The fourth round of the May Card Creation League is nigh! The wheat has been sifted from the gladiatorial chaff, as the mighty remained untouchable in their strongholds while the weak were overrun by invaders seeking to wrest their thrones out from beneath them.
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.
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.
Many worthy opponents challenged your fortress, but none proved strong enough to overcome the obstacles in their way and bring your creature to its knees. You've adjusted to this new routine, and your defenses have been honed so perfectly that you rarely face your opponent anymore.
Frankly, it's all become a bit monotonous. You begin to wonder if the fighting will ever end - if, with opponents so weak, you'll ever be able to reach beyond your current plateau to the always-beckoning prize; no matter how hard you try to avoid it, you've begun to forget a little more about home each passing day. And as the bond between yourself and your partner grows deeper, it becomes ever harder to decipher which memories are your own.
Now, the masters of Crucible have grown bored with your complacency as well.
You awake one morning to a tremendous crashing, your fortress shaking to its very foundations. You see through your companion's eyes what has happened - another shard of Crucible, much like your own, has been forcibly merged to your personal haven. It seems the Masters have finally seen fit to set their champions against each other. Fortunately, you've been keeping tabs on your peers, so you know exactly what to expect; you anticipated this moment would come, though not quite like this, and you're well prepared. It's of little consequence to adapt your defenses to keep their minion at bay, and strengthen your own partner to take advantage of holes in your opponent's strategies. There is little doubt, however, that the enemy has some knowledge of you as well. You realize it's become a race - your partner will have to navigate through the mismashed conglomeration of your two realms and take out the enemy before their minion can do the same to you.
Your challenge this round is twofold - you must create an aura that represents a boon, strategy, or special training granted to your creature specifically to give it an edge against your opponent's creature; and you'll also need to create a //gatherer.wizards.com/Pages/Search/Default.aspx?type=+[trap">||subtype=+[trap]"]trap card to defend yourself against their own invasion. You may base your cards on either the mechanical or flavor themes of your opponent's creature, but please note which route you're taking for each card.
This round, we'll be experimenting - opponents are paired up in descending order of final scores rather than staying within their teams. Hopefully this will shake things up a little and keep it more interesting for our challengers, as they've already been competing against the same people for the last three rounds.
The Match-Ups: Oculus vs. Goblin Pile Shuffler Rimeshade vs. Krey Prospero(Dropped) vs. Koopa ParaSiempre vs. Paradigm Eighty
Round Four ends Saturday, May 21st at 11:59 PM Pacific, just before it becomes Sunday.
Critiques will be due by Monday Tuesday, May 24th at 11:59 PM Pacific, just before it becomes Wednesday.
Round 0 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 1 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 2 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.
Round 3 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.
Paradigm Eighty 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
Versus
ParaSiempre Battle HoundGW
Creature — Hound (U)
First strike
Whenever a Human deals damage to a player, you may put a +1/+1 counter on Battle Hound. As battles were won, the bond was strengthen.
2/2
Aura Strength for Strength3G
Enchantment — Aura (U)
Whenever a +1/+1 counter is put on a creature your opponents control, you may put a +1/+1 counter on enchanted creature.
Trap Domination Trap4GG
Instant — Trap (R)
If an opponent put a +1/+1 counter on a creature he or she controls this turn, you may pay GG rather than pay CARDNAME's mana cost.
Put four +1/+1 counters on target creature.
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.
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.
Tangleshrub Mane3GG
Enchantment - Aura {R}
Enchant creature
Enchanted creature gets +4/+4 and has trample.
Whenever enchanted creature becomes blocked by a creature, you may move all counters from that creature onto enchanted creature. Tangleshrub hide will both protect and consume.
Primordium Trap5GG
Instant - Trap {R}
If an equipped and/or enchanted creature an opponent controls is attacking, you may pay 2G rather than pay Primordium Trap's mana cost.
Destroy all artifacts and/or enchantments target player controls. You gain 2 life for each permanent destroyed this way. If you rouse the earth's hunger, be prepared for a feeding frenzy.
Cunning Stratagem :1mana::symu::symu:
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
Reality Tether
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
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.
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 you 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.
Mimic Shell1UU
Enchantment - Aura
Enchant creature
Enchanted creature has "T, Put a -1/-1 counter on this creature: Copy target activated or triggered ability". There is a shell, physical or magical, for every situation.
