The last battle for the May 2011 CCL begins now! Out of countless innocents whisked away from safety and thrown into the Crucible, only Koopa and Oculus remain standing. As each challenger's world was twisted and turned upside down, the power of magic finally awakened within them. But now the elite few that have survived so much to come this far face their greatest - and final - challenge...
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each First Place is worth 3 points; Second Place is 2 points; and Third Place is 1 point.
Additionally, each player can receive up to 2 additional points per round. One point is given for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
Part One - Complete
Though you had little time to study your newfound powers, you had plenty of opportunity to exercise them; one after another, realms were smashed, warped, melded, and fused together until once again your existence became almost nothing more than a long series of increasingly desperate battles. You and your companion have been driven to the brink of total exhaustion, only sheer stubbornness the bond between the two of you keeping you going - you've come so far, and you're certainly not going to falter now. Not when the end seems like it must be so close...
Finally, as the blood of your latest conquest pools at your parter's feet, the crazed, chaotic world your realm had become begins to dissolve into mist around you. Accepting this latest change stoically but bracing yourself for whatever may come next, you discover as the thick fog clears that you now stand in a wide, simple arena, all trace of your fortress gone. High stands ring you and a new opponent waiting at the opposite side of a circle drawn into the earth; the ground between you is completely barren of any obstacles save a small, empty pedestal in the center. The only other feature is a massive, foreboding door along the wall halfway between the two of you. Looking down into the colosseum are a multitude of bizarre beings that you immediately realize must be those that created this world and brought you to it - the Masters of Crucible.
"You are the last," their mighty voices intone, setting the sand and pebbles at your feet shuddering. "The greatest. But only one of you is worthy of our Prize. Fight now. Finish the challenge of Crucible, would-be Champions, and claim what is rightfully yours."
But there is a strange new undertone to their collective voice - a barely restrained longing, a desperate hunger. Long have you wondered at the motivations behind these Masters - why their would spirit away so many helpless beings, force them into conflict? At first you simply assumed it was for their own twisted entertainment, but as your connection to the amulet and your magical power grew, you began to suspect something else, a darker purpose. Now that you are in their presence, your suspicions are confirmed - you can feel them leeching off the power your amulet has gathered; the pure, focused emotions that have linked you and your partner, the rage and despair of your fallen foes. Studying your opponent, you can tell from their stance and expression that they have come to the same grim realization. No matter which of you wins, it will serve the purposes of the Masters all the same. And there's no guarantee they will fulfill their end of the bargain, releasing you from their games. Though the two of you have little reason to trust each other, the same thought seems to occur to your both - escape.
At the same time, however, the Prize itself tempts you to carry on. Regardless of whether the Masters themselves send you home, you can feel its power pulsing around you. Surely with its magic, returning home on your own would be a simple affair. And though your own creature has grown into a powerful champion, your opponent's minion is just as impressive. Trying to work with your opponent only to be betrayed could prove a fatal mistake.
Before this final battle can truly begin, the two of you must determine the nature of the struggle - will you duke it out for absolute supremacy, just as the Masters wish it to be, and claim the Prize and the power it will surely grant? Or will you try to throw off the yoke of the Masters, and fight alongside your fellow abductee to extinguish the darkness of Crucible forever, escaping their clutches and saving others from your fate but possibly finding yourselves without a way home?
You can feel the anticipation and hunger of the Masters pressing down on you, more anxious by the second. No matter the choice, you don't have much time to weigh the options.
The May CCL Final Round will be divided into two parts. For now, create a legendary version of your creature, fusing it with themes from the creature of the opponent you defeated last round (it doesn't have to change its colors, but you can add or remove any as you see fit as long as you can justify the change). And you must also decide if you want to work with or fight against your opponent - the remainder of the round will play out differently depending on how both of you choose (you don't have to choose the same thing).
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UPDATE! Part Two
Nodding as your eyes meet, the two of you come to a silent understanding - the Masters must fall, their twisted Crucible never to claim the innocent again, and the only hope you have to succeed is to work together. As you turn the power you've gained at the cost of so many lives against your captors, the Masters cry out in surprise - and rage, their forms warping as they react to your assault.
This isn't going to be easy.
Rather than using offensive, destructive, or manipulative magic, the Masters are experts at summoning and creating beings, items, and worlds out of thin air. Pooling their power, they call forth towering monstrosities, born from you and your partner's deepest fears. Each of you will create a creature tailor made to work against your own creature, with converted mana cost 8 or more.
If the two of you are going to stop these things and overthrow the Masters, you're going to need a plan. Your second card must be a Scheme card to represent part of a convoluted gambit the two of you can enact together to outmaneuver the Masters.
