Let the third round of the May 2011 CCL commence! Equipped with powerful relics, you and your companion have pitted yourselves against the elite of Crucible... and emerged victorious!
Custom Card League Rules Compendium
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
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* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds, the host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US 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.
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.
Even with the aid of your new artifact, you barely managed to survive your first battle against the strongest fighters the Crucible has gathered. Survive you did, but just as you grasped a bloody and battered victory, you were whisked off to a new fortress as the first one began to crumble around you. Despite mounting weariness, you pulled off a string of victories, slowly learning how to counteract the defenses each gladiator had erected against invaders, catching rest whenever you were able; but even with experience, the battles were never as easy as they had been before, especially since you were often weakened by the time you actually reached each arena's master. The tattered corpses of those who failed where you succeed are sufficient evidence that the deathtraps and mazes often in your way are not meant to be easy to traverse.
Finally, as the numbers of your vanquished foes began to blur together, the voice of the Crucible Masters spoke to you again.
"You have persevered against terrible odds, challenger, and we have taken notice. These battles are beneath you now. It's time you joined the ranks of the elite yourself.
"Prove yourself a worthy warlord, and you may ascend even further."
With that, you and your partner found yourselves suspended in the void, Crucible visible as a dimly-lit disc in the distance; but almost instantly your amulet begins to emit a brilliant glow, as you feel power surging through you. Land begins to manifest itself around you, stone and metal and wood, waiting for you to give it shape. You are an arena master now, you suddenly understand; you must prepare a citadel to hold back those who would seek to take your place.
Baloth Cub1G
Creature - Beast {C}
Baloth Cub can't attack or block unless its power is 4 or greater. Fully matured baloths are ferocious predators - however, their offspring are surprisingly timid.
3/3
Bigger beastie:
Baloth Yearling2G
Creature - Beast {U}
Baloth Yearling has defender as long as its power is 3 or less. 1G: Baloth Yearling gets +2/+2 until end of turn. Activate this ability only once each turn. In their first year, baloths do not develop as much in size as they do in ferocity.
3/3
Beastie Beatstick:
Rage Spurs2
Artifact - Equipment {U}
Equipped creatures gets +2/+2 and gains trample, haste and "this creature attacks each turn if able".
Equip 2 From meek to menace.
Rumbling Grounds:
The Thrashing Undergrowth
Plane - Crucible
Creatures with power 3 or less can't attack or block.
Whenever you roll C,put a +1/+1 counter on each creature you control. Those creatures gain trample until end of turn.
Description
In the heart of the Crucible's greatest rainforest lies the Thrashing Undergrowth, an enormous grove surrounded by all manner of exotic (and very tall!) trees. Most of these have grown so intertwined that the only access to the Thrashing Undergroth is via the canopy layer - however, entering this arena is the least of your worries. Like some sort of bizarre cathedral, the tree trunks and assorted vines form a living wall, while the highest branches, covered in tangleshrub, appear as an eerily shifting, yet translucent, vaulted ceiling. The sky above is clearly visible, but don't be fooled - anything attempting to escape or enter by flying through will quickly be ensnared by tangleshrubs that have made their home far up in the canopy. These ravenous epiphytes constantly sway around, quickly ensnaring anything that gets too close, be it sparrow or drake.
As one approaches the Thrashing Undergrowth, the reason for the name quickly becomes apparent - vines, tangleshrubs, roots and kudzus all seem to be fighting for a foothold on the forest floor, making for an especially dangerous terrain. Almost any creature that stays still for even a fraction of a second will be engulfed by the Thrashing Undergrowth's flora - the main exception appears to be the Baloths, which will periodically drive back the mass of plants to search for any prey unfortunate enough to have been ensnared.
Ember AshlingR
Creature - Elemental (C)
Sacrifice Ember Ashling: Put a 3/1 red elemental creatures on the battlefield with haste.
0/1
Vile Ashling2:symrb::symrb:
Creature - Elemental (U)
Haste
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Creatures with counters on them can’t block.
3/3
Gravefire Phylactery 3
Artifact - Equipment (R)
:sympr::sympr:: Equipped creature gains +1/+1 until end of turn.
Whenever equipped creature is put into a graveyard, you may pay 2. If you do, return that card to the battlefield tapped.
Equip 4 “The problem with pawns is that they tend to die quickly.” — Doijurn Necromancer
Okay, here's my final attempt to stay in this thing!
Effigy Reach
Plane - Crucible (R)
If you sacrificed a nontoken elemental creature with a toughness of 3 or less this turn, you may pay to return that creature to your hand instead.
Whenever you roll :chaos:, all elemental creatures you control have "Sacrifice this creature: Deal X damage to target creature or player, where X is equal to its power."
Effigy reach is a place where elementals, namely flame-type elementals reside to refuel and travel to and from. It's an extremely large plane made of flames and ash that burn continuously, even without a notable fuel source. Most have often wondered where these elementals go when they leave the known planes, as most elementals tend to just vanish. They are found here, tending to their wounds and preparing to fight again.
Grove SeedlingG
Creature – Treefolk (C)
Grove Seedling gets +1/+1 as long as you control a Plains or a Mountain. For a seedling to mature into a mighty treefolk, it must first leave the shade of its parents' boughs.
0/1
Tempest-Girded Sapling1(R/W)G
Creature – Treefolk Warrior (U)
Vigilance
Whenever a Plains or a Mountain enters the battlefield under your control, you may put a +1/+1 counter on Tempest-Girded Sapling. Treefolk saplings must temper their resolve in the wilds beyond their ancestral grove if they wish to one day return home.
2/3
Mantle of Cold Fire2
Tribal Artifact – Treefolk Equipment (U)
Equipped creature gets +0/+2. If equipped creature is a Treefolk, it gets an additional +2/+0 and gains “GG: Regenerate this creature.”
Equip 2 For most creatures, the mantel provides a light in the darkness. For treefolk, it provides an immense energy source with which to fight the darkness.
Kolinia, The Sunbathed Vale
Plane - Crucible
If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. C Whenever you roll C, put a +1/+1 counter on target creature.
Description: Gaining access to the valley wasn't easy. It was ringed by jagged peaks through which we could find no means of simple passage. We weathered buffeting winds that twice nearly tore us from the rock slopes before finally reaching a precipice from which we could peer in. What beauty to behold! A radiant orb bathed the valley below in a glorious, unearthly light. Even the ground itself cast a golden glow upwards. Inside the protected vale, mountains gave way to a vast plain which in turn circled a great grove of trees. The wood was massive and any individual tree far taller than any I had seen before. However, this was only realized as an afterthought, for at the center of this grove was a single tree of such impossible size that its boughs seemed to nearly reach the orb burning far above. Surely this land is the destination for which we had been battling for and the great tree at its center the passage home! As my companion and I finally descended into the valley and stepped out onto the plain, I thought for I moment that I saw the great tree turn towards us. I paused momentarily, but discerned no further movement. Probably a trick of the wind and strange light of the valley.
- Last journal entry, author unknown.
Cunning Stratagem1UU
Creature - Elemental
Flying
When Cunning Stratagem enters the battlefield, search your library for a card, shuffle your library and put that card third from the top.