Inhibition Trap1UU
Instant - Trap (R)
If your opponent has already activated two or more activated or triggered abilities this turn, you may pay 1 instead of paying Inhibition Trap's mana cost.
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Since my opponent's creature has an activated and triggered ability and my opponent's equipment and plane also have activated and triggered abilities I figured the best way to stop them would be to stop them at the source, the activation of their abilities.
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.
Round 3 Plane: 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.
In this Round:
From the Blood-Stained Arena, wielding the Crystal Sword... the Taurus Guardian!!!
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
Vs.
From Blume, the Hidden Library, wearing the Collar of Illusions... the Mischevious Cheshire!!!
Mischevious Cheshire - :1mana::symw::symu: Creature - Cat Spirit
Michevious Cheshire is unblockable.
Morph - :symu::symw:
When Mischevious Cheshire is turned face up you may exile target creature.
2/1
------------------------------------------------------------------------
The Aura: Fierce Gaze1RR
Enchantment - Aura (U) RR: Change the target of target spell or ability that targets the enchanted creature.
When Fierce Gaze is put into a graveyard from the battlefield, return Fierce Gaze to its owner's hand. The minotaur's gaze scared away its enemies and its magics.
The Trap: Trigger Trap3R
Instant - Trap (U)
If an opponent used a permanent's activated ability this turn, you may pay R rather than pay Trigger Trap's mana cost.
You may cast Trigger Trap only if an opponent used a permanent's activated ability this turn. Trigger Trap deals damage to all creatures target opponent controls equal to converted mana cost of that permanent's ability activation cost plus one.
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.
Team North
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.
Verdurous Majesty2GW
Enchantment-Aura (R)
Enchant Creature
Enchanted creature has forestwalk and gains T: tap target creature. Speaking the tongue of the forests and fields can help even the biggest creatures to pass unnoticed and make sure none other is permitted to do the same.
Deadfall Trap3RG
Instant-Trap (U)
If a creature with haste or trample is attacking, you may pay RG rather than pay Deadfall Trap's mana cost.
Deadfall Trap deals 7 damage to target creature without flying. Recklessly charging into the wilds of Kolinia can be lethal.
Alright, unfortunately it looks like we'll have to drop Prospero this round. This means that Koopa moves on by default, but I'm sure he'd appreciate feedback for his cards all the same. Crits begin now; I'll extend the deadline to midnight Pacific on Tuesday, but if everyone gets their crits in before that I'll start the next round early.
As a reminder, this round players critique the other three pairs and choose their favorite from each.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Suffer the little creatures, for they may yet rise up and beat you senseless."
ParadigmEighty - Strength for Strength should have either "Enchant creature" or the much less broken "Enchant creature you control" in its rules text. Either way, this looks pretty scary. I'm sure it's not that hard to break this, but seeing it involves making one of your opponent's creature huge, I think we can let it pass. Kinda narrow, but a good card overall.
I was hoping Domination Trap would do something else, but it doesn't look too different. It's a stretch of the imagination to see how this would be a trap, but once again it's a narrowish card (except this time it's probably worth hardcasting.)
ParaSiempre - Absorbing Charm is neat. Reminds me of Phytohydra, but a clever and original piece of design (I'm thinking Spiteful Bully and its kin). Love the flavor text, powerful and simple.
Send to Hell sounds somehow wrong to me (Return to Hell?), but it's a simple and effective trap. Not much to say.
Koopa - Mimic Shell could be dangerous with something, I can't quite figure out what, but being able to Twincast abilities is only fun so many times. I would have added an activation cost in there somewhere. Fun flavor text though.
Now, I'm not sure about Inhibition Trap, but the way I read it, it will still cost 1 if two mana abilities have been activated, even if it means you can't counter those, correct? So really this is always on. So, basically a strictly better Stifle. Correct?
Krey - Interesting Aura, although I'm not a fan of all those red mana symbols. This is just a worse version of hexproof really, but in a way that fits red (considering it's mostly a deterrent, maybe lower the activation cost to R, or even 1). The trip also doesn't seem like a trap, seeing you can't actually cast it unless the trigger is open. A really awkward card, maybe some form of Wild Ricochet or Radiate for abilities would have been more interesting.
Rimeshade - Hmm, interesting Aura - although having a blocking trigger seems a bit redundant with your guy. Certainly good though, probably uncommon. Andromorph Trap is fairly efficient, although maybe bringing the cost down to U would still be alright.