And once you have the upper hand, you'll need to deliver a finishing blow so final that the Masters will never be a threat to the Multiverse again. Make an enchantment, instant, or sorcery to represent a combined "ultimate move" used by your two creatures, a powerful spell drawing inspiration from both companions.
If you somehow manage to succeed, you'll be able to claim the Prize. But this relic is only one of many, a piece of a larger puzzle, and you both must pick one best suited to you. Your fourth card must be an artifact of some kind that serves as a combo piece or synergistic card with the themes you've used on your cards this month. Alternatively, for bonus style points the two of you can collaborate to make your artifacts form a combo together, but it's not necessary.
Finally, you'll need to figure out a way home. Interpret this any way you wish - you can make a card of any type as long as you explain how it gets you (and maybe everyone else trapped there, if you're feeling generous) out of Crucible.
You have until 11:59 PM on Wednesday, June 8th, just before it becomes Thursday, to complete your submissions.
At any rate, confound you and your Prisoner's Dilemna. C'mon Koopa, we can take these suckers.
Previous Rounds:
ME:
Baby baloth:
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.
Agressor Aura:
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.
Cunning Trap:
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.
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.
The Enemy:
Mischevious Cheshire - 1WU
Creature - Cat Spirit
Michevious Cheshire is unblockable.
Morph - UW
When Mischevious Cheshire is turned face up you may exile target creature.
2/1
Repelling Aura - 1WU Enchantment - Aura
Prevent all combat damage that would be dealt to enchanted creature.
Whenever enchanted creature blocks you may return target creature it's blocking to its owner's hand, if that creature's power is greater than enchanted creature's power, you may exile it instead. The bigger they are, the further they're flung
Trap:
Andromorph Trap - 2UU Instant - Trap
If an opponent had a creature with a combined power and toughness equal to 8 or greater enter the battlefield this turn you may pay 1U instead of paying Andromorph Trap's mana cost.
Target creature loses all abilities and becomes a 0/1 Human creature (this effect doesn't end at end of turn). Brings a whole new dimension to the phrase "man up".
Alpha Call1GG
Instant {R}
Multikicker 2G
Choose target Beast you control. Choose one, then choose again for each time Alpha Call was kicked - put a 3/3 green Beast creature token onto the battlefield; or put a +1/+1 counter on that creature for each other Beast you control.
Rule of Nature1G
Instant {U}
Rule of Nature can't be countered.
Until end of turn, spells, permanents and players can't be the target of nongreen spells or abilities.
SunblessingXRGW
Sorcery {R}
Choose two - Up to X target lands are 3/3 green Beast creatures until end of turn that are still lands, then untap those lands; or Sunblessing deals X damage to each creature; or prevent the next X damage that would be dealt to each creature you control.
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Oculus remained still as a statue as the pair faded into nothingness. He stood there ponderingly for a while, until Obrun's thoughts intruded into his.
He frowned - Rimeshade was a worthy opponent, and had very nearly gotten the best of him. No matter what was to come, this would be his greatest challenge yet.
The rune - I can feel its pull. And my pack back in the Undergrowth, they can feel it too.
This, at least, was good news. Obrun had grown strong since the two first met, but it had really been his pack of Baloths that had helped them overcome dozens of mighty challengers.
Do you think you could call them to you for this final battle? I'll try, but we have to move quickly. The arena is disintegrating all around us.
Obrun braced himself, then stomped down on the ground, shattering the marble floor of the Hidden Library, and gave a mighty summon-bellow. An instant later, Oculus drew up the mana from what remained of the crumbling arena and channeled it. In a flash of light, his baloth companion disappeared. Time seemed to stand still for a minute, then Obrun came leaping through a rift, runes shining brilliantly across his scales . Close behind him was Mur, one of the newer beasts to enter his pack.
It looks like this won't be hard as hard as anticipated. Oculus grinned. Let's find out.
With the last pieces of the library falling into a mist behind them, the trio walked into the unknown before them.
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The Slave Becomes the Master:
Obrun the Packcaller4GGW
Legendary Creature - Beast {M}
Trample
When Obrun the Packcaller enters the battlefield, put a 3/3 green Beast creature token onto the battlefield. 1GW: Exile Obrun the Packcaller, then return it to the battlefield.
5/5
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It took the Crucible masters longer to react than any of them expected. Oculus realized that although they could talk down to them, the masters could not hear what they had to say. But now they were enraged, and a deep drone filled the arena as they began drawing up mana. They would have to think fast, and act faster. A monstrous shape was taking form in the center of the arena; as it did so, the five warriors felt a shudder, as though the writing of destiny had been split into two paths. Oculus and Koopa could see the same thought in each other's eyes: which of the two destinies was doomed to fail?
