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.
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!
As the arrows fly across, narrowly missing you, you find a hiding spot while your minions take them down. It seems like hours before one of them comes to your hiding spot to let you know. As you step out, you notice that the area is now scattered in bodies. You step over several of them, unable to discern who or what they were.
Continuing your trek, you reach a glowing metallic object. The pull of this object makes you think that it could possibly be the portal, but it seems...different. Having never seen the portal before, it makes you wonder why you would feel this way. It then dawns on you that this is a Sorcerer's Strongbox. What could be in it?
After tinkering with the strongox, you find yourself more powerful; as if though it was meant to be found by you. Storing the box away for when you may need this new item, you continue your trek to the portal.
After several more days, you have arrived at the portal, where the faint sounds of both war
and peace can be heard. Many voices can be heard chanting spells, while grunts and what
could very well be goblins chittering come from almost right next to you!
A master mage stands before you. He tells you that the portal will drop you into a place that your heart desires amongst the AEtherflow and to search your heart before stepping in as the AEtherflow is both chaos and order, light and dark, and everything in between.
Having found your hearts desire, you feel strange as you touch the portal. Things begin to spin and you feel light-headed and nauseated and soon pass out.
Later you waken to various sounds, different sounds from what your used to. You find yourself lying on your back looking up, staring at what appears to be a multi-colored river. Could this be the AEtherflow? It has to be! Pure mana flows by like water in the sky.
As you stand on your feet, you notice that you are indeed where you thought and many creatures that were once just part of your imagination are now real.
You wander around as the AEther moves and warps around you. You reach out and touch it and it feels alive, as if though it is own being that is giving you a renewed vigor.
But like all great moments in your life, you realize that something is wrong. This was too easy. Suddenly a strange sound can be heard nearby you and then a warped figure stands/floats before you.
As your rival stands before you, mocking you and calling you weak, you realize that he has something on him that could cause you a LOT of problems, but if you could somehow get it, then you won't have to worry. The only problem is how to get it?
Then it dawns on you that you are at the AEtherflow. Knowing what you know about the AEtherflow, you realize it's possible that the AEtherflow could somehow create these items, the question is, what do you make?
Current Story
With you and your rival clashing, fighting for all your worth, the world seems to stand still all around. Flying creatures seem as if they are floating, the motions of weapons and their sounds travel slower. Sparks of light fly from all directions.
The mist of the AEtherflow seems to envelop everything here, warping it into it's own realm briefly, causing it to flash in and out, almost as if light bends at their will. With a quick strike with your weapon, you slash at your rival, but they dodge, slashing back at you, barely missing. You see an opening and go for it.
As soon as you lunge, everything suddenly speeds up and you find yourself pressed against your opponent, blade thrust into their flesh. Once you realize what has happened, you pull your blade from the rival, but no blood or internal organs upon your weapon.
As you take a step back, bruised and beaten down from your battle, your rival reaches for you one last time, as mist envelops them, but before they can reach you, they vanish into the mist, leaving no trace that they were ever there.
As you look around, it dawns on you that you have not fully explored the AEtherflow, or it's amazing possibilities. What else can it do? You decide to spend what seems like months developing yourself here, learning what you can.
Your Challenge:
Create a cycle.
1. Each card must have "AEther" in their name.
2. The casting cost of each card in your cycle must be a prime number.
3. The combined casting cost of your cycle cannot be greater than 23.
Clarifications
None Yet
SUBMISSIONS DUE BY: May 6th, 2011 @ 11:59pm (before May 7th)
Ætherbound Sentry1W
Tribal Enchantment - Spirit {C}
When Ætherbound Sentry enters the battlefield, put a 1/1 colorless Spirit creature token onto the battlefield.
Creatures you control with converted mana cost 1 or less get +0/+1 and have vigilance. It keeps vigil even when its earthly form is worn away.
Ætherbound Guardians2W
Tribal Enchantment - Spirit {U}
When Ætherbound Sentry enters the battlefield, put two 1/1 colorless Spirit creature tokens onto the battlefield and choose a color.
Creatures you control with converted mana cost 1 or less have protection from the chosen color. They stand fast even when their tethers to reality have been severed.