Aura - This seems interesting and powerful, good for a rare. The "transfer" ability is very nice and could easily fit onto green. The thing I don't get is how that ability gets the upper hand against GPS's creature since it does not get any counter. Still the power boost will put yours over his in regards of power.
Trap - This trap is very good and innovative. The artifact/enchantment hate is heavy here and the life gain makes it very green. Nice flavor text.
Aura - This makes sense in green. Great flavor. The only drawback is that if you use it to tap the creature it could not use the forestwalk, unless it has vigilance or something untaps the creature. Would be nice to use this on a horseshoe crab.
Trap -The idea behind it is nice. Flavor text is nice. The only problem I had with it is that the effect would be good if it was only red. Green hates flyers but that is not reflected here. I really do not see the green here.
Aura -
Trap -
Aura - Very interesting aura. Good flavor text. The way I see it this one hinders your creature more than it helps it, since it makes you choose between the mimic ability or the counter ability. As it stands I don't see a way to untap it to have access to both abilities.
Trap - This one is very nice. Its like having Stifle as a trap. The alternate cost of casting it is not so hard to get and could be a nice surprise to the opponent. The only thing I see is that the one mana you have to pay for it should have been U to avoid having this card in any sideboard without any care to the color.
Aura - Since Battle Hound gains the counters when a human hist you, I guess you would have to let those humans through to get any benefit from this aura. Still it is very interesting for green and very innovative.
Trap - The trap has the same drawback as the aura, the way the hound gets counters is from you getting hit by humans. Still it is very innovative and can get you an early advantage if you manage to cast it early on.
nice and very innovative.
Aura - Very nice aura. Awesome flavor text. the prevention of non combat damage is very versatile and innovative. making it get +1/+1 counters fits well with white and green. For the cost I could see this one as rare, or a little bit high on the cost to stay uncommon.
Trap - This one is simple and effective. The black/red hate is very white. interesting card, not very innovative but still good.
Oculus
Your first card fits the challenge well and does it in a somewhat unique way that doesn't break any new grounds. It's a good card. I like it.
Your second card is a new Fracturing Gust but as a trap. Not sure if the flavor is right, but I do like the name. Nothing too amazing but a solid submission as always
vs.
Goblin Pile Shuffler
Your aura is super broad and doesn't fit the challenge at all. I must say I am not a fan.
You second card seems fine, but again it doesn't feel like it fits the challenge (yes I understand if your opponents creature has the equipement but what if he doesn't? The card just seems lacking in all areas. Close, but no cigar.
Rimeshade
The Aura seems nice but a bit wordy for the card. The card which has no rarity BTW... It fits the challenge, but not specifically your opponents creature. Nice card, just seems a little awkward.
Another card with no rarity? Oh man.However, I REALLY LIKE THE CARD! The card seems really fun, packed full of flavor, and fits the challenge in a cool way. It may be a little broad but the card is cool.
vs.
Krey
I really like your first card. Making your creature immune to the removal of your opponents creature. The flavor seems really good and the card seems overall balanced.
Your second card though I don't like. Trigger Trap? What does that mean? Also the card seems very wordy, to the point it would have to be a mythic because of the confusing text. The card does fit the challenge fine though.
Winner: Rimeshade
-------------------------------------------- ParaSiempre
Absorbing Charm seems really strong and balanced. It fits the challenge very well. Nice job.
Your other card though... it feels really broad... like REALLY broad. Also it doesn't have a "Trap" feel. Also send to hell seems black or red. Not white.
vs.
Paradigm Eighty
Both of your cards really help combat your opponent and they both seems to do it very well and balanced. However, they seems like the same card just applied differently. The first cards flavor is great but for the 2nd card I dont see how domination can be a trap... Nice cards overall though!
Oculus:
The Aura's ability is neat as a permanent Fate Transfer.
Your trap is grossly undercosted/overpowered. It's hard cost is only 1 more than Creeping Corrosion, can be played as an instant, hits enchantments as well, doesn't hit your stuff, AND gives you life. On top of that, you get to cast it for only 3 CMC whenever an effect that happens basically every game triggers.
Goblin Pile Shuffler:
Your aura is about as vanilla as they get. It doesn't synergize with either Oculus's creature or yours. It's just kinda there.
Your trap doesn't match the flavor well. If a creature attacks, you can heavy-hit another creature that probably isn't attacking? I like that it was triggered by haste and trample, matching the flavor of "don't zerg rush", but the result of that trigger could have been tied a little closer some how.