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Nemesis Titan:
Crucible Enforcer5BBB
Creature - Demon {R}
Flying
Whenever a permanent enters the battlefield under an opponent's control, its controller sacrifices a permanent. It only punishes one thing: resistance.
6/6
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None of them had time for such dark thoughts - the summoning was complete, and in the center of the arena towered a demon of dreadful proportions. From its skin and maw, a thick, black mist was rolling in, choking the warriors and shortening their field of view.
Silence.
With no warning, an imp, shrieking horribly, appeared behind Obrun. Mur snarled and sliced it down before its claws could reach him - the demon had lost the initiative, and we were all now alert to the shapes leaping from the mists. There was no time for words - Koopa's companion Bowsor motioned to the center of the arena. While the two gladiators covered the rear, their companions charged ahead. Obrun was first to charge, leaping at the colossal shape and ready to tear it apart. The battle that ensued was ferocious, but ultimately the demon overpowered the baloth. As its claws came down to finish Oculus' companion off, he disappeared in a flash of Æther, only to return moments later with another pack member. We must remember to thank Rimeshade...if we ever get out of here alive, that is.
The small moment of triumph did not last long - as the fog touched the rift, dark bolts of mana crackled through, striking both Mur and the new pack member dead. ...perhaps not.
"Koopa, Bowsor, any ideas?"
Then two muttered among each other. Reaching a consensus amongst themselves, the turtle mage entered a trance.
The demon turned to face him.
Both reacted at the same time. The demon's intentions were to swallow the turtle whole, but he had different ideas. In a surge of white mana, Bowsor's staff lashed out, enveloping the demon mid-flight before it disintegrated into black mana. The fog was starting to thin, allowing the warriors to locate and kill the last of the demon's minions.
The masters looked confused for a while, but it wasn't long until they started their rituals again.
"We have a few moments' reprieve before the battle starts again. How about a plan of some sort?"
Oculus mused over Koopa's question for a few moments.
"Bowsor seems to be able to keep the demon under control for a while, but if we are to overthrow the masters, we will need the full might of Obrun's pack." Rimeshade's runes will only allow me to travel so much to the Undergrowth though. True.
"We have no time to waste. Koopa, Bowsor, we have to rely on you two to keep the demon at bay. Obrun's pack will protect us, and then it's just a matter of time until we have another oppurtunity to strike."
"Sounds like a plan, but we better hurry - the demon is taking shape again."
"Is everybody clear on what is about to happen?"
"Yes." Yes.
Bowsor nodded his affirmation. The final battle was about to begin...
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Ever So Cunning Plan:
We Shall Remain Vigilant
Ongoing Scheme
Whenever a creature enters the battlefield, you may untap target creature. 0: Put a 3/3 green Beast creature token onto the battlefield for each attacking creature, then abandon this scheme. Activate this ability only once each turn and only if you're being attacked. "Go ahead, strike. One way or the other, this will be the end of you."
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While not flawless, the plan had worked as intended. While Koopa and his sorcerer turtle drove back the demon, allowing Obrun to travel freely between the planes, the baloth pack held back the various horrors and abominations it had created. More than once, one of them had nearly been killed, as each resummoning of the demon brought new henchfiends along with it, forcing the group to readjust their battle plan. But the Crucible masters were growing visibly weaker, and their grip on the arena's mana wells was fading. With each passing wave, the assailants were less in number, and Oculus and Koopa felt their grip on the plane's mana strengthening.
The tide of battle finally turned in the contestants' favor. The demon had been freshly banished, and was expected to return any moment; instead, each shadowy figure had begun summoning its own minions. Goblins, elementals, and countless other creatures rushed forth.
Oculus gave the signal, and the pack, now three dozen strong, charged to meet the wave. Mana now crackling beneath all of their skins, each of them prepared to strike their devastating blow.
Obrun, once again, was first. Channeling an unfathomable amount of mana through his body, the runes inscribed upon his scales shattered, and the air around him spasmed as the rest of the pack came charging out. Koopa and Bowsor had already begun brawling their way to the first of the masters.
Oculus smiled to himself. He had been waiting for this exact moment.
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Ultimate:
Vigor Tempest3GWU
Instant {R}
Choose two - Tap all creatures your opponents control; or untap all creatures you control; or creatures you control get +3/+3 until end of turn.