Sacrifice Cunning Stratagem: Target player puts the top two cards from his or her library into his or her graveyard.
2/2
Round 2
Reality Tether4
Artifact - Equipment
Discard a card: When equipped creature is put into your graveyard from the battlefield this turn, return that card to the battlefield.
Equip 2
Mizu's Think Tank
Plane - Crucible
Whenever a player would draw a card, instead that player looks at the top two cards of his or her library, chooses one card to put into his or her hand and puts the other into his or her graveyard.
When you roll each other player exiles a card from his or her hand. Until you planeswalk, you may play those cards as though they were in your hand.
I'll add in an artsy description sometime before the deadline
"Using only a compass and straightedge, it's impossible to construct friends. The Greeks long suspected this, but it wasn't until April 12th of 1882 that Ferdinand von Lindemann conclusively proved it when he constructed himself the most awesome birthday party possible and nobody showed up." ~Randall Munroe
Furious GravelingR
Creature - Spirit C
Haste 1R, Exile Furious Graveling: Furious Graveling deals 2 damage to target creature or player. Activate this ability only if Furious Graveling is in your graveyard. Fury never truly dies.
1/1
Ragefester3RR
Creature - Spirit U
Haste 3RR, Exile Ragefester: Untap target creature and gain control of it until end of turn. It gains haste until end of turn. Activate this ability only if Ragefester is in your graveyard. "As it looked me in the eye, I could feel my aggression begin to grow. Even after the spirit vanished, that feeling still lingered."
3/3
Sigil of the Fallen3
Artifact - Equipment R
Whenever a card is put into your graveyard from anywhere, put a charge counter on Sigil of the Fallen.
Equipped creature gets +1/+1 for each charge counter on Sigil of the Fallen.
Whenever a creature card is exiled from your graveyard, you may pay 3. If you do, return that card to the battlefield and attach Sigil of the Fallen to it.
Equip 3
The Nethergate
Plane - Crucible
When you planeswalk to The Nethergate or at the beginning of your upkeep, you may return an exiled creature card you own to the battlefield.
Whenever you roll C, you may exile any number of cards from target player's graveyard. Gain 2 life for each card exiled this way.
When I awoke, I was lying on the ground. I just laid there for a few moments, trying to gather my senses and my strength. Apparently creating your own little corner of the universe can be exhausting. I slowly began to stand up, gazing upon my newly created surroundings.
Across the blasted landscape, a tall spire rose in the distance against the stormy horizon, ominously surveying its barren domain. The spire grew straight into the clouds so that I couldn't even tell where it ended. I could see a rocky pathway leading to the spire's entrance, lit with flickering torches that were quite unnecessary due to the bright flashes of lightning coming from the sky. Despite the dark clouds and the high winds, there was not a drop of rain falling from the sky. It was almost as if the rain didn't want to enter this domain.
The spire itself appeared to be made of stone. Revealings which must have been windows lined the outer walls in no particular pattern as they crept up the side of the tower. I could see stairways leading into and out of parts of the spire, slowly coiling itself around its stony surface, making its way to the top.
As I stood there, looking at my tower, my creation, only one thought ran through my mind:
I really wish I hadn't formed that tower so far away.
And so I began to walk.
The trek went quickly enough. As I walked the jagged pathway to the spire's entrance, I noticed ornate designs on all of the torches that seemed to shape the flames in various forms as they flickered and danced in the wind. As I approached the spire, I didn't even notice the sky turning more red the closer I came to the entrance.
The spire's doors were simple enough, though strong enough to hold back twelve legions of warriors. The iron-banded, solid wooden double doors stretched at least twenty feet high and appeared to be completely unmovable. Yet they resigned their guard at my mere presence, allowing me entrance into my sanctuary. The main atrium contained a large fire pit in its center that seemed to illuminate the entire spire. Half a dozen doors lined the circular wall of this main room, none of which I had ever opened before, yet I knew what was behind each of them. A staircase to my right snaked upward around the spire's wall, allowing me to begin my ascent to the top of my tower.
The stone stairway wove in and out of the wall of the spire as it slowly made its way to the top. After wrapping around what seemed like the top half of the outside of spire, the steps finally came to an end at a simple wooden door at the top of the spire that appeared to lead back inside. Looking around, I could tell I was in the middle of the clouds, unable to see the ground below, and still unable to see the spire's peak. As I stepped out of the elements and through the door, I appeared to be on a balcony that circled the perimeter of the room, which appeared to be at least 150 feet across. There was obviously an open area below the walkway where I stood, and a faint glow could be seen coming from it over the edge. I approached the edge to see what was there, slowly peering over.
About thirty feet down, there was simply a stone floor. In the center of that floor facing upward appeared to be some ethereal well or portal of some sort, emitting a ghostly glow. I knew it immediately as the Nethergate - the gateway to the spirit realm.
I turned to my companion, his eyes glowing red at the sight of the well. He simply looked at me and then looked upward. Following his gaze, I suddenly realized the spire had no roof. Walls just melded into stormy clouds which formed the seating for an arena. And those seats were filled with hundreds of ethereal bodies.
They were all staring at me, watching my every move, almost as if they had been waiting for me. As I finally surveyed the crowd in its entirety, they immediately erupted into a thunderous applause. I smiled, and I could tell my companion was smiling as well. Their champions had arrived.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Camouflage WolfGGG
Creature- Wolf (C)
G: Camouflage Wolf gains shroud until end of turn.
G: Camouflage Wolf gains forestwalk until end of turn.
2/2
Spectral Wolf2GG
Creature- Wolf Spirit (U)
Spectral Wolf can't be the target of spells or abilities your opponents control. GG: Regenerate Spectral Wolf.
3/3
Soul Cloak1
Artifact- Equipment (R)
Whenever equipped creature is regenerated, chose one- put a +1/+1 counter on it; or untap it. 5:Regenerate equipped creature.
Equip 2 It keeps the soul and body intact, while strengthening them at the same time.
Lupina, Timber's Heart
Plane- Crucible
When you planeswalk to Lupina, Timber's Heart, put a seed counter on each land. Those lands are forests in addition to their other types for as long as they have a seed counter on them. C Whenever you roll C, for each land you control with a seed counter on it you may pay G. If you do, you mave remove that counter and draw a card.
Interesting Challenge (Anyone know how to get the chaos symbol?)
Damn, no flavor text on any of them..
Field of Echoes
Plane - Crucible
All non-land cards in all graveyards have retrace. (You may play cards from your graveyard by discarding a land in additon to paying additional costs)
Whenever you roll C, you may return up to two target land card from your graveyard to your hand.
Sign-Up Taurus Enforcer :1mana::symr::symr:
Creature - Minotaur Warrior (C)
First Strike
Whenever Taurus Enforcer blocks or is blocked it gets +1/-1 until end of turn.
2/3 You can never caught a minotaur not ready for battle, they always have their horns very sharp.
Round 1 Taurus Guardian :1mana::symr::symr::symr:
Creature - Minotaur Warrior (U)
First Strike, Haste
Discard a red card: Taurus Guardian gets +X/+0 until end of turn, where X is the discarded card's mana cost. Use this ability once each turn.