Winner: Oculus.
Rimeshade vs. Krey
Rimeshade:
Both your cards meet the challenge perfectly.
The aura is probably undercosted, as 3 mana for perma-unsummon/exile is pretty powerful, especially considering all the creature has to do is block. The protection from combat damage seems unnecessary since it isn't likely to attack, saving itself for blocking duty, and then when it does block, the combat damage never even hits it. This card could use some balance work, but overall, it's a clever mechanic, and is a great counter against a minotaur who's been pumped up.
The trap is classic pro-blue. Not only could it be useful against red, but also against green. Especially effective against the minotaur.
Krey:
Your enchantment feels kind of useless since no one in their right mind would target the enchanted creature. It might as well just have hexproof. Sure, your opponent could wait for you to be out of mana, but then why would you cast this card before a point in the game where you could actually use it? The return from graveyard is cool but Im not sure how it fits the flavor.
I've read your trap a few times over and over, and I can't figured something out about it: why is it a trap? Why not just make it an instant with R casting cost if you can't cast it without the trap cost (aside from the obvious that it was part of the challenge)? Where it says "that permanent's ability activation cost," exactly which one is 'that' permanent? Which activated ability? If your opponent activated two creature's abilities before you played this spell, which one do you refer to? It's just too vague and poorly templated.
Winner: Rimeshade.
Prospero (Dropped) vs. Koopa
Koopa:
Your aura doesn't meet the challenge of being a boon *specifically against* your opponent's creature. It's against any creature with an activated ability, and sure, they would be some overlap between your opponents creature and other creatures in general, but the anti-synergy here is just too loose. It works better as an advantage to your own creature, making a version of it more appropriate for the equipment round. I like the idea of putting -1/-1 counters to do a blue effect, but really, it feels more like a parody or alternative version of your creature card than something new you've come up with for this round.
I love your trap, and if it wasn't already done (Stifle), I'd love it even more. It's cool as a trap, but the only reason anyone would put this card in their deck is because Stifle isn't in Standard any more.
Krey – I like the flavor on the Fierce Gaze, but I can't really picture what a “Trigger Trap” looks like. Fierce Gaze is solid, but the Trap is weird b/c you're never going to ever cost it for its normal cost and I think it should only target the creature that triggered it – getting a potential instant speed, one-sided board wiper for R is way too good at uncommon also. Finally, these cards would be good against the Cheshire; would have liked to see something address the unblockability too.
Rimeshade – These cards seem to fit with a mischevious Cheshire, I also enjoyed the flavor text on the trap but wished it was clearer why it is better against bigger creatures. No rarity makes these difficult to judge power-wise, and the wording but I think the trap would be a lot of fun to play. The wording on the aura seems a bit funny to me as well. These cards are both useful against the Minotaur, but if he gets Fierce Gaze online, you're in trouble.
My vote: I like the flavor on Rimeshade's cards, enjoyed Krey's aura and Rimeshade's trap and feel that Krey's tricks might get the better of Rimeshade's. This is a really tough call, but I'm going to go with Krey on this one.
Koopa – I see the relation of your aura to the creature, but it would have been interesting to see something with a slightly different twist on the -1/-1 counter theme – perhaps an untap ability? The trap is clearly good against your opponent's creature, but I don't get a sense for what an inhibition trap looks like or does – could use some flavor text or maybe a more evocative name. Overall, nice work.
ParaSiempre- Your aura seems balanced and fits the rarity. Nice flavor text too. My one gripe is that a charm doesn't seem like an aura to me. The trap is quite good in general and certainly gets rid of your opponent's creature (assuming he's not equipped) nicely, but maybe too good of a color hoser at its trap cost (at least Path to Exile let them get a land in return!). I guess there's nothing saying that traps need to have the word “trap” in their name, but I like them too.
Paradigm Eighty – You aura has an interesting effect. It's balanced at it's rarity and certainly helpful against the hound. Minor quibble – the card should say “Enchant Creature” on it. Your trap is also quite good against ParaSiempre's critter. The main issue I see with this trap is that it won't do much if your critter is equipped. I would have liked to see at least either the trap or the aura do a different effect than +1/+1 counters and/or some flavor text too.
My vote: Another tough call, but I think ParaSiempre edged out on this one.
Ooops, I was looking at your aura's cost when I wrote that. It's hardcast is good, but its trap cost should be a little more. 2GG would have been fine. Either way, you won the challenge. Id go back and rewrite the critique, but meh.