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The masters had used the final assault as a means to buy themselves time, time to hide behind a wall of elementals and golems. But the spell had smashed into their creations, scattering them and leaving the figures exposed. At the same time, the assault of the baloth pack doubled in intensity. They were no longer fighting - anything that stood in their way was ripped into shreds without even slowing down the stampede.
Unsheathing his blade, Oculus finished the casting and rushed at a master that had avoided getting trampled. It was cowering as the blade ore down on its neck, but there was no blood. Instead, a spine-chilling shriek came from its mouth, and corrupted mana erupted from the wound, withering away what remained of its body.
As the last master fell, the shapes of the fallen gladiators came into focus. Bowsor's legs gave way, the continuous channelling of mana taking its toll. Oculus and Koopas' eyes met, and both shared a smile.
Calling to each of the two victors was a trinket on the pedestal. Without much ceremony, each clasped theirs and gave it a quick inspection. Oculus was mesmerized by his, its serpentine inscriptions unreadable, yet the meaning so clear. He gazed up; an otherwordly breeze was blowing through the arena, sweeping away the outlines of the fallen champions and their companions. He swore he saw Rimeshade's grin last for a moment after the rest of his body was swept away.
"Goodbye, and may we meet in another life..."
Oculus realized the words were coming from his mouth, that it was him casting the spell. And now, as the accursed Crucible was fading into memory, his home village was materializing before him...
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Crucible Relic:
Primordial Amulet3
Artifact {M} 2G,T:Put a 3/3 green Beast creature token onto the battlefield. 1G,Q:Put a +1/+1 counter on each creature you control. Its inscriptions are perfectly clear: Help nature, and nature helps you.
Travelling Home:
Planar Return 2W
Instant {R}
Each player shuffles each exiled card he or she owns into his or her library.
Draw a card. All past sins forgotten, demon and hero alike were given reprieve of their sentence.
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This vision had presented itself to all of them, but doubt still remained. The masters knew what the future could hold, and may prevent it more easily now. Oculus and Koopa grinned as they drew their weapons.
Only one way to find out.
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Yeah, yeah, I'm not great at writing stories. Consider this a snapshot of my train of thought
Syphon our strength? Treat us as pawns? Our power is unimaginable! Our strength is unfathomable! We are titans of this world and together nobody, not even these oracles that look down on us can stand in our way. Oculus, take up your seal and your companion and join me as we break the chains of bondage and take our place as kings of this world.
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.
Slip of the MindU
Instant (C)
Target player puts the two cards of his or her library into his or her graveyard.
Draw a card. Even a second of hesitation will give me the opportunity to strike.
Withdrawl into ShellsUUU
Instant (U)
You and everything you control phases out then phases in. I am never surprised. Never.
Wipe CleanXUUU
Instant (MR)
Return all noncreature, nonland permanents and spells to their owners hand. Then, remove all counters from X target creatures, lands, and players. Exile Wipe Clean. Leaves A LOT more room for the big ones to fight in, you know.
Bowsor, Turtle Sorcerer2GWU
Legendary Creature - Turtle Shaman (MR) T,G: Target creature gets a +1/+1 counter. T,W: Put target creature on target players library third from the top. T,U: Counter target spell or ability. (Mana abilities can't be targeted.) Through all of the trials, the tests, and the battles he has grown from a small warrior to a master of sorcery.
4/6
--------------------------------------- Stifling Archangel4UW
Creature - Angel (MR)
Flying, flash
When Stifling Archangel enters the battlefield, counter target activated ability.
Activated abilities can't be activated unless they're mana abilities. She slaughters the first and silences the rest.
5/5
It's Time To Fight On Equal Terms
Scheme
When you put this scheme into motion, until your next turn, all creatures lose all abilities. Why don't you pick on somebody your own size?
Overdrive4UG
Sorcery (MR)
Put a copy of each creature token onto the battlefield under your control. Until end of turn, you may copy each spell and ability. You may choose new targets for the copies. Exile Overdrive. "In an instant our armies doubled and our magic became even more potent." ~Koopa
Pendant of Vigilance4
Artifact (R)
Whenever a creature you control is tapped, you may untap target creature. Vigilance. Something that I will take from the Crucible both in mind and in hand.
Second Life2RGW
Instant (MR)
Each player discards their hand, shuffles all cards from his or her graveyard and exiled zone into his or her library, and draws seven cards. Each of us had lives before the Crucible, and to those lives we shall return.
You don't have to, but it might be fun to if you're both up to it! If not, just play it as both of you thinking up a plan, and whichever of you wins... that's the plan that worked.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Suffer the little creatures, for they may yet rise up and beat you senseless."
I hope you don't mind if I write up your part in my scheme, Koopa - feel free to do the same in yours. I tried to write it so it makes sense with two different entries and all.