4/4 Experience is the best resource a warrior have, with it he could foresee any attack any opponent throws at him.
Note - Added the once each turn to the ability. I missed it during the challenge.
Round 2 card: Crystal Sword :2mana::symr::symr:
Tribal Artifact - Minotaur Equipment (R)
Equipped creature gets +2/+0 and gains "Damage that would be dealt by the equipped creature can't be prevented. A creature dealt damage by the equipped creature can't be regenerated this turn."
Crystal Swords equip cost is reduced by 2 if it targets a minotaur.
Equip :2mana::symr: The Talruum Crystal made the sword draw power from the very hearts of the volcanos, incinerating all enemies to oblivion.
This round's card:
Blood-Stained Arena
Plane - Crucible
Whenever a creature you control attacks you may untap target creature you don't control. That creature blocks the attacking creature this turn if able.
When you roll , you may have target creature you control deal damage equal to its power to target you don't control.
The arena was created in an style that the minotaur felt familiar with it. Towering columns of white marble overlooking a circular pit of sand and stone, and most of it covered with the blood of any who dare enter it. The arena have a wide area for spectators who all cry in despair when each opponent of the minotaur falls, for they are the humans that lost their companions in battle. Now they are doomed to watch as each opponent arrives, because should one of them could take down the minotaur they could be free. But so far the seats have been filling with those that fail and the arena has been getting more bloody.
Companion Snapper1U
Creature - Turtle (C) T, Put a -1/-1 counter on Companion Snapper: Prevent all damage a source of your choice would deal this turn. "As soon as our eyes met I knew we would risk our lives for each other." - Koopa
1/3
Snapping Shaman2UU
Creature - Turtle Shaman (U) T, Put a -1/-1 counter on Snapping Shaman: Counter target spell that targets your and or permanents you control. "With each battle and with each victory we get closer and stronger." - Koopa
2/4
Teleportation Ring3
Artifact - Equipment (R)
Equipped creature has "3: Exile this creature, return it to the battlefield under you control and attach Teleportation Ring to it."
Equip 3 When you are slow and steady you still have to find away to win the race.
The Basking Tower
Plane - Crucible
Whenever you counter a spell, you may remove a -1/-1 counter from each creature you control, give target creature +2/+2 until end of turn, or gain 3 life.
Whenever you roll C, regenerate each creature you control, remove all counters from each creature you control, and your life total becomes 20.
Explaination:
While I am not a fan of putting a story to a card I create (as I feel all of the flavor should be tied to the card or cards that support the card) I think Planechase cards deserve a little more... attention. Especially since I can't put flavor text on it! >:(
It was an odd name for what was supposed to hold the newest one to rise to the level of the elite. As I approached the tower I noticed it was mossy and the sounds of water echoed from within. I approached the door, a mighty wooden door with a giant symbol on it, similar to the one on the talisman I held. Before I had a chance to knock the massive doors creaked open every so slowly by themselves... or so I thought. As I walked in I noticed the doors were opened by turtles, at least twenty of them. They were all over the place and they all seemed to be doing nothing but living their lives. Could this really be the tower of a champion? I walked down a large hallway from the door with a light at the end, the hallway was, like the outside, mossy and had streams of water on both sides. The streams and hallway emptied into a large room, lit naturally with light from holes in the ceiling that was at least a 100 ft up. In the center of the room was a large pool with floating islands on it and across from it was him, the champion himself; accompanied of course with his trusty warrior friend.
He said nothing as my talisman began to glow. I knew this meant the battle had already started as my own creature lept from my shoulder to one of the islands. His turtle companion teleported to the furthest islands and the battle began.
My warrior slung his spells left and right, trying to weaken our opponent. But each attack just slid off him and he would appear to get weaker but then rejuvenate with each spell. That's when I realized what was happening, he wasn't even trying to beat us, but allows us to beat ourselves. This arena was built specifically to cater his warrior, not only as a natural habitat but also as extension of his abilities. However, by the time I had realized this it was too late. The battle had already dragged on long enough and my warrior was weak and tired. With a quick flash his champion jumped across the arena and delivered the finishing blow to my friend. My talisman grew black, and my hopes and dreams were crushed. I found myself falling into a river, which swept me out of the castle and down to the beach where the river emptied into a great ocean. I was stuck here, stranded on the Crucible, and anyone who attemped to take down The Basking Tower was going to suffer the same fate.
Crossroads Demon 4BB
Creature - Demon (U)
Plot (T: Crossroads Demon can't untap until your next turn. Activate this ability only during your upkeep.)
At the beginning of your upkeep, if Crossroads Demon was plotting as this turn began, you may sacrifice a creature. If you do, target creature gets -5/-5 until the end of the turn.
4/4
Soul Splitter 2
Artifact - Demon Equipment (R)
You may not attach Soul Splitter to a 1/1 creature.
Equipped creature has "Put a -1/-1 counter on the equipped creature: Put a 1/1 black imp with flying token onto the battlefield". If the equipped creature is a demon, it gets +2/+2.
Equip BB
I do believe this is the first time I've created a plane chase card :o!
Pit of Shrieking Souls
Plane - Crucible
Whenever a player's creature attacks, that player must sacrifice a creature.
Whenever you roll C, you may put a soul shackle counter on a creature which says "This creature cannot attack. Sacrifice a creature to remove this counter."
Round 1 Quill Pup1G
Creature - Porcupine (C)
Whenever Quill Pup blocks a creature, Quill Pup deals damage equal to its power to that creature. Many a traveler returned from the forests riddled with quills and a lesson learned about startling Quill Pups.
1/1
Round 2 Quill Beast3GG
Creature - Porcupine (U)
First Strike
Whenever Quill Beast blocks a creature, Quill Beast deals damage equal to its power to that creature. "As if a spray of needles wasn't bad enough, these little devils have a second row waiting in reserve!"
-- Mantra Duelve, Explorer
2/3
Quill Beast3RG
Creature - Porcupine (U)
First Strike
Whenever Quill Beast blocks a creature, Quill Beast deals damage equal to its power to that creature. "As if a spray of needles wasn't bad enough, these little devils have a second row waiting in reserve!"
-- Mantra Duelve, Explorer
2/3
Round 3 Bramblehunt Mantle5
Artifact — Equipment (R)
Equipped creature has double strike, vigilance, shroud, and can’t be blocked by more than one creature.
Whenever equipped creature attacks, you may have target creature block it this turn if able.
Equip 4 Those not careful when rushing through the brush tend to find surprises.
Furybramble Garden
Plane — Crucible
Whenever a creature deals noncombat damage, it deals double that damage instead.
Creatures attack each turn if able.
Whenever you roll C, creatures you control have vigilance and "T: This creature deals 1 damage to target creature" until end of turn.
Mistcaller Crow2U
Creature - Bird (C)
Flying
Whenever Mistcaller Crow attacks, you may have target creature phase out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.) Teferi's experiments left a legacy of incredible abilities in even the smallest creatures around his island.