The fourth round of the May Card Creation League is nigh! The wheat has been sifted from the gladiatorial chaff, as the mighty remained untouchable in their strongholds while the weak were overrun by invaders seeking to wrest their thrones out from beneath them.
* 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.
Goblin Pile Shuffler 200
Krey 155
Gerrard's Mom 146
Maokun 127
East
Rimeshade 175
Prospero314 155
Viperion 139
Rocket_Powered_Turbo_Slug 116
PsiJet 83
South
Oculus 220
ParaSiempre 144
Marr965 100
ced395 92
West
Koopa 153
Paradigm Eighty 117
Dragoon 112
MDenham 77
Shaddock86 26
Frankly, it's all become a bit monotonous. You begin to wonder if the fighting will ever end - if, with opponents so weak, you'll ever be able to reach beyond your current plateau to the always-beckoning prize; no matter how hard you try to avoid it, you've begun to forget a little more about home each passing day. And as the bond between yourself and your partner grows deeper, it becomes ever harder to decipher which memories are your own.
Now, the masters of Crucible have grown bored with your complacency as well.
You awake one morning to a tremendous crashing, your fortress shaking to its very foundations. You see through your companion's eyes what has happened - another shard of Crucible, much like your own, has been forcibly merged to your personal haven. It seems the Masters have finally seen fit to set their champions against each other. Fortunately, you've been keeping tabs on your peers, so you know exactly what to expect; you anticipated this moment would come, though not quite like this, and you're well prepared. It's of little consequence to adapt your defenses to keep their minion at bay, and strengthen your own partner to take advantage of holes in your opponent's strategies. There is little doubt, however, that the enemy has some knowledge of you as well. You realize it's become a race - your partner will have to navigate through the mismashed conglomeration of your two realms and take out the enemy before their minion can do the same to you.
Your challenge this round is twofold - you must create an aura that represents a boon, strategy, or special training granted to your creature specifically to give it an edge against your opponent's creature; and you'll also need to create a //gatherer.wizards.com/Pages/Search/Default.aspx?type=+[trap">||subtype=+[trap]"]trap card to defend yourself against their own invasion. You may base your cards on either the mechanical or flavor themes of your opponent's creature, but please note which route you're taking for each card.
This round, we'll be experimenting - opponents are paired up in descending order of final scores rather than staying within their teams. Hopefully this will shake things up a little and keep it more interesting for our challengers, as they've already been competing against the same people for the last three rounds.
The Match-Ups:
Oculus vs. Goblin Pile Shuffler
Rimeshade vs. Krey
Prospero(Dropped) vs. KoopaParaSiempre vs. Paradigm Eighty
Round Four ends Saturday, May 21st at 11:59 PM Pacific, just before it becomes Sunday.
Critiques will be due by
MondayTuesday, May 24th at 11:59 PM Pacific, just before it becomes Wednesday.Round One
Round Two
Round Three
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Round 0
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 1
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.
Round 3
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.
Aura
Strength for Strength 3G
Enchantment — Aura (U)
Whenever a +1/+1 counter is put on a creature your opponents control, you may put a +1/+1 counter on enchanted creature.
Trap
Domination Trap 4GG
Instant — Trap (R)
If an opponent put a +1/+1 counter on a creature he or she controls this turn, you may pay GG rather than pay CARDNAME's mana cost.
Put four +1/+1 counters on target creature.
Good luck, ParaSiempre!
ME:
Baby baloth:
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.
HIM:
Tangleshrub Mane 3GG
Enchantment - Aura {R}
Enchant creature
Enchanted creature gets +4/+4 and has trample.
Whenever enchanted creature becomes blocked by a creature, you may move all counters from that creature onto enchanted creature.
Tangleshrub hide will both protect and consume.
Primordium Trap 5GG
Instant - Trap {R}
If an equipped and/or enchanted creature an opponent controls is attacking, you may pay 2G rather than pay Primordium Trap's mana cost.
Destroy all artifacts and/or enchantments target player controls. You gain 2 life for each permanent destroyed this way.
If you rouse the earth's hunger, be prepared for a feeding frenzy.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
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 you 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.
Mimic Shell 1UU
Enchantment - Aura
Enchant creature
Enchanted creature has "T, Put a -1/-1 counter on this creature: Copy target activated or triggered ability".
There is a shell, physical or magical, for every situation.