EDIT => That was a grind. Anyway, I'm more or less done.
The last battle for the May 2011 CCL begins now! Out of countless innocents whisked away from safety and thrown into the Crucible, only Koopa and Oculus remain standing. As each challenger's world was twisted and turned upside down, the power of magic finally awakened within them. But now the elite few that have survived so much to come this far face their greatest - and final - challenge...
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Though you had little time to study your newfound powers, you had plenty of opportunity to exercise them; one after another, realms were smashed, warped, melded, and fused together until once again your existence became almost nothing more than a long series of increasingly desperate battles. You and your companion have been driven to the brink of total exhaustion, only sheer stubbornness the bond between the two of you keeping you going - you've come so far, and you're certainly not going to falter now. Not when the end seems like it must be so close...
Finally, as the blood of your latest conquest pools at your parter's feet, the crazed, chaotic world your realm had become begins to dissolve into mist around you. Accepting this latest change stoically but bracing yourself for whatever may come next, you discover as the thick fog clears that you now stand in a wide, simple arena, all trace of your fortress gone. High stands ring you and a new opponent waiting at the opposite side of a circle drawn into the earth; the ground between you is completely barren of any obstacles save a small, empty pedestal in the center. The only other feature is a massive, foreboding door along the wall halfway between the two of you. Looking down into the colosseum are a multitude of bizarre beings that you immediately realize must be those that created this world and brought you to it - the Masters of Crucible.
"You are the last," their mighty voices intone, setting the sand and pebbles at your feet shuddering. "The greatest. But only one of you is worthy of our Prize. Fight now. Finish the challenge of Crucible, would-be Champions, and claim what is rightfully yours."
But there is a strange new undertone to their collective voice - a barely restrained longing, a desperate hunger. Long have you wondered at the motivations behind these Masters - why their would spirit away so many helpless beings, force them into conflict? At first you simply assumed it was for their own twisted entertainment, but as your connection to the amulet and your magical power grew, you began to suspect something else, a darker purpose. Now that you are in their presence, your suspicions are confirmed - you can feel them leeching off the power your amulet has gathered; the pure, focused emotions that have linked you and your partner, the rage and despair of your fallen foes. Studying your opponent, you can tell from their stance and expression that they have come to the same grim realization. No matter which of you wins, it will serve the purposes of the Masters all the same. And there's no guarantee they will fulfill their end of the bargain, releasing you from their games. Though the two of you have little reason to trust each other, the same thought seems to occur to your both - escape.
At the same time, however, the Prize itself tempts you to carry on. Regardless of whether the Masters themselves send you home, you can feel its power pulsing around you. Surely with its magic, returning home on your own would be a simple affair. And though your own creature has grown into a powerful champion, your opponent's minion is just as impressive. Trying to work with your opponent only to be betrayed could prove a fatal mistake.
Before this final battle can truly begin, the two of you must determine the nature of the struggle - will you duke it out for absolute supremacy, just as the Masters wish it to be, and claim the Prize and the power it will surely grant? Or will you try to throw off the yoke of the Masters, and fight alongside your fellow abductee to extinguish the darkness of Crucible forever, escaping their clutches and saving others from your fate but possibly finding yourselves without a way home?
You can feel the anticipation and hunger of the Masters pressing down on you, more anxious by the second. No matter the choice, you don't have much time to weigh the options.
The May CCL Final Round will be divided into two parts. For now, create a legendary version of your creature, fusing it with themes from the creature of the opponent you defeated last round (it doesn't have to change its colors, but you can add or remove any as you see fit as long as you can justify the change). And you must also decide if you want to work with or fight against your opponent - the remainder of the round will play out differently depending on how both of you choose (you don't have to choose the same thing).
-----------------------------------------
UPDATE! Part Two
Nodding as your eyes meet, the two of you come to a silent understanding - the Masters must fall, their twisted Crucible never to claim the innocent again, and the only hope you have to succeed is to work together. As you turn the power you've gained at the cost of so many lives against your captors, the Masters cry out in surprise - and rage, their forms warping as they react to your assault.
This isn't going to be easy.
Rather than using offensive, destructive, or manipulative magic, the Masters are experts at summoning and creating beings, items, and worlds out of thin air. Pooling their power, they call forth towering monstrosities, born from you and your partner's deepest fears. Each of you will create a creature tailor made to work against your own creature, with converted mana cost 8 or more.
If the two of you are going to stop these things and overthrow the Masters, you're going to need a plan. Your second card must be a Scheme card to represent part of a convoluted gambit the two of you can enact together to outmaneuver the Masters.