1/2
Portal-Throat Warbler2WU
Creature - Bird (U)
Flying, vigilance 1WU: Target attacking or blocking creature phases out. (The creature phases in before its controller untaps during his or her next untap step. While it's phased out, it's treated as though it doesn't exist.) Hearing its song can transport you to another world. Literally.
2/3
Doublemind Hood2
Artifact - Equipment (R)
Whenever you activate an ability of equipped creature, you may copy that ability. You may choose new targets for the copy.
Equip 2 It's thinking what you're thinking.
The Vanishing Valley
Plane - Crucible (C?)
At the beginning of your upkeep, choose half of the permanents you control. Those permanents phase out. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during his or her next untap step.)
Whenever you roll , target player skips his or her next untap step.
(Skipping the untap step will prevent that player's permanents from phasing in.) The Vanishing Valley is one of the most treacherous locations on Crucible. Although it doesn't kill those who step within directly, many are lost within for days on end. From the outside, it appears as a sparsely vegetated, dry mountain valley, filled with warped rock formations. The rock towers constantly drift in and out of existence, giving the impression of wavering tentacles in some hungry terrestrial mouth. The pattern of their appearance and disappearance is impossible to predict, and the random outbursts of nothingness threaten to draw within any nearby.
Leaping Leopard1GG
Creature - Cat (C)
Reach
Ambush 1G (If you are being attacked and you control no creatures, you may cast this creature for it's ambush cost and as though it had flash.)
4/2
Canopy Hunter2GG
Creature - Cat Warrior (U)
Reach, vigilance
Ambush 1BB (If you are being attacked and you control no creatures, you may cast this creature for it's ambush cost and as though it had flash.)
If Canopy Hunter's Ambush cost was paid, it gains first strike and deathtouch until end of turn.
3/4
Dustblink Cape3
Artifact - Equipment (R)
Equipped creature gets +0/+2 1:sym2w:: Exile equipped creature. Return it to the battlefield at the end of your turn and attach Dustblink Cape to it.
Equip 1
Primordial Pools
Plane - Crucible
When you planeswalk to Primordial Pools or at the beginning of your upkeep, you may return a creature card you own from your graveyard or the battlefield to your hand. If you do, that card costs 3 less to cast that turn.
When you planeswalk away from Primordial Pools, you may put any number of creature cards from your hand onto the battlefield.
The Primordial Pools are a network of small underground lakes around the caldera of a sleeping volcano. Green, blue and red mana are abundant in the zone and make the pools boil with new life. Creatures born from them, evolve quickly and after marching out to the outer world, they instinctively return when their lives are coming to an end; their bodies quickly dissolve into the magical waters, depositing their experiences and composition, adding to the massive communal gene pool from where new beings will spring whenceforth.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Radiant Dunehold
Plane—Crucible
Creatures you control assign combat damage equal to the largest of their power, toughness, and converted mana cost rather than their power.
When you roll :chaos:, creatures you control assign combat damage equal to the sum of their power, toughness, and converted mana cost rather than their power until end of turn.
Feral Dralgu :1mana::symg::symg:
Creature - Beast (Common)
At the beginning of your upkeep, put a +1/+1 counter on ~, then ~ deals damage to you equal to the number of +1/+1 counters on it.
2/2 His fury is barely restrained; even with the help of my amulet I can feel him trying to break free. - Mikael
Part Two:
Dralgu 2GG
Creature - Beast (Uncommon)
At the beginning of your upkeep, choose one; put a +1/+1 counter on ~, or ~ deals damage equal to the number of +1/+1 counters on it to target creature.
4/4 His fury now is contained, directed. I can feel him bonding with me. - Mikael
Part Three:
Cloak of Gaea 2
Artifact - Equipment (R)
Equipped creature has “G: This creature can’t be the target of spells or abilities your opponents control until end of turn.”
Equip 2
The Thunderdome
Plane - Crucible
When you planeswalk to ~ or at the beginning of your upkeep, put a +1/+1 counter on each creature you control.
Whenever you roll :chaos:, you may move any number of +1/+1 counters from creatures you control onto target creature you control.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Hmm GM and me passed from being second best in our teams to be far down third and four in the team that got a disproportionate amount of votes the latest round due its size :/ I cannot really complain, though, as I asked for this so I'll just suck up the almost unavoidable defeat this month and hope that next month things will be better with the measures being taken. It's a pity, because T. kiwi has run a really good CCL but droppers messed it up.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Good thing you pointed that out, I missed the reassignment. We're really not that far behind, actually I'm in the same position I would have been on South. It will take 6 or 7 more points than the leaders to make the top 2, but that's not impossible.
I do have a correction, Marr965. As far as I understand Planar Magic, when it becomes your turn you become the controller of the active plane. This means that any abilities that happen for "you" on a plane will actually happen to every player in turn, until someone rolls the planeswalk symbol on the die. Whenever you could cast a sorcery, you can roll the die, paying 1 more for each time you have rolled it already.
The idea behind my plane is to assist with phasing out a bunch of their stuff and give the possibility of keeping it phased out. Of course, there is the risk that it happens to you as well, but that's how most of the planes work.
It's an interesting card to say the least. I believe the best bet would have to probably nix the planeswalk to and kept it on as just "At the start of your upkeep" instead.
Koopa
=====
A 'counter and choose' plane. I like. I'm not fond of the ability though. It's a mini-reset that can become quite annoying very quickly (Basically, chances are you could pay 6 and most likely end up either PWing away or hitting :chaos:).
Shaddock86
==========
"Whenever a creature you control attacks, you must sacrifice a creature." since all "You" statements are based off whoevers turn it is.
I do like the ability though. It's a mini-pacify.
Paradigm Eighty
===============
The name fits, the ability fits, the ability fits. Good job
MDenham
=======
Your ability is almost the exact same as the standard ability of the plane. It actually took me a few times to read it over, which I didn't like having to do in this situation. It's a nice card overall once you actually understand it and read it fully though.
I love the synergy of all your cards. You seem to be a HUGE fan of turtles! The life resent and mass regen/token removal on theC are awesome. Just a templating issue. Should probably read "whenever a spell or ability you control counters a spell,..." Otherwise cool Plane.
Wow. I'm kinda in love. And not just because your my TCL teammate! I really like how this lets you the options, its like a super Doran, the Siege Tower. I like the beefed up version on the C roll.
I like the idea, the execution could use some work. I think the static ability would work better if it was a cost to attack( a la Ghostly Prison and friends), not as a trigger. You C power is a little weak. All you get is a Kirtar's Desire that can go away at the toss of saproling token? What if dropped a counter on each creature target player controls? Now that's some power.
Krey - Hmmm, curious...encouraging combat interactions is always good, and this plane is exemplary of what an arena should be. Somehow the description doesn't sit with me, but eh. Not much to say, really.
Goblin Pile Shuffler - Fun effect, although in most games it's not likely to have a very large impact. I love the description, even if I can't fully connect it to the mechanics of the plane.
Gerrard's Mom - I'm really torn here - while I couldn't think of a better effect and description, choosing half your permanents can get quite annoying, especially when the chaos only leaves you with a quarter of what you started off with (you should also probably specify whether to round up or down). I'll just go ahead and assume it's not that tedious a process, because I love this plane so much.