Ætherbound Legion4W
Tribal Enchantment - Spirit {R}
When Ætherbound Sentry enters the battlefield, put three 1/1 colorless Spirit creature tokens onto the battlefield.
Whenever a creature you control with converted mana cost 1 or less is put into a graveyard from the battlefield, you may pay 1. If you do, return another creature card with converted mana cost 1 or less from your graveyard to the battlefield. They rally their kin even when they transcended physical form.
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.
Grim DecisionUB
Instant (U)
Look at the top three cards of your library, then put them back in any order.
You may shuffle your library. If you do, destroy target nonblack creature. Otherwise, draw a card. "After eliminating all other strategies, whatever remains, however unfortunate, must be done." - Marissa, Wartime Mediator
In her famous speech "Just Justice", Marissa explained throughly how one should decide when harm is necessary. To this day, battles on Valeran are conducted with these principles in mind.
Valerian Sky Fortress
Artifact Land – Structure (R)
Construct (When this enters the battlefield, sacrifice it unless you exile a land you control. When this leaves the battlefield, that card returns to the battlefield.) T: Add R, W, or U to your mana pool. ,T: Exile target creature you control. Then, you may return Valerian Sky Fortress to your hand. If you do, return all creatures exiled by it to the battlefield under your control.
As the Wizards and Warriors of Valeran became ever more elaborate in their battles, so too did their fortifications. Built upon the solid foundation of Valerian land, the Sky Fortresses were seen as the most superior of these, and descended upon battlefields not as weapons, but as the best line of defense a strategian could ask for.
Prisoner of WarWU
Enchantment – Aura (U)
Enchant creature
You control enchanted creature.
Enchanted creature doesn’t deal combat damage, has defender and its activated abilities can’t be activated. While war is often accompanied by slaughter, there can be tactical advantage to use other means.
It is an absolute law of war in Valeran to cease fire the moment the enemy surrenders. While many soldiers may run to escape after a surrender, the vast majority become prisoners of war. Although, some do argue it may be a fate worse than death.
Reverie Coroner1BG
Creature - Elf Shaman (R) BG,T, Sacrifice a creature: Reveal the top X cards of your library where X is that creature’s toughness. Put each creature card revealed this way into your hand and the rest on top of your library in any order. She likes her corpses fresh for examination, still pulsing entrails make great inspiration.
2/2
Peacestaff of Parnenion2RWU
Legendary Artifact - Equipment (M)
Equipped creature has “T: Put a mediation counter on target creature.”
You choose how creatures with mediation counters on them attack and block and control the use of their activated abilities.
Equip 2
Konskutal, Skeletal Chassis7
Legendary Artifact - Equipment (M)
Equipped creature gains +3/+3 and “BG: Regenerate this creature.”
Konskutal, Skeletal Chassis may enter the battlefield with a creature card from your hand attached to it.
Equip—Sacrifice a creature.
Final Round - The Ætherflow:
Ætherbound SentryWWW
Creature - Golem (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Defender, Flash
You may cast Ætherbound Sentry only if an opponent attacked with two or more creatures this turn.
2/7
Æthercloud RiderUUU
Creature - Bird (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Flying, Flash
You may cast Æthercloud Rider only after you cast another spell this turn.
2/3
Ætherrisen MassBBB
Creature - Ooze (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Deathtouch, Flash
You may cast Ætherrisen Mass only if three or more creatures have been sent to a graveyard this turn.
1/3
Ætherburst SparkRRR
Creature - Elemental (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Haste, Flash
You may cast Ætherburst Spark only if 4 or more damage has been dealt this turn.
4/1
Æthergrown BeastGGG
Creature - Beast (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Trample, Flash
You may cast Æthergrown Beast only if an opponent cast a spell targeting a permanent you control this turn.
3/2
Just posting this for Lyzl so he doesn't have to run through a huge list to find it. There is approximately 2 days remaining for his final cards to be put up.
NOTE: I did notify Lyzl and he has been away for a bit, but he stated he will get them up before the deadline. Once they are up and once the deadline gets here, I will put the poll up to find out who our winner is!
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.