And once you have the upper hand, you'll need to deliver a finishing blow so final that the Masters will never be a threat to the Multiverse again. Make an enchantment, instant, or sorcery to represent a combined "ultimate move" used by your two creatures, a powerful spell drawing inspiration from both companions.
If you somehow manage to succeed, you'll be able to claim the Prize. But this relic is only one of many, a piece of a larger puzzle, and you both must pick one best suited to you. Your fourth card must be an artifact of some kind that serves as a combo piece or synergistic card with the themes you've used on your cards this month. Alternatively, for bonus style points the two of you can collaborate to make your artifacts form a combo together, but it's not necessary.
Finally, you'll need to figure out a way home. Interpret this any way you wish - you can make a card of any type as long as you explain how it gets you (and maybe everyone else trapped there, if you're feeling generous) out of Crucible.
You have until 11:59 PM on Wednesday, June 8th, just before it becomes Thursday, to complete your submissions.
Round One
Round Two
Round Three
Round Four
Round Five
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
At any rate, confound you and your Prisoner's Dilemna. C'mon Koopa, we can take these suckers.
Previous Rounds:
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.
Agressor Aura:
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.
Cunning Trap:
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.
The Absorbed:
The Enemy:
Mischevious Cheshire - 1WU
Creature - Cat Spirit
Michevious Cheshire is unblockable.
Morph - UW
When Mischevious Cheshire is turned face up you may exile target creature.
2/1
Repelling Aura - 1WU
Enchantment - Aura
Prevent all combat damage that would be dealt to enchanted creature.
Whenever enchanted creature blocks you may return target creature it's blocking to its owner's hand, if that creature's power is greater than enchanted creature's power, you may exile it instead.
The bigger they are, the further they're flung
Trap:
Andromorph Trap - 2UU
Instant - Trap
If an opponent had a creature with a combined power and toughness equal to 8 or greater enter the battlefield this turn you may pay 1U instead of paying Andromorph Trap's mana cost.
Target creature loses all abilities and becomes a 0/1 Human creature (this effect doesn't end at end of turn).
Brings a whole new dimension to the phrase "man up".
Alpha Call 1GG
Instant {R}
Multikicker 2G
Choose target Beast you control. Choose one, then choose again for each time Alpha Call was kicked - put a 3/3 green Beast creature token onto the battlefield; or put a +1/+1 counter on that creature for each other Beast you control.
Rule of Nature 1G
Instant {U}
Rule of Nature can't be countered.
Until end of turn, spells, permanents and players can't be the target of nongreen spells or abilities.
Sunblessing XRGW
Sorcery {R}
Choose two - Up to X target lands are 3/3 green Beast creatures until end of turn that are still lands, then untap those lands; or Sunblessing deals X damage to each creature; or prevent the next X damage that would be dealt to each creature you control.
---------------------------------------------
Oculus remained still as a statue as the pair faded into nothingness. He stood there ponderingly for a while, until Obrun's thoughts intruded into his.
He frowned - Rimeshade was a worthy opponent, and had very nearly gotten the best of him. No matter what was to come, this would be his greatest challenge yet.
The rune - I can feel its pull. And my pack back in the Undergrowth, they can feel it too.
This, at least, was good news. Obrun had grown strong since the two first met, but it had really been his pack of Baloths that had helped them overcome dozens of mighty challengers.
Do you think you could call them to you for this final battle?
I'll try, but we have to move quickly. The arena is disintegrating all around us.
Obrun braced himself, then stomped down on the ground, shattering the marble floor of the Hidden Library, and gave a mighty summon-bellow. An instant later, Oculus drew up the mana from what remained of the crumbling arena and channeled it. In a flash of light, his baloth companion disappeared. Time seemed to stand still for a minute, then Obrun came leaping through a rift, runes shining brilliantly across his scales . Close behind him was Mur, one of the newer beasts to enter his pack.
It looks like this won't be hard as hard as anticipated. Oculus grinned.
Let's find out.
With the last pieces of the library falling into a mist behind them, the trio walked into the unknown before them.
---------------------------------------------
The Slave Becomes the Master:
Obrun the Packcaller 4GGW
Legendary Creature - Beast {M}
Trample
When Obrun the Packcaller enters the battlefield, put a 3/3 green Beast creature token onto the battlefield.
1GW: Exile Obrun the Packcaller, then return it to the battlefield.
5/5
---------------------------------------------
It took the Crucible masters longer to react than any of them expected. Oculus realized that although they could talk down to them, the masters could not hear what they had to say. But now they were enraged, and a deep drone filled the arena as they began drawing up mana. They would have to think fast, and act faster. A monstrous shape was taking form in the center of the arena; as it did so, the five warriors felt a shudder, as though the writing of destiny had been split into two paths. Oculus and Koopa could see the same thought in each other's eyes: which of the two destinies was doomed to fail?