Maokun - That chaos is crazy! I'm mentioning it first because I'm pretty sure the main ability doesn't work (has to be something along the lines of "the next spell you cast with the same name as that card costs 3 less to cast".) The concept is really cool, but I think your description and execution fell a bit short of that.
drewdagreek - "land cards", first of all. The name is kind of generic, but other than that it's an awesome plane. Really wish you'd provided some form of description.
TOP 3 was really difficult this round, because all of you had awesome entries:
Let the third round of the May 2011 CCL commence! Equipped with powerful relics, you and your companion have pitted yourselves against the elite of Crucible... and emerged victorious!
* 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.
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.
Krey 119
Goblin Pile Shuffler 118
Gerrard's Mom 91
Maokun 91
drewdagreek 74 *T3 PROBATION*
DahammerDROPCrazyMattDROPLyzlDROPBlackbullDROPEast
Rimeshade 161
Prospero314 76
Rocket_Powered_Turbo_Slug 73
Viperion 60
PsiJet 54
South
Oculus 120
ced395 71 114
Monkey Playing MTG 85
ParaSiempre 80
Marr965 71
Jimmy GrooveDROPWest
Koopa 100
Dragoon 83
Paradigm Eighty 52
MDenham 30 *T3 PROBATION*
Shaddock86 20
brasil_dude101DROPasiaDROPFinally, as the numbers of your vanquished foes began to blur together, the voice of the Crucible Masters spoke to you again.
"You have persevered against terrible odds, challenger, and we have taken notice. These battles are beneath you now. It's time you joined the ranks of the elite yourself.
"Prove yourself a worthy warlord, and you may ascend even further."
With that, you and your partner found yourselves suspended in the void, Crucible visible as a dimly-lit disc in the distance; but almost instantly your amulet begins to emit a brilliant glow, as you feel power surging through you. Land begins to manifest itself around you, stone and metal and wood, waiting for you to give it shape. You are an arena master now, you suddenly understand; you must prepare a citadel to hold back those who would seek to take your place.
Your challenge this round: create a //gatherer.wizards.com/Pages/Search/Default.aspx?set=[%22Planechase%22">&type=+@(+[Plane])&special=true"]plane card to represent the fortress, arena, or battleground you craft within your own personal corner of Crucible to give your creature the "home town advantage" against challengers. Note that the card type should be "Plane - Crucible" in this case. I encourage everyone to give a detailed description of your lair!
Round Three ended Sunday, May 15th at 11:59 PM Pacific, just before it becomame Monday.
Critiques will be due by Tuesday, May 17th at 11:59 PM Pacific, just before it becomes Wednesday.
West crits East, East crits West, North crits South, South crits North.
Round One
Round Two
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Baloth Cub 1G
Creature - Beast {C}
Baloth Cub can't attack or block unless its power is 4 or greater.
Fully matured baloths are ferocious predators - however, their offspring are surprisingly timid.
3/3
Bigger beastie:
Baloth Yearling 2G
Creature - Beast {U}
Baloth Yearling has defender as long as its power is 3 or less.
1G: Baloth Yearling gets +2/+2 until end of turn. Activate this ability only once each turn.
In their first year, baloths do not develop as much in size as they do in ferocity.
3/3
Beastie Beatstick:
Rage Spurs 2
Artifact - Equipment {U}
Equipped creatures gets +2/+2 and gains trample, haste and "this creature attacks each turn if able".
Equip 2
From meek to menace.
Rumbling Grounds:
The Thrashing Undergrowth
Plane - Crucible
Creatures with power 3 or less can't attack or block.
Whenever you roll C,put a +1/+1 counter on each creature you control. Those creatures gain trample until end of turn.
Description
In the heart of the Crucible's greatest rainforest lies the Thrashing Undergrowth, an enormous grove surrounded by all manner of exotic (and very tall!) trees. Most of these have grown so intertwined that the only access to the Thrashing Undergroth is via the canopy layer - however, entering this arena is the least of your worries. Like some sort of bizarre cathedral, the tree trunks and assorted vines form a living wall, while the highest branches, covered in tangleshrub, appear as an eerily shifting, yet translucent, vaulted ceiling. The sky above is clearly visible, but don't be fooled - anything attempting to escape or enter by flying through will quickly be ensnared by tangleshrubs that have made their home far up in the canopy. These ravenous epiphytes constantly sway around, quickly ensnaring anything that gets too close, be it sparrow or drake.
As one approaches the Thrashing Undergrowth, the reason for the name quickly becomes apparent - vines, tangleshrubs, roots and kudzus all seem to be fighting for a foothold on the forest floor, making for an especially dangerous terrain. Almost any creature that stays still for even a fraction of a second will be engulfed by the Thrashing Undergrowth's flora - the main exception appears to be the Baloths, which will periodically drive back the mass of plants to search for any prey unfortunate enough to have been ensnared.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Ember Ashling R
Creature - Elemental (C)
Sacrifice Ember Ashling: Put a 3/1 red elemental creatures on the battlefield with haste.
0/1
Vile Ashling 2:symrb::symrb:
Creature - Elemental (U)
Haste
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Creatures with counters on them can’t block.
3/3
Gravefire Phylactery 3
Artifact - Equipment (R)
:sympr::sympr:: Equipped creature gains +1/+1 until end of turn.
Whenever equipped creature is put into a graveyard, you may pay 2. If you do, return that card to the battlefield tapped.
Equip 4
“The problem with pawns is that they tend to die quickly.” — Doijurn Necromancer
Okay, here's my final attempt to stay in this thing!
Effigy Reach
Plane - Crucible (R)
If you sacrificed a nontoken elemental creature with a toughness of 3 or less this turn, you may pay to return that creature to your hand instead.
Whenever you roll :chaos:, all elemental creatures you control have "Sacrifice this creature: Deal X damage to target creature or player, where X is equal to its power."
Effigy reach is a place where elementals, namely flame-type elementals reside to refuel and travel to and from. It's an extremely large plane made of flames and ash that burn continuously, even without a notable fuel source. Most have often wondered where these elementals go when they leave the known planes, as most elementals tend to just vanish. They are found here, tending to their wounds and preparing to fight again.
Grove Seedling G
Creature – Treefolk (C)
Grove Seedling gets +1/+1 as long as you control a Plains or a Mountain.
For a seedling to mature into a mighty treefolk, it must first leave the shade of its parents' boughs.
0/1
Tempest-Girded Sapling 1(R/W)G
Creature – Treefolk Warrior (U)
Vigilance
Whenever a Plains or a Mountain enters the battlefield under your control, you may put a +1/+1 counter on Tempest-Girded Sapling.
Treefolk saplings must temper their resolve in the wilds beyond their ancestral grove if they wish to one day return home.
2/3
Mantle of Cold Fire 2
Tribal Artifact – Treefolk Equipment (U)
Equipped creature gets +0/+2. If equipped creature is a Treefolk, it gets an additional +2/+0 and gains “GG: Regenerate this creature.”
Equip 2
For most creatures, the mantel provides a light in the darkness. For treefolk, it provides an immense energy source with which to fight the darkness.
Kolinia, The Sunbathed Vale
Plane - Crucible
If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead.