Inhibition Trap 1UU
Instant - Trap (R)
If your opponent has already activated two or more activated or triggered abilities this turn, you may pay 1 instead of paying Inhibition Trap's mana cost.
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Since my opponent's creature has an activated and triggered ability and my opponent's equipment and plane also have activated and triggered abilities I figured the best way to stop them would be to stop them at the source, the activation of their abilities.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
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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.
Round 3 Plane:
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.
In this Round:
From the Blood-Stained Arena, wielding the Crystal Sword... the Taurus Guardian!!!
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
Vs.
From Blume, the Hidden Library, wearing the Collar of Illusions... the Mischevious Cheshire!!!
Mischevious Cheshire - :1mana::symw::symu:
Creature - Cat Spirit
Michevious Cheshire is unblockable.
Morph - :symu::symw:
When Mischevious Cheshire is turned face up you may exile target creature.
2/1
------------------------------------------------------------------------
The Aura:
Fierce Gaze 1RR
Enchantment - Aura (U)
RR: Change the target of target spell or ability that targets the enchanted creature.
When Fierce Gaze is put into a graveyard from the battlefield, return Fierce Gaze to its owner's hand.
The minotaur's gaze scared away its enemies and its magics.
The Trap:
Trigger Trap 3R
Instant - Trap (U)
If an opponent used a permanent's activated ability this turn, you may pay R rather than pay Trigger Trap's mana cost.
You may cast Trigger Trap only if an opponent used a permanent's activated ability this turn. Trigger Trap deals damage to all creatures target opponent controls equal to converted mana cost of that permanent's ability activation cost plus one.
Baby baloth:
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.
Team North
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.
Verdurous Majesty 2GW
Enchantment-Aura (R)
Enchant Creature
Enchanted creature has forestwalk and gains T: tap target creature.
Speaking the tongue of the forests and fields can help even the biggest creatures to pass unnoticed and make sure none other is permitted to do the same.
Deadfall Trap 3RG
Instant-Trap (U)
If a creature with haste or trample is attacking, you may pay RG rather than pay Deadfall Trap's mana cost.
Deadfall Trap deals 7 damage to target creature without flying.
Recklessly charging into the wilds of Kolinia can be lethal.
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
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
As a reminder, this round players critique the other three pairs and choose their favorite from each.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
ParadigmEighty - Strength for Strength should have either "Enchant creature" or the much less broken "Enchant creature you control" in its rules text. Either way, this looks pretty scary. I'm sure it's not that hard to break this, but seeing it involves making one of your opponent's creature huge, I think we can let it pass. Kinda narrow, but a good card overall.
I was hoping Domination Trap would do something else, but it doesn't look too different. It's a stretch of the imagination to see how this would be a trap, but once again it's a narrowish card (except this time it's probably worth hardcasting.)
ParaSiempre - Absorbing Charm is neat. Reminds me of Phytohydra, but a clever and original piece of design (I'm thinking Spiteful Bully and its kin). Love the flavor text, powerful and simple.
Send to Hell sounds somehow wrong to me (Return to Hell?), but it's a simple and effective trap. Not much to say.
Koopa - Mimic Shell could be dangerous with something, I can't quite figure out what, but being able to Twincast abilities is only fun so many times. I would have added an activation cost in there somewhere. Fun flavor text though.
Now, I'm not sure about Inhibition Trap, but the way I read it, it will still cost 1 if two mana abilities have been activated, even if it means you can't counter those, correct? So really this is always on. So, basically a strictly better Stifle. Correct?
Krey - Interesting Aura, although I'm not a fan of all those red mana symbols. This is just a worse version of hexproof really, but in a way that fits red (considering it's mostly a deterrent, maybe lower the activation cost to R, or even 1). The trip also doesn't seem like a trap, seeing you can't actually cast it unless the trigger is open. A really awkward card, maybe some form of Wild Ricochet or Radiate for abilities would have been more interesting.
Rimeshade - Hmm, interesting Aura - although having a blocking trigger seems a bit redundant with your guy. Certainly good though, probably uncommon. Andromorph Trap is fairly efficient, although maybe bringing the cost down to U would still be alright.
Rimeshade vs. Krey - Rimeshade
Koopa - Prospero!
...no, wait, the other one...
