banir looked below and saw the mirage sands. They sang of possibility. This would be his new canvas.. and he would create the greatest masterpiece the world had ever seen.
From a humble palace illusionist, he awakes to become
El'banir, Reality Artist 2WUR
Planeswalker - El'banir (M)
|+2|: Draw cards equal to the number of loyalty counters on El'banir. Then shuffle half that many cards, rounded up, at random from your hand into your library
|-2|: Put a token into play that is a copy of target creature, artifact or enchantment
|-x,4|: Gain control of up to five target non-land permanents with a converted mana cost X or less.
<3>
I'll be experimenting with a mechanic, Rider:
Mechanic Details
Rider X (X, Exile the card from your hand: Attach this card to target spell. When that spell resolves, you may play is card without paying its converted mana cost)
The ridden spell is a spell on the stack with this card attached to it
Find me some minions. : The rules for multicolor seemed to be only for the creature. Please let me know if that's not the case.
Finding the minion
Sorcery (U)
Rider 1U (1U,Exile this card attached to target spell: When that spell resolves, you may play this card without paying its mana cost)
Search your library for a sorcery card, reveal it, put it into your hand, then shuffle your library.
If El'banir's Insight rode a spell, instead search for a card that shares a card type with the ridden spell, reveal it, put it into your hand, then shuffle your library.
Enemies are the greatest source of inspiration - El'Banir
Shimmerwind Skirmisher2:symwr::symwr:
Creature - Illusion Warrior(C)
Rider :symwr:(:symwr:, Exile this card attached to target spell. When that spell resolves you may play this card without paying its mana cost)
Shimmerwind Skirmisher may only ride instant spells.
Their fancy tricks are naught but an opening for fancier tricks of my own - El'Banir
3/3
I'll allow it since I allowed drewdagreek and plus I've seen you in many a CCL.
You will be on Team 4.
Planeswalker - Aramoz (M)
\-1/ Flip a coin. If it's heads, return target nonland permanent to its owner's hand. If it's tails, target nonland permanent becomes a 0/1 white Rabbit creature.
\-2/ Name a card, then choose a card at random from target player's hand. If it's the named card, you may play it without paying its mana cost.
|0| Exile The Amazing Aramoz. Return it to the battlefield at the beginning of your next upkeep.
[4]
However, even with his newfound freedom the magician wasn't satisfied with his work. Something was still missing... what he needed was more variation, but he had to admit that even an individual as creative as himself could only do so much alone. He would form an entire show alongside his act, a travelling troupe of performers the likes of which the multiverse had never seen! And so, as he went from plane to plane, he kept his eyes peeled for interesting individuals...
Eager Recruit XRWU
Instant (R)
Put a creature with converted mana cost X from your hand onto the battlefield. It gains haste until end of turn. The first time it becomes tapped this turn, you may untap it.
The Amazing Troupe is always on the lookout for fresh talent.
The first like mind he found was a mischievous child with the power to bring the inanimate to life, or cancel out the power of others to do so. Taking the boy under his wing, Aramoz taught him to put his talents to more productive uses. His puppet shows became infamous for the chaos - and hilarity - left in their wake, as the audience's own belongings became part of the act.
Capricious Animator RWU
Creature - Human Wizard (U)
T: Target noncreature artifact is a 1/1 artifact creature until end of turn.
T: Target artifact creature is no longer a creature until end of turn.
2/3
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Trixi, Turtle Sage 2GU
Planeswalker - Trixi (MR)
[+1]: Search your library for a Turtle card, reveal it, and add it to your hand.
[-1]: Put a 1/4 blue Turtle creature token onto the battlefield.
[-6]: You get an emblem with "Prevent all damage dealt to creatures you control".
{3}
Shell Shield 1GU
Tribal Instant - Turtle (U)
Prevent all damage a source of your choice would deal to you this turn. Search your library for a Turtle creature card whose toughness is equal to or less than the damage prevented and put it onto the battlefield.