---------------------------------------------
Nemesis Titan:
Crucible Enforcer 5BBB
Creature - Demon {R}
Flying
Whenever a permanent enters the battlefield under an opponent's control, its controller sacrifices a permanent.
It only punishes one thing: resistance.
6/6
---------------------------------------------
None of them had time for such dark thoughts - the summoning was complete, and in the center of the arena towered a demon of dreadful proportions. From its skin and maw, a thick, black mist was rolling in, choking the warriors and shortening their field of view.
Silence.
With no warning, an imp, shrieking horribly, appeared behind Obrun. Mur snarled and sliced it down before its claws could reach him - the demon had lost the initiative, and we were all now alert to the shapes leaping from the mists. There was no time for words - Koopa's companion Bowsor motioned to the center of the arena. While the two gladiators covered the rear, their companions charged ahead. Obrun was first to charge, leaping at the colossal shape and ready to tear it apart. The battle that ensued was ferocious, but ultimately the demon overpowered the baloth. As its claws came down to finish Oculus' companion off, he disappeared in a flash of Æther, only to return moments later with another pack member.
We must remember to thank Rimeshade...if we ever get out of here alive, that is.
The small moment of triumph did not last long - as the fog touched the rift, dark bolts of mana crackled through, striking both Mur and the new pack member dead.
...perhaps not.
"Koopa, Bowsor, any ideas?"
Then two muttered among each other. Reaching a consensus amongst themselves, the turtle mage entered a trance.
The demon turned to face him.
Both reacted at the same time. The demon's intentions were to swallow the turtle whole, but he had different ideas. In a surge of white mana, Bowsor's staff lashed out, enveloping the demon mid-flight before it disintegrated into black mana. The fog was starting to thin, allowing the warriors to locate and kill the last of the demon's minions.
The masters looked confused for a while, but it wasn't long until they started their rituals again.
"We have a few moments' reprieve before the battle starts again. How about a plan of some sort?"
Oculus mused over Koopa's question for a few moments.
"Bowsor seems to be able to keep the demon under control for a while, but if we are to overthrow the masters, we will need the full might of Obrun's pack."
Rimeshade's runes will only allow me to travel so much to the Undergrowth though.
True.
"We have no time to waste. Koopa, Bowsor, we have to rely on you two to keep the demon at bay. Obrun's pack will protect us, and then it's just a matter of time until we have another oppurtunity to strike."
"Sounds like a plan, but we better hurry - the demon is taking shape again."
"Is everybody clear on what is about to happen?"
"Yes."
Yes.
Bowsor nodded his affirmation. The final battle was about to begin...
---------------------------------------------
Ever So Cunning Plan:
We Shall Remain Vigilant
Ongoing Scheme
Whenever a creature enters the battlefield, you may untap target creature.
0: Put a 3/3 green Beast creature token onto the battlefield for each attacking creature, then abandon this scheme. Activate this ability only once each turn and only if you're being attacked.
"Go ahead, strike. One way or the other, this will be the end of you."
---------------------------------------------
While not flawless, the plan had worked as intended. While Koopa and his sorcerer turtle drove back the demon, allowing Obrun to travel freely between the planes, the baloth pack held back the various horrors and abominations it had created. More than once, one of them had nearly been killed, as each resummoning of the demon brought new henchfiends along with it, forcing the group to readjust their battle plan. But the Crucible masters were growing visibly weaker, and their grip on the arena's mana wells was fading. With each passing wave, the assailants were less in number, and Oculus and Koopa felt their grip on the plane's mana strengthening.
The tide of battle finally turned in the contestants' favor. The demon had been freshly banished, and was expected to return any moment; instead, each shadowy figure had begun summoning its own minions. Goblins, elementals, and countless other creatures rushed forth.
Oculus gave the signal, and the pack, now three dozen strong, charged to meet the wave. Mana now crackling beneath all of their skins, each of them prepared to strike their devastating blow.
Obrun, once again, was first. Channeling an unfathomable amount of mana through his body, the runes inscribed upon his scales shattered, and the air around him spasmed as the rest of the pack came charging out. Koopa and Bowsor had already begun brawling their way to the first of the masters.
Oculus smiled to himself. He had been waiting for this exact moment.
---------------------------------------------
Ultimate:
Vigor Tempest 3GWU
Instant {R}
Choose two - Tap all creatures your opponents control; or untap all creatures you control; or creatures you control get +3/+3 until end of turn.