C Whenever you roll C, put a +1/+1 counter on target creature.
Description: Gaining access to the valley wasn't easy. It was ringed by jagged peaks through which we could find no means of simple passage. We weathered buffeting winds that twice nearly tore us from the rock slopes before finally reaching a precipice from which we could peer in. What beauty to behold! A radiant orb bathed the valley below in a glorious, unearthly light. Even the ground itself cast a golden glow upwards. Inside the protected vale, mountains gave way to a vast plain which in turn circled a great grove of trees. The wood was massive and any individual tree far taller than any I had seen before. However, this was only realized as an afterthought, for at the center of this grove was a single tree of such impossible size that its boughs seemed to nearly reach the orb burning far above. Surely this land is the destination for which we had been battling for and the great tree at its center the passage home! As my companion and I finally descended into the valley and stepped out onto the plain, I thought for I moment that I saw the great tree turn towards us. I paused momentarily, but discerned no further movement. Probably a trick of the wind and strange light of the valley.
- Last journal entry, author unknown.
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
...holder
Previous rounds
Creature - Elemental
Flying
Sacrifice Bright Idea: Draw a card.
1/1
Creature - Elemental
Flying
When Cunning Stratagem enters the battlefield, search your library for a card, shuffle your library and put that card third from the top.
Sacrifice Cunning Stratagem: Target player puts the top two cards from his or her library into his or her graveyard.
2/2
Artifact - Equipment
Discard a card: When equipped creature is put into your graveyard from the battlefield this turn, return that card to the battlefield.
Equip 2
Mizu's Think Tank
Plane - Crucible
Whenever a player would draw a card, instead that player looks at the top two cards of his or her library, chooses one card to put into his or her hand and puts the other into his or her graveyard.
When you roll each other player exiles a card from his or her hand. Until you planeswalk, you may play those cards as though they were in your hand.
I'll add in an artsy description sometime before the deadline
Team West
Creature - Spirit C
Haste
1R, Exile Furious Graveling: Furious Graveling deals 2 damage to target creature or player. Activate this ability only if Furious Graveling is in your graveyard.
Fury never truly dies.
1/1
Ragefester 3RR
Creature - Spirit U
Haste
3RR, Exile Ragefester: Untap target creature and gain control of it until end of turn. It gains haste until end of turn. Activate this ability only if Ragefester is in your graveyard.
"As it looked me in the eye, I could feel my aggression begin to grow. Even after the spirit vanished, that feeling still lingered."
3/3
Sigil of the Fallen 3
Artifact - Equipment R
Whenever a card is put into your graveyard from anywhere, put a charge counter on Sigil of the Fallen.
Equipped creature gets +1/+1 for each charge counter on Sigil of the Fallen.
Whenever a creature card is exiled from your graveyard, you may pay 3. If you do, return that card to the battlefield and attach Sigil of the Fallen to it.
Equip 3
Plane - Crucible
When you planeswalk to The Nethergate or at the beginning of your upkeep, you may return an exiled creature card you own to the battlefield.
Whenever you roll C, you may exile any number of cards from target player's graveyard. Gain 2 life for each card exiled this way.
Across the blasted landscape, a tall spire rose in the distance against the stormy horizon, ominously surveying its barren domain. The spire grew straight into the clouds so that I couldn't even tell where it ended. I could see a rocky pathway leading to the spire's entrance, lit with flickering torches that were quite unnecessary due to the bright flashes of lightning coming from the sky. Despite the dark clouds and the high winds, there was not a drop of rain falling from the sky. It was almost as if the rain didn't want to enter this domain.
The spire itself appeared to be made of stone. Revealings which must have been windows lined the outer walls in no particular pattern as they crept up the side of the tower. I could see stairways leading into and out of parts of the spire, slowly coiling itself around its stony surface, making its way to the top.
As I stood there, looking at my tower, my creation, only one thought ran through my mind:
I really wish I hadn't formed that tower so far away.
And so I began to walk.
The trek went quickly enough. As I walked the jagged pathway to the spire's entrance, I noticed ornate designs on all of the torches that seemed to shape the flames in various forms as they flickered and danced in the wind. As I approached the spire, I didn't even notice the sky turning more red the closer I came to the entrance.
The spire's doors were simple enough, though strong enough to hold back twelve legions of warriors. The iron-banded, solid wooden double doors stretched at least twenty feet high and appeared to be completely unmovable. Yet they resigned their guard at my mere presence, allowing me entrance into my sanctuary. The main atrium contained a large fire pit in its center that seemed to illuminate the entire spire. Half a dozen doors lined the circular wall of this main room, none of which I had ever opened before, yet I knew what was behind each of them. A staircase to my right snaked upward around the spire's wall, allowing me to begin my ascent to the top of my tower.
The stone stairway wove in and out of the wall of the spire as it slowly made its way to the top. After wrapping around what seemed like the top half of the outside of spire, the steps finally came to an end at a simple wooden door at the top of the spire that appeared to lead back inside. Looking around, I could tell I was in the middle of the clouds, unable to see the ground below, and still unable to see the spire's peak. As I stepped out of the elements and through the door, I appeared to be on a balcony that circled the perimeter of the room, which appeared to be at least 150 feet across. There was obviously an open area below the walkway where I stood, and a faint glow could be seen coming from it over the edge. I approached the edge to see what was there, slowly peering over.
About thirty feet down, there was simply a stone floor. In the center of that floor facing upward appeared to be some ethereal well or portal of some sort, emitting a ghostly glow. I knew it immediately as the Nethergate - the gateway to the spirit realm.
I turned to my companion, his eyes glowing red at the sight of the well. He simply looked at me and then looked upward. Following his gaze, I suddenly realized the spire had no roof. Walls just melded into stormy clouds which formed the seating for an arena. And those seats were filled with hundreds of ethereal bodies.
They were all staring at me, watching my every move, almost as if they had been waiting for me. As I finally surveyed the crowd in its entirety, they immediately erupted into a thunderous applause. I smiled, and I could tell my companion was smiling as well. Their champions had arrived.
And we plan on staying here for quite some time.
Level 1 DCI Judge
Check out my Commons Cube.
Creature- Wolf (C)
G: Camouflage Wolf gains shroud until end of turn.
G: Camouflage Wolf gains forestwalk until end of turn.
2/2
Creature- Wolf Spirit (U)
Spectral Wolf can't be the target of spells or abilities your opponents control.
GG: Regenerate Spectral Wolf.
3/3
Artifact- Equipment (R)
Whenever equipped creature is regenerated, chose one- put a +1/+1 counter on it; or untap it.
5:Regenerate equipped creature.
Equip 2
It keeps the soul and body intact, while strengthening them at the same time.
Plane- Crucible
When you planeswalk to Lupina, Timber's Heart, put a seed counter on each land. Those lands are forests in addition to their other types for as long as they have a seed counter on them.
C Whenever you roll C, for each land you control with a seed counter on it you may pay G. If you do, you mave remove that counter and draw a card.
Interesting Challenge (Anyone know how to get the chaos symbol?)
Damn, no flavor text on any of them..