"The best offense is a good defense." - Trixi, Turtle Sage
Metalgleam Turtle GU
Creature - Turtle (C)
Defender
Prevent all combat damage dealt to Metalgleam Turtle.
A metalshell with a magical gleam.
0/2
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
The Walker
Planeswalker - Jonah
/+2\ Target creature attacks next turn if possible.
\-2/ Put a deserter counter on target creature. That creature has defender as long as it has a deserter counter on it.
\-6/ Choose one - Target player gets an emblem with 'Whenever a creature you control attacks or blocks, you lose 1 life.'; or target player gets an emblem with 'Whenever a creature you control attacks or blocks, you gain 1 life.'
{3}
The Spell
Instant (R)
Cast Call of Battle only during your combat phase.
Search your library for a creature card with converted mana cost 3 or less. Put it on the battlefield tapped and attacking.
"The glory of combat is very difficult to resist." - Jonah
The Minion
Creature - Human Knight (U)
First Strike
Whenever Gloryseeker Paladin deals combat damage to an opponent, put a +1/+1 counter on it.
"In his eyes, glory is found in duelling with an opposing general, and living to tell the tale." - Jonah
2/1
WiJ
Peasant 540 Cube
Previous Entry
Planeswalker - Gaines (M)
[+1] Destroy target artifact. If the destroyed artifact was under your control, draw a card.
[0] Put two 1/1 colorless Thopter creature tokens with flying onto the battlefield.
[-4] Tap target creature. Another target creature gets +X/+X until end of turn, where X is the converted mana cost of the tapped creature.
{4}
Assembly Line 2UU
Enchantment (R)
Whenever an artifact creature enters the battlefield, if you cast if from your hand, you may pay 1. If you do, search your library for an artifact creature with the same total power and toughness, put it on to the battlefield, then shuffle your library.
Thopter Monarch 2UB
Artifact Creature - Thopter (U)
Flying, Intimidate.
Thopter Monarch has power equal to the number of artifact creatures in play.
*/2
Former ">Izzet Acolyte of Chronomancy.
Proud Creator of MassacreMorph, a.k.a., LOLAPHANT
Planeswalker - Barr (M)
[+2]: Target creature becomes a 2/2 bear until your next upkeep (it still retains its original abilities).
[-1]: Until the end of the turn, Barr, the Animorph becomes a 4/4 gorilla creature with trample and indestructible that's still a planeswalker.
[-8]: You get an emblem with “All your creatures are 6/6 wurm creatures with trample and indestructible.”
<3>
Even before Barr discovered he possessed the planeswalker spark like his parents, he knew he loved animals. While his parents were away traveling to the far reaches of the multiverse, he was always outdoors in his homeworld. Whether he'd spend his time as a young boy climbing towering misty mountain miles away to train baby dragons so he could ride them, tromping through the lush forbidden forest to go wrestle with surly gorillas, or go diving in the cosmo black ocean near the west coast to see if he could pluck treasure from cold, slimy grasps of octopuses bigger than the eye could see, thoughts of animals raced through his mind uncontrollably. There came a point where Barr believed he could understand animal speech. Such was an obsession of his, that at night, he even dreamed he was his wrestling-mate from the jungle, Gorilla.
The day he discovered his planeswalker spark was the day when he took his usual trek of climbing up the misty mountain to go ride the local baby dragons when the mother was away. Except this time she wasn't. A furious mother dragon came out of nowhere and blew a ring of fire around Barr. There was no escape, the nearby baby dragons screeched. The mother flew in closer with her wings blanketing the sky and her jaws wide open. Hot sulferic breath blasted all over Barr's face and he felt the tips of his hair singe and turn to dust. He knew it was over. Still not one to give up, Barr closed his eyes and trust his fist into the belly of the great beast. There was a blinding green and blue light. Instead of feeling the scaly hide of a full grown adult dragon, he felt the fur of a great grizzly. He opened his eyes. Where the mother dragon should've been, a grizzly bear tumbled down the side of the mountain rolling down like a big ball of fur.
At this time, Barr knew that he too, possessed the planeswalker spark as his parents. Excited, he decided to test his powers and cast a spell...