FINAL TWO
Lyzl v. Oculus
Signup Round
Round 1 - Trek to the Portal
Round 2 - An Artifact?
Round 3 - Look Before You Leap
Round 4 - At the AEtherflow
Round 5 - Equipment Alive
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!
As the arrows fly across, narrowly missing you, you find a hiding spot while your minions take them down. It seems like hours before one of them comes to your hiding spot to let you know. As you step out, you notice that the area is now scattered in bodies. You step over several of them, unable to discern who or what they were.
Continuing your trek, you reach a glowing metallic object. The pull of this object makes you think that it could possibly be the portal, but it seems...different. Having never seen the portal before, it makes you wonder why you would feel this way. It then dawns on you that this is a Sorcerer's Strongbox. What could be in it?
After tinkering with the strongox, you find yourself more powerful; as if though it was meant to be found by you. Storing the box away for when you may need this new item, you continue your trek to the portal.
After several more days, you have arrived at the portal, where the faint sounds of both war
and peace can be heard. Many voices can be heard chanting spells, while grunts and what
could very well be goblins chittering come from almost right next to you!
A master mage stands before you. He tells you that the portal will drop you into a place that your heart desires amongst the AEtherflow and to search your heart before stepping in as the AEtherflow is both chaos and order, light and dark, and everything in between.
Having found your hearts desire, you feel strange as you touch the portal. Things begin to spin and you feel light-headed and nauseated and soon pass out.
Later you waken to various sounds, different sounds from what your used to. You find yourself lying on your back looking up, staring at what appears to be a multi-colored river. Could this be the AEtherflow? It has to be! Pure mana flows by like water in the sky.
As you stand on your feet, you notice that you are indeed where you thought and many creatures that were once just part of your imagination are now real.
You wander around as the AEther moves and warps around you. You reach out and touch it and it feels alive, as if though it is own being that is giving you a renewed vigor.
But like all great moments in your life, you realize that something is wrong. This was too easy. Suddenly a strange sound can be heard nearby you and then a warped figure stands/floats before you.
As your rival stands before you, mocking you and calling you weak, you realize that he has something on him that could cause you a LOT of problems, but if you could somehow get it, then you won't have to worry. The only problem is how to get it?
Then it dawns on you that you are at the AEtherflow. Knowing what you know about the AEtherflow, you realize it's possible that the AEtherflow could somehow create these items, the question is, what do you make?
Current Story
With you and your rival clashing, fighting for all your worth, the world seems to stand still all around. Flying creatures seem as if they are floating, the motions of weapons and their sounds travel slower. Sparks of light fly from all directions.
The mist of the AEtherflow seems to envelop everything here, warping it into it's own realm briefly, causing it to flash in and out, almost as if light bends at their will. With a quick strike with your weapon, you slash at your rival, but they dodge, slashing back at you, barely missing. You see an opening and go for it.
As soon as you lunge, everything suddenly speeds up and you find yourself pressed against your opponent, blade thrust into their flesh. Once you realize what has happened, you pull your blade from the rival, but no blood or internal organs upon your weapon.
As you take a step back, bruised and beaten down from your battle, your rival reaches for you one last time, as mist envelops them, but before they can reach you, they vanish into the mist, leaving no trace that they were ever there.
As you look around, it dawns on you that you have not fully explored the AEtherflow, or it's amazing possibilities. What else can it do? You decide to spend what seems like months developing yourself here, learning what you can.
Your Challenge:
Create a cycle.
1. Each card must have "AEther" in their name.
2. The casting cost of each card in your cycle must be a prime number.
3. The combined casting cost of your cycle cannot be greater than 23.
Clarifications
None Yet
SUBMISSIONS DUE BY: May 6th, 2011 @ 11:59pm (before May 7th)
Initial Idea:
Ætherbound Sentry 1W
Tribal Enchantment - Spirit {C}
When Ætherbound Sentry enters the battlefield, put a 1/1 colorless Spirit creature token onto the battlefield.
Creatures you control with converted mana cost 1 or less get +0/+1 and have vigilance.
It keeps vigil even when its earthly form is worn away.