Field of Echoes
Plane - Crucible
All non-land cards in all graveyards have retrace. (You may play cards from your graveyard by discarding a land in additon to paying additional costs)
Whenever you roll C, you may return up to two target land card from your graveyard to your hand.
Sign-Up
Taurus Enforcer :1mana::symr::symr:
Creature - Minotaur Warrior (C)
First Strike
Whenever Taurus Enforcer blocks or is blocked it gets +1/-1 until end of turn.
2/3
You can never caught a minotaur not ready for battle, they always have their horns very sharp.
Round 1
Taurus Guardian :1mana::symr::symr::symr:
Creature - Minotaur Warrior (U)
First Strike, Haste
Discard a red card: Taurus Guardian gets +X/+0 until end of turn, where X is the discarded card's mana cost. Use this ability once each turn.
4/4
Experience is the best resource a warrior have, with it he could foresee any attack any opponent throws at him.
Note - Added the once each turn to the ability. I missed it during the challenge.
Round 2 card:
Crystal Sword :2mana::symr::symr:
Tribal Artifact - Minotaur Equipment (R)
Equipped creature gets +2/+0 and gains "Damage that would be dealt by the equipped creature can't be prevented. A creature dealt damage by the equipped creature can't be regenerated this turn."
Crystal Swords equip cost is reduced by 2 if it targets a minotaur.
Equip :2mana::symr:
The Talruum Crystal made the sword draw power from the very hearts of the volcanos, incinerating all enemies to oblivion.
This round's card:
Blood-Stained Arena
Plane - Crucible
Whenever a creature you control attacks you may untap target creature you don't control. That creature blocks the attacking creature this turn if able.
When you roll , you may have target creature you control deal damage equal to its power to target you don't control.
The arena was created in an style that the minotaur felt familiar with it. Towering columns of white marble overlooking a circular pit of sand and stone, and most of it covered with the blood of any who dare enter it. The arena have a wide area for spectators who all cry in despair when each opponent of the minotaur falls, for they are the humans that lost their companions in battle. Now they are doomed to watch as each opponent arrives, because should one of them could take down the minotaur they could be free. But so far the seats have been filling with those that fail and the arena has been getting more bloody.
Companion Snapper 1U
Creature - Turtle (C)
T, Put a -1/-1 counter on Companion Snapper: Prevent all damage a source of your choice would deal this turn.
"As soon as our eyes met I knew we would risk our lives for each other." - Koopa
1/3
Snapping Shaman 2UU
Creature - Turtle Shaman (U)
T, Put a -1/-1 counter on Snapping Shaman: Counter target spell that targets your and or permanents you control.
"With each battle and with each victory we get closer and stronger." - Koopa
2/4
Teleportation Ring 3
Artifact - Equipment (R)
Equipped creature has "3: Exile this creature, return it to the battlefield under you control and attach Teleportation Ring to it."
Equip 3
When you are slow and steady you still have to find away to win the race.
The Basking Tower
Plane - Crucible
Whenever you counter a spell, you may remove a -1/-1 counter from each creature you control, give target creature +2/+2 until end of turn, or gain 3 life.
Whenever you roll C, regenerate each creature you control, remove all counters from each creature you control, and your life total becomes 20.
Explaination:
While I am not a fan of putting a story to a card I create (as I feel all of the flavor should be tied to the card or cards that support the card) I think Planechase cards deserve a little more... attention. Especially since I can't put flavor text on it! >:(
It was an odd name for what was supposed to hold the newest one to rise to the level of the elite. As I approached the tower I noticed it was mossy and the sounds of water echoed from within. I approached the door, a mighty wooden door with a giant symbol on it, similar to the one on the talisman I held. Before I had a chance to knock the massive doors creaked open every so slowly by themselves... or so I thought. As I walked in I noticed the doors were opened by turtles, at least twenty of them. They were all over the place and they all seemed to be doing nothing but living their lives. Could this really be the tower of a champion? I walked down a large hallway from the door with a light at the end, the hallway was, like the outside, mossy and had streams of water on both sides. The streams and hallway emptied into a large room, lit naturally with light from holes in the ceiling that was at least a 100 ft up. In the center of the room was a large pool with floating islands on it and across from it was him, the champion himself; accompanied of course with his trusty warrior friend.
He said nothing as my talisman began to glow. I knew this meant the battle had already started as my own creature lept from my shoulder to one of the islands. His turtle companion teleported to the furthest islands and the battle began.
My warrior slung his spells left and right, trying to weaken our opponent. But each attack just slid off him and he would appear to get weaker but then rejuvenate with each spell. That's when I realized what was happening, he wasn't even trying to beat us, but allows us to beat ourselves. This arena was built specifically to cater his warrior, not only as a natural habitat but also as extension of his abilities. However, by the time I had realized this it was too late. The battle had already dragged on long enough and my warrior was weak and tired. With a quick flash his champion jumped across the arena and delivered the finishing blow to my friend. My talisman grew black, and my hopes and dreams were crushed. I found myself falling into a river, which swept me out of the castle and down to the beach where the river emptied into a great ocean. I was stuck here, stranded on the Crucible, and anyone who attemped to take down The Basking Tower was going to suffer the same fate.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
4BB
Creature - Demon (U)
Plot (T: Crossroads Demon can't untap until your next turn. Activate this ability only during your upkeep.)
At the beginning of your upkeep, if Crossroads Demon was plotting as this turn began, you may sacrifice a creature. If you do, target creature gets -5/-5 until the end of the turn.
4/4
Soul Splitter
2
Artifact - Demon Equipment (R)
You may not attach Soul Splitter to a 1/1 creature.
Equipped creature has "Put a -1/-1 counter on the equipped creature: Put a 1/1 black imp with flying token onto the battlefield". If the equipped creature is a demon, it gets +2/+2.
Equip BB
I do believe this is the first time I've created a plane chase card :o!
Pit of Shrieking Souls
Plane - Crucible
Whenever a player's creature attacks, that player must sacrifice a creature.
Whenever you roll C, you may put a soul shackle counter on a creature which says "This creature cannot attack. Sacrifice a creature to remove this counter."
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Round 1
Quill Pup 1G
Creature - Porcupine (C)
Whenever Quill Pup blocks a creature, Quill Pup deals damage equal to its power to that creature.
Many a traveler returned from the forests riddled with quills and a lesson learned about startling Quill Pups.
1/1
Round 2
Quill Beast 3GG
Creature - Porcupine (U)
First Strike
Whenever Quill Beast blocks a creature, Quill Beast deals damage equal to its power to that creature.
"As if a spray of needles wasn't bad enough, these little devils have a second row waiting in reserve!"
-- Mantra Duelve, Explorer
2/3
Quill Beast 3RG
Creature - Porcupine (U)
First Strike
Whenever Quill Beast blocks a creature, Quill Beast deals damage equal to its power to that creature.
"As if a spray of needles wasn't bad enough, these little devils have a second row waiting in reserve!"
-- Mantra Duelve, Explorer
2/3
Bramblehunt Mantle 5
Artifact — Equipment (R)
Equipped creature has double strike, vigilance, shroud, and can’t be blocked by more than one creature.
Whenever equipped creature attacks, you may have target creature block it this turn if able.