Hundreds of miles away, a bewildered goat levitated up in the air...grew taut muscles all over its body....sprouted gorgeous wings on its shoulderblades...then was flicked off to the location where Barr was standing.
Sorcery (R)
Search your deck for a green or blue creature card with a converted mana cost of X or less. Reveal that card, then shuffle your library. Put the revealed card onto the battlefield. It has two +1/+1 counters and flying.
Behold, I've taken this nameless land grubber and have elevated him into a beast of wonder and ferocity -Barr
Barr was going places!! To explore undiscovered lands that never he had gone before in his homeworld. Yes, HIS homeworld. His parents were never around. He wasn't even sure if they were still alive or coming back. Surely this place was his now? Barr traveled far and wide, riding his trusty airborn steed, going up as far as the dizzing heavens and as low as the terrifying subterrean pits of the world. But it was in one of these pits, among a volley of volcanic activity that he discovered an egg of a creature, apparently abandoned. Barr picked it up and studied it. He felt life beat inside. He quickly put it in his robes and rode out of the pits just as a nearby volcano exploded and covered the crevice in hot liquid magma. Barr pulled out the egg to study it once more. ALthough he could not see the creature growing inside, he could sense that it would grow to immense power in its full bloom, and knew that the whatever was the creature that laid within, it would grow to be a powerful ally and an excellent companion one day.
Creature - Egg (R)
(U/G): Barr's Pet becomes a 2/1 Snake.
(U/G)(U/G)(U/G) : If Barr's Pet is a Snake, it becomes a 3/2 Snake Dragon with "(U/G): Barr's Pet gains flying."
(U/G)(U/G)(U/G)(U/G)(U/G)(U/G) : If Barr's Pet is a Dragon, it becomes an 4/4 Snake Dragon Specter with flying and "Whenever this creature attacks, gain control of target creature (this effect does not end at the end of the turn.)"
0/1
Matui, Nature's Emmisary 2RGW
Planeswalker - Matui {MR}
[+2]: Look at the top 3 cards of your library. You may reveal any land and/or creature cards among them and put them into your hand. Put the rest on the bottom of your library.
[0]: You may put a land and/or creature card from your hand onto the battlefield with converted mana cost less than or equal to the number of loyalty counters on ~.
[-7]: Until the end of turn, you may cast creature cards without paying their mana costs.
{4}
Sprout Burst GG
Instant {U}
Sacrifice any number of lands you control. For each land sacrificed this way, deal 1 damage to target creature and put three 1/1 green Saproling tokens onto the battlefield.
Guardian Elemental RGW
Creature - Elemental {C}
Reach, Defender
"Do not fear the earth beneath your feet." -- Route signpost
3/7
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
I wasn't going to allow it, however you will be the final person added. This will put the teams at 8 each. Any others beyond this point that want to add in new submissions will be denied.
You will be on Team 2.
Planeswalker - Cao-Sun (MR)
<+1> Put a 1/1 white Human Soldier with "Allied to Zhang Jin" token onto the battlefield
<-2> Search your deck for a human creature with a converted mana cost of 4 or lower and put it into your hand. Shuffle your deck afterwards
<-5> Return all nontoken creatures from battlefield to their owners libraries. You gain life equal to the amount of creatures returned this way.
[3]
Team 2 - Round 1
Minion Summoner:
Imperial Edict - Draft Notice 2WWU
Enchantment (R)
During your upkeep, put a 1/1 white or blue Human Soldier creature token with "Allied to Zhang Jin" onto the battlefield, under your control.
During your end phase, if you have 7 or more creatures on the battlefield, sacrifice ~.
Minion:
Zhang Jin Battalion Commander 3W
Creature - Human Soldier (U)
Allied to Zhang Jin
All creatures with "Allied to Zhang Jin" and a converted mana cost of 3 or lower, get +0/+1
2/3
R: A Dragons Dinner
RW: Dragosian Forces
WUB: Mirrodin Beastiary
WU: Esper Almanac
WUB: Esper Encyclopedia