---------------------------------------------
The masters had used the final assault as a means to buy themselves time, time to hide behind a wall of elementals and golems. But the spell had smashed into their creations, scattering them and leaving the figures exposed. At the same time, the assault of the baloth pack doubled in intensity. They were no longer fighting - anything that stood in their way was ripped into shreds without even slowing down the stampede.
Unsheathing his blade, Oculus finished the casting and rushed at a master that had avoided getting trampled. It was cowering as the blade ore down on its neck, but there was no blood. Instead, a spine-chilling shriek came from its mouth, and corrupted mana erupted from the wound, withering away what remained of its body.
As the last master fell, the shapes of the fallen gladiators came into focus. Bowsor's legs gave way, the continuous channelling of mana taking its toll. Oculus and Koopas' eyes met, and both shared a smile.
Calling to each of the two victors was a trinket on the pedestal. Without much ceremony, each clasped theirs and gave it a quick inspection. Oculus was mesmerized by his, its serpentine inscriptions unreadable, yet the meaning so clear. He gazed up; an otherwordly breeze was blowing through the arena, sweeping away the outlines of the fallen champions and their companions. He swore he saw Rimeshade's grin last for a moment after the rest of his body was swept away.
"Goodbye, and may we meet in another life..."
Oculus realized the words were coming from his mouth, that it was him casting the spell. And now, as the accursed Crucible was fading into memory, his home village was materializing before him...
---------------------------------------------
Crucible Relic:
Primordial Amulet 3
Artifact {M}
2G,T:Put a 3/3 green Beast creature token onto the battlefield.
1G,Q:Put a +1/+1 counter on each creature you control.
Its inscriptions are perfectly clear: Help nature, and nature helps you.
Travelling Home:
Planar Return 2W
Instant {R}
Each player shuffles each exiled card he or she owns into his or her library.
Draw a card.
All past sins forgotten, demon and hero alike were given reprieve of their sentence.
---------------------------------------------
This vision had presented itself to all of them, but doubt still remained. The masters knew what the future could hold, and may prevent it more easily now. Oculus and Koopa grinned as they drew their weapons.
Only one way to find out.
---------------------------------------------
Yeah, yeah, I'm not great at writing stories. Consider this a snapshot of my train of thought
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
[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.
Slip of the Mind U
Instant (C)
Target player puts the two cards of his or her library into his or her graveyard.
Draw a card.
Even a second of hesitation will give me the opportunity to strike.
Withdrawl into Shells UUU
Instant (U)
You and everything you control phases out then phases in.
I am never surprised. Never.
Wipe Clean XUUU
Instant (MR)
Return all noncreature, nonland permanents and spells to their owners hand. Then, remove all counters from X target creatures, lands, and players. Exile Wipe Clean.
Leaves A LOT more room for the big ones to fight in, you know.
Bowsor, Turtle Sorcerer 2GWU
Legendary Creature - Turtle Shaman (MR)
T,G: Target creature gets a +1/+1 counter.
T,W: Put target creature on target players library third from the top.
T,U: Counter target spell or ability. (Mana abilities can't be targeted.)
Through all of the trials, the tests, and the battles he has grown from a small warrior to a master of sorcery.
4/6
---------------------------------------
Stifling Archangel 4UW
Creature - Angel (MR)
Flying, flash
When Stifling Archangel enters the battlefield, counter target activated ability.
Activated abilities can't be activated unless they're mana abilities.
She slaughters the first and silences the rest.
5/5
It's Time To Fight On Equal Terms
Scheme
When you put this scheme into motion, until your next turn, all creatures lose all abilities.
Why don't you pick on somebody your own size?
Overdrive 4UG
Sorcery (MR)
Put a copy of each creature token onto the battlefield under your control. Until end of turn, you may copy each spell and ability. You may choose new targets for the copies. Exile Overdrive.
"In an instant our armies doubled and our magic became even more potent." ~Koopa
Pendant of Vigilance 4
Artifact (R)
Whenever a creature you control is tapped, you may untap target creature.
Vigilance. Something that I will take from the Crucible both in mind and in hand.
Second Life 2RGW
Instant (MR)
Each player discards their hand, shuffles all cards from his or her graveyard and exiled zone into his or her library, and draws seven cards.
Each of us had lives before the Crucible, and to those lives we shall return.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
So, we have to sync up on our schemes or what?
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
EDIT => That was a grind. Anyway, I'm more or less done.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Also, am I allowed to make a small edit to my creature. I forgot the creature type Shaman.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Say, doesn't your scheme totally hose your creature?
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
[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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