ParaSiempre vs. Paradigm Eighty - ParaSiempre
[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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Aura - This seems interesting and powerful, good for a rare. The "transfer" ability is very nice and could easily fit onto green. The thing I don't get is how that ability gets the upper hand against GPS's creature since it does not get any counter. Still the power boost will put yours over his in regards of power.
Trap - This trap is very good and innovative. The artifact/enchantment hate is heavy here and the life gain makes it very green. Nice flavor text.
Aura - This makes sense in green. Great flavor. The only drawback is that if you use it to tap the creature it could not use the forestwalk, unless it has vigilance or something untaps the creature. Would be nice to use this on a horseshoe crab.
Trap -The idea behind it is nice. Flavor text is nice. The only problem I had with it is that the effect would be good if it was only red. Green hates flyers but that is not reflected here. I really do not see the green here.
Aura -
Trap -
Aura - Very interesting aura. Good flavor text. The way I see it this one hinders your creature more than it helps it, since it makes you choose between the mimic ability or the counter ability. As it stands I don't see a way to untap it to have access to both abilities.
Trap - This one is very nice. Its like having Stifle as a trap. The alternate cost of casting it is not so hard to get and could be a nice surprise to the opponent. The only thing I see is that the one mana you have to pay for it should have been U to avoid having this card in any sideboard without any care to the color.
Aura - Since Battle Hound gains the counters when a human hist you, I guess you would have to let those humans through to get any benefit from this aura. Still it is very interesting for green and very innovative.
Trap - The trap has the same drawback as the aura, the way the hound gets counters is from you getting hit by humans. Still it is very innovative and can get you an early advantage if you manage to cast it early on.
nice and very innovative.
Aura - Very nice aura. Awesome flavor text. the prevention of non combat damage is very versatile and innovative. making it get +1/+1 counters fits well with white and green. For the cost I could see this one as rare, or a little bit high on the cost to stay uncommon.
Trap - This one is simple and effective. The black/red hate is very white. interesting card, not very innovative but still good.
Oculus
Koopa
ParaSiempre
Your first card fits the challenge well and does it in a somewhat unique way that doesn't break any new grounds. It's a good card. I like it.
Your second card is a new Fracturing Gust but as a trap. Not sure if the flavor is right, but I do like the name. Nothing too amazing but a solid submission as always
vs.
Goblin Pile Shuffler
Your aura is super broad and doesn't fit the challenge at all. I must say I am not a fan.
You second card seems fine, but again it doesn't feel like it fits the challenge (yes I understand if your opponents creature has the equipement but what if he doesn't? The card just seems lacking in all areas. Close, but no cigar.
Winner: Oculus
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Rimeshade
The Aura seems nice but a bit wordy for the card. The card which has no rarity BTW... It fits the challenge, but not specifically your opponents creature. Nice card, just seems a little awkward.
Another card with no rarity? Oh man.However, I REALLY LIKE THE CARD! The card seems really fun, packed full of flavor, and fits the challenge in a cool way. It may be a little broad but the card is cool.
vs.
Krey
I really like your first card. Making your creature immune to the removal of your opponents creature. The flavor seems really good and the card seems overall balanced.
Your second card though I don't like. Trigger Trap? What does that mean? Also the card seems very wordy, to the point it would have to be a mythic because of the confusing text. The card does fit the challenge fine though.
Winner: Rimeshade
--------------------------------------------
ParaSiempre
Absorbing Charm seems really strong and balanced. It fits the challenge very well. Nice job.
Your other card though... it feels really broad... like REALLY broad. Also it doesn't have a "Trap" feel. Also send to hell seems black or red. Not white.
vs.
Paradigm Eighty
Both of your cards really help combat your opponent and they both seems to do it very well and balanced. However, they seems like the same card just applied differently. The first cards flavor is great but for the 2nd card I dont see how domination can be a trap... Nice cards overall though!
Winner: Paradigm Eighty
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Oculus:
The Aura's ability is neat as a permanent Fate Transfer.
Your trap is grossly undercosted/overpowered. It's hard cost is only 1 more than Creeping Corrosion, can be played as an instant, hits enchantments as well, doesn't hit your stuff, AND gives you life. On top of that, you get to cast it for only 3 CMC whenever an effect that happens basically every game triggers.
Goblin Pile Shuffler:
Your aura is about as vanilla as they get. It doesn't synergize with either Oculus's creature or yours. It's just kinda there.
Your trap doesn't match the flavor well. If a creature attacks, you can heavy-hit another creature that probably isn't attacking? I like that it was triggered by haste and trample, matching the flavor of "don't zerg rush", but the result of that trigger could have been tied a little closer some how.