Equip 4
Those not careful when rushing through the brush tend to find surprises.
Plane — Crucible
Whenever a creature deals noncombat damage, it deals double that damage instead.
Creatures attack each turn if able.
Whenever you roll C, creatures you control have vigilance and "T: This creature deals 1 damage to target creature" until end of turn.
SouthNorthCreature - Bird (C)
Flying
Whenever Mistcaller Crow attacks, you may have target creature phase out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.)
Teferi's experiments left a legacy of incredible abilities in even the smallest creatures around his island.
1/2
Portal-Throat Warbler 2WU
Creature - Bird (U)
Flying, vigilance
1WU: Target attacking or blocking creature phases out. (The creature phases in before its controller untaps during his or her next untap step. While it's phased out, it's treated as though it doesn't exist.)
Hearing its song can transport you to another world. Literally.
2/3
Doublemind Hood 2
Artifact - Equipment (R)
Whenever you activate an ability of equipped creature, you may copy that ability. You may choose new targets for the copy.
Equip 2
It's thinking what you're thinking.
Plane - Crucible (C?)
At the beginning of your upkeep, choose half of the permanents you control. Those permanents phase out. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during his or her next untap step.)
Whenever you roll , target player skips his or her next untap step.
(Skipping the untap step will prevent that player's permanents from phasing in.)
The Vanishing Valley is one of the most treacherous locations on Crucible. Although it doesn't kill those who step within directly, many are lost within for days on end. From the outside, it appears as a sparsely vegetated, dry mountain valley, filled with warped rock formations. The rock towers constantly drift in and out of existence, giving the impression of wavering tentacles in some hungry terrestrial mouth. The pattern of their appearance and disappearance is impossible to predict, and the random outbursts of nothingness threaten to draw within any nearby.
Creature - Cat (C)
Reach
Ambush 1G (If you are being attacked and you control no creatures, you may cast this creature for it's ambush cost and as though it had flash.)
4/2
Canopy Hunter 2GG
Creature - Cat Warrior (U)
Reach, vigilance
Ambush 1BB (If you are being attacked and you control no creatures, you may cast this creature for it's ambush cost and as though it had flash.)
If Canopy Hunter's Ambush cost was paid, it gains first strike and deathtouch until end of turn.
3/4
Dustblink Cape 3
Artifact - Equipment (R)
Equipped creature gets +0/+2
1:sym2w:: Exile equipped creature. Return it to the battlefield at the end of your turn and attach Dustblink Cape to it.
Equip 1
Primordial Pools
Plane - Crucible
When you planeswalk to Primordial Pools or at the beginning of your upkeep, you may return a creature card you own from your graveyard or the battlefield to your hand. If you do, that card costs 3 less to cast that turn.
When you planeswalk away from Primordial Pools, you may put any number of creature cards from your hand onto the battlefield.
The Primordial Pools are a network of small underground lakes around the caldera of a sleeping volcano. Green, blue and red mana are abundant in the zone and make the pools boil with new life. Creatures born from them, evolve quickly and after marching out to the outer world, they instinctively return when their lives are coming to an end; their bodies quickly dissolve into the magical waters, depositing their experiences and composition, adding to the massive communal gene pool from where new beings will spring whenceforth.
Radiant Dunehold
Plane—Crucible
Creatures you control assign combat damage equal to the largest of their power, toughness, and converted mana cost rather than their power.
When you roll :chaos:, creatures you control assign combat damage equal to the sum of their power, toughness, and converted mana cost rather than their power until end of turn.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Creature - Beast (Common)
At the beginning of your upkeep, put a +1/+1 counter on ~, then ~ deals damage to you equal to the number of +1/+1 counters on it.
2/2
His fury is barely restrained; even with the help of my amulet I can feel him trying to break free. - Mikael
Creature - Beast (Uncommon)
At the beginning of your upkeep, choose one; put a +1/+1 counter on ~, or ~ deals damage equal to the number of +1/+1 counters on it to target creature.
4/4
His fury now is contained, directed. I can feel him bonding with me. - Mikael
Artifact - Equipment (R)
Equipped creature has “G: This creature can’t be the target of spells or abilities your opponents control until end of turn.”
Equip 2
Plane - Crucible
When you planeswalk to ~ or at the beginning of your upkeep, put a +1/+1 counter on each creature you control.
Whenever you roll :chaos:, you may move any number of +1/+1 counters from creatures you control onto target creature you control.
Viperion
Take note: Chosen randomly from the two larger teams, Maokun and Gerrard's Mom have been moved to Team North to shore up the ranks.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
I just typed all of these up, then accidentally closed the tab. And I don't have time to type them all out again, so here's my top 3.
2. RPTS
3. Viperion
Level 1 DCI Judge
Check out my Commons Cube.
The idea behind my plane is to assist with phasing out a bunch of their stuff and give the possibility of keeping it phased out. Of course, there is the risk that it happens to you as well, but that's how most of the planes work.
-----------------
Dragoon
=======
It's an interesting card to say the least. I believe the best bet would have to probably nix the planeswalk to and kept it on as just "At the start of your upkeep" instead.
Koopa
=====
A 'counter and choose' plane. I like. I'm not fond of the ability though. It's a mini-reset that can become quite annoying very quickly (Basically, chances are you could pay 6 and most likely end up either PWing away or hitting :chaos:).
Shaddock86
==========
"Whenever a creature you control attacks, you must sacrifice a creature." since all "You" statements are based off whoevers turn it is.
I do like the ability though. It's a mini-pacify.
Paradigm Eighty
===============
The name fits, the ability fits, the ability fits. Good job
MDenham
=======
Your ability is almost the exact same as the standard ability of the plane. It actually took me a few times to read it over, which I didn't like having to do in this situation. It's a nice card overall once you actually understand it and read it fully though.
TOP 3
=====
1. Paradigm Eighty
2. Koopa
3. Dragoon
HM. Shaddock
KoopaI
2. Dragoon
3. Koopa
Krey - Hmmm, curious...encouraging combat interactions is always good, and this plane is exemplary of what an arena should be. Somehow the description doesn't sit with me, but eh. Not much to say, really.
Goblin Pile Shuffler - Fun effect, although in most games it's not likely to have a very large impact. I love the description, even if I can't fully connect it to the mechanics of the plane.
Gerrard's Mom - I'm really torn here - while I couldn't think of a better effect and description, choosing half your permanents can get quite annoying, especially when the chaos only leaves you with a quarter of what you started off with (you should also probably specify whether to round up or down). I'll just go ahead and assume it's not that tedious a process, because I love this plane so much.
Maokun - That chaos is crazy! I'm mentioning it first because I'm pretty sure the main ability doesn't work (has to be something along the lines of "the next spell you cast with the same name as that card costs 3 less to cast".) The concept is really cool, but I think your description and execution fell a bit short of that.
drewdagreek - "land cards", first of all. The name is kind of generic, but other than that it's an awesome plane. Really wish you'd provided some form of description.
TOP 3 was really difficult this round, because all of you had awesome entries:
1 - Gerrard's Mom
2 - Goblin Pile Shuffler
3 - Krey
[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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