Ætherbound Guardians 2W
Tribal Enchantment - Spirit {U}
When Ætherbound Sentry enters the battlefield, put two 1/1 colorless Spirit creature tokens onto the battlefield and choose a color.
Creatures you control with converted mana cost 1 or less have protection from the chosen color.
They stand fast even when their tethers to reality have been severed.
Ætherbound Legion 4W
Tribal Enchantment - Spirit {R}
When Ætherbound Sentry enters the battlefield, put three 1/1 colorless Spirit creature tokens onto the battlefield.
Whenever a creature you control with converted mana cost 1 or less is put into a graveyard from the battlefield, you may pay 1. If you do, return another creature card with converted mana cost 1 or less from your graveyard to the battlefield.
They rally their kin even when they transcended physical form.
[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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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.
Instant (U)
Look at the top three cards of your library, then put them back in any order.
You may shuffle your library. If you do, destroy target nonblack creature. Otherwise, draw a card.
"After eliminating all other strategies, whatever remains, however unfortunate, must be done." - Marissa, Wartime Mediator
In her famous speech "Just Justice", Marissa explained throughly how one should decide when harm is necessary. To this day, battles on Valeran are conducted with these principles in mind.
Artifact Land – Structure (R)
Construct (When this enters the battlefield, sacrifice it unless you exile a land you control. When this leaves the battlefield, that card returns to the battlefield.)
T: Add R, W, or U to your mana pool.
,T: Exile target creature you control. Then, you may return Valerian Sky Fortress to your hand. If you do, return all creatures exiled by it to the battlefield under your control.
As the Wizards and Warriors of Valeran became ever more elaborate in their battles, so too did their fortifications. Built upon the solid foundation of Valerian land, the Sky Fortresses were seen as the most superior of these, and descended upon battlefields not as weapons, but as the best line of defense a strategian could ask for.
Enchantment – Aura (U)
Enchant creature
You control enchanted creature.
Enchanted creature doesn’t deal combat damage, has defender and its activated abilities can’t be activated.
While war is often accompanied by slaughter, there can be tactical advantage to use other means.
It is an absolute law of war in Valeran to cease fire the moment the enemy surrenders. While many soldiers may run to escape after a surrender, the vast majority become prisoners of war. Although, some do argue it may be a fate worse than death.
Creature - Elf Shaman (R)
BG,T, Sacrifice a creature: Reveal the top X cards of your library where X is that creature’s toughness. Put each creature card revealed this way into your hand and the rest on top of your library in any order.
She likes her corpses fresh for examination, still pulsing entrails make great inspiration.
2/2
Legendary Artifact - Equipment (M)
Equipped creature has “T: Put a mediation counter on target creature.”
You choose how creatures with mediation counters on them attack and block and control the use of their activated abilities.
Equip 2
Legendary Artifact - Equipment (M)
Equipped creature gains +3/+3 and “BG: Regenerate this creature.”
Konskutal, Skeletal Chassis may enter the battlefield with a creature card from your hand attached to it.
Equip—Sacrifice a creature.
Final Round - The Ætherflow:
Creature - Golem (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Defender, Flash
You may cast Ætherbound Sentry only if an opponent attacked with two or more creatures this turn.
2/7
Creature - Bird (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Flying, Flash
You may cast Æthercloud Rider only after you cast another spell this turn.
2/3
Creature - Ooze (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Deathtouch, Flash
You may cast Ætherrisen Mass only if three or more creatures have been sent to a graveyard this turn.
1/3
Creature - Elemental (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Haste, Flash
You may cast Ætherburst Spark only if 4 or more damage has been dealt this turn.
4/1
Creature - Beast (R)
Ætherform (If this creature would be sent to a graveyard, return it to its owner’s hand instead.)
Trample, Flash
You may cast Æthergrown Beast only if an opponent cast a spell targeting a permanent you control this turn.
3/2
Sets - Arcania
Competitions - CCL: March 2011, April 2011
NOTE: I did notify Lyzl and he has been away for a bit, but he stated he will get them up before the deadline. Once they are up and once the deadline gets here, I will put the poll up to find out who our winner is!
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Don't worry about it, good luck mate!
[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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