Winner: Oculus.
Rimeshade vs. Krey
Rimeshade:
Both your cards meet the challenge perfectly.
The aura is probably undercosted, as 3 mana for perma-unsummon/exile is pretty powerful, especially considering all the creature has to do is block. The protection from combat damage seems unnecessary since it isn't likely to attack, saving itself for blocking duty, and then when it does block, the combat damage never even hits it. This card could use some balance work, but overall, it's a clever mechanic, and is a great counter against a minotaur who's been pumped up.
The trap is classic pro-blue. Not only could it be useful against red, but also against green. Especially effective against the minotaur.
Krey:
Your enchantment feels kind of useless since no one in their right mind would target the enchanted creature. It might as well just have hexproof. Sure, your opponent could wait for you to be out of mana, but then why would you cast this card before a point in the game where you could actually use it? The return from graveyard is cool but Im not sure how it fits the flavor.
I've read your trap a few times over and over, and I can't figured something out about it: why is it a trap? Why not just make it an instant with R casting cost if you can't cast it without the trap cost (aside from the obvious that it was part of the challenge)? Where it says "that permanent's ability activation cost," exactly which one is 'that' permanent? Which activated ability? If your opponent activated two creature's abilities before you played this spell, which one do you refer to? It's just too vague and poorly templated.
Winner: Rimeshade.
Prospero (Dropped) vs. Koopa
Koopa:
Your aura doesn't meet the challenge of being a boon *specifically against* your opponent's creature. It's against any creature with an activated ability, and sure, they would be some overlap between your opponents creature and other creatures in general, but the anti-synergy here is just too loose. It works better as an advantage to your own creature, making a version of it more appropriate for the equipment round. I like the idea of putting -1/-1 counters to do a blue effect, but really, it feels more like a parody or alternative version of your creature card than something new you've come up with for this round.
I love your trap, and if it wasn't already done (Stifle), I'd love it even more. It's cool as a trap, but the only reason anyone would put this card in their deck is because Stifle isn't in Standard any more.
Winner: Koopa.
Krey – I like the flavor on the Fierce Gaze, but I can't really picture what a “Trigger Trap” looks like. Fierce Gaze is solid, but the Trap is weird b/c you're never going to ever cost it for its normal cost and I think it should only target the creature that triggered it – getting a potential instant speed, one-sided board wiper for R is way too good at uncommon also. Finally, these cards would be good against the Cheshire; would have liked to see something address the unblockability too.
Rimeshade – These cards seem to fit with a mischevious Cheshire, I also enjoyed the flavor text on the trap but wished it was clearer why it is better against bigger creatures. No rarity makes these difficult to judge power-wise, and the wording but I think the trap would be a lot of fun to play. The wording on the aura seems a bit funny to me as well. These cards are both useful against the Minotaur, but if he gets Fierce Gaze online, you're in trouble.
My vote: I like the flavor on Rimeshade's cards, enjoyed Krey's aura and Rimeshade's trap and feel that Krey's tricks might get the better of Rimeshade's. This is a really tough call, but I'm going to go with Krey on this one.
Koopa – I see the relation of your aura to the creature, but it would have been interesting to see something with a slightly different twist on the -1/-1 counter theme – perhaps an untap ability? The trap is clearly good against your opponent's creature, but I don't get a sense for what an inhibition trap looks like or does – could use some flavor text or maybe a more evocative name. Overall, nice work.
ParaSiempre- Your aura seems balanced and fits the rarity. Nice flavor text too. My one gripe is that a charm doesn't seem like an aura to me. The trap is quite good in general and certainly gets rid of your opponent's creature (assuming he's not equipped) nicely, but maybe too good of a color hoser at its trap cost (at least Path to Exile let them get a land in return!). I guess there's nothing saying that traps need to have the word “trap” in their name, but I like them too.
Paradigm Eighty – You aura has an interesting effect. It's balanced at it's rarity and certainly helpful against the hound. Minor quibble – the card should say “Enchant Creature” on it. Your trap is also quite good against ParaSiempre's critter. The main issue I see with this trap is that it won't do much if your critter is equipped. I would have liked to see at least either the trap or the aura do a different effect than +1/+1 counters and/or some flavor text too.
My vote: Another tough call, but I think ParaSiempre edged out on this one.
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
[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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My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
EDIT => Done.
[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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