Most of the others that arrived with you have fallen or disappeared, lost to who knows where or when. The few remaining individuals were shrewd enough to realize a bad deal when they heard it, and smart enough to eliminate the competition with devious counter-proposals.
Deciding that a temporary alliance is desirable to annihilation or worse, you strike up a conversation with one of the survivors. To better prepare yourself to combat those who forced you into this exile, you each propose a pact with dire consequences if it is not adhered to.
You did not choose this path, but those that unjustly prosecuted you freom behind the political trickery known as the Coven of Zaltakazzeramar will soon discover that attempting to silence you was a mistake.
Some players made a tremendous comeback, and some fell by the wayside. The results:
Round 3 Challenge
Design a "mutually assured destruction" Enchantment card, in the vein of the Urza Destiny Rare cycle (Planar Collapse; Second Chance; Brink of Madness; Impending Disaster; and Defense of the Heart). Your card does not need to sacrifice itself, but it should have a condition, that - when triggered - either leaves your opponent(s) in a potentially compromised position, or globally screws everyone over.
Submissions will be due by 22:00 Eastern on 26 July 2012. Good luck.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
Mage-Ring Inhibitor 2GW
Creature - Human Wizard (R)
Instant or sorcery spells cost 1 more to cast.
Rolling the planar die costs 1 more. "Their infernal humming grinds the world to dust. I will make them silent."
—Balastri, Stone Caste lifewright
2/3
The Waking Spires
Plane — Vryn
At the beginning of each player's upkeep, that player puts the top three cards of his or her library into his or her graveyard. For each instant or sorcery card put into a graveyard this way, that player draws a card.
Whenever you roll C, you may cast target instant or sorcery card from a graveyard without paying its mana cost.
Trumpets blare across the desert, and it is heralded: a massive construct of spires and rings, like a hollow castle, moving slowly across the landscape upon a bed of mechanical legs and levitation pulses. It is the Waking Spires, impossible architecture powered and made mobile by the arcane engine that forms its heart. It scuttles about Vryn in search of more knowledge to be had. Within its twisting hallways that rise towards the sky, mage-saints, ringmasons and spellwrights alike pursue the codification and understanding of all there is to know.
Inhibitor's Chant2WG
Instant (U)
For each instant or sorcery card in target opponent's graveyard, exile it and that player chooses one — You put a 1/1 green Saproling creature token onto the battlefield; or you gain 2 life. "Thus is the price for your foolishness." —Balastri, Stone Caste lifewright
Restless Earth2BB
Enchantment (R)
At the beginning of your upkeep, if there are five or more creature cards in your graveyard, sacrifice Restless Earth. If you do, return all creatures from your graveyard to the battlefield. They gain haste. Sacrifice them at the beginning of the end step.
Roil Surge2U
Sorcery {C}
Fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
You may roll the planar die. As the Eldrazi rose in power, so did the Roil.
The Lighthouse at Sea Gate
Plane - Zendikar
At the beginning of each player's draw step, that player draws an additional card, then discards a card.
Whenever you roll C, each player shuffles the cards from his or her hand into his or her library, then draws that many cards.
Sea Gate Illusionist2UU
Creature - Human Wizard (R)
When an opponent draws a card, that player may put a 1/1 blue Illusion creature token with flying onto the battlefield under your control. Otherwise, you draw a card.
When Sea Gate Illusionist leaves the battlefield, exile all Illusion tokens. "Shall I summon beasts or make your head look bigger?"
1/3
==
Crumbling Magmafield RR
Enchantment (R)
At the beginning of each player's upkeep, Crumbling Magmafield deals two damage to that player.
At the beginning of the end step, if there are four or more creatures on the battlefield, sacrifice Crumbling Magmafield and it deals 3 damage to each creature. "Anyone else feel hot here?"
—Argyle, Summoner, last words
Viviswarm2GG
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if four or more creatures you control have died since your last turn ended, return up to X target creature cards from your graveyard to the battlefield, where X is the number of Slivers on the battlefield.
Mindswarm1UU
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if there are ten or fewer cards in your library, each opponent exiles the top X cards of his or her library, where X is twice the number of Slivers on the battlefield.
Rageswarm1RR
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if you were dealt 7 or more damage since your last turn ended, Rageswarm deals X damage to each opponent, where X is the number of Slivers on the battlefield.
TheoswarmWW
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if you control three or more enchantments, you gain X life, where X is three times the number of Slivers on the battlefield.
Plagueswarm2BB
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if there are fifteen or more cards in your graveyard, creatures your opponents control get -X/-X until end of turn, where X is the number of Slivers on the battlefield.
Diplomat's Seal2WU
Enchantment (R)
You and creatures you control can't be the target of spells or abilities.
Whenever a creature deals combat damage to you, transform Diplomat's Seal and attach it to that creature's controller.
//
Rage of the Nations
Enchantment - Aura
Enchant player
Creatures attack enchanted player each turn if able.
Yeah, okay, it's actively a downside in single player but w/e.
Dementia Harvest3BB
Enchantment (M)
Whenever an opponent discards a card, exile that card. Until end of turn, you may play that card without paying its mana cost.
Insatiable Madness3BR
Enchantment (R)
Whenever a nontoken creature you control dies, each player discards his or her hand. Draw cards equal to enchanted creature's power. Each opponent draws cards equal to enchanted creature's toughness. Even the most skilled planeswalkers think twice about venturing into the infernal depths of Libros.
U// Sedris and the Traitor Kings U// G Seshiro, the Appointed G B// Vaevictus Asmadi - "I'm 'exy and I know it" B// W// Treva, The Renewerer W// B/ Rakdos, Lord of Grouphate B/ W//// Cromat the Charmer W////
@UncleIstvan: No restrictions on color. Considering the scarcity and power that a MAD 'mechanic' should employ, I decided to put no restrictions or other requirements on the card. Go wild. It doesn't mean I won't use this as an anchor around your neck in the later Rounds, but that's always a possibility in the CCL.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
Pain Split2BB
Enchantment {R}
At the beginning of your upkeep, if you have 10 or less life, sacrifice Pain Split, then each player’s life total becomes 10. “All suffering is sweet to me.”
Curse of Ravaged Earth 2RG
Enchantment - Curse {R}
Enchant player
At the beginning of enchanted player's upkeep, that player sacrifices a land unless he or she has Curse of Ravaged Earth deal 4 damage to him or her. It is not easy to make Kessig bear fruit.
The Ashmouth
Plane - Innistrad
At the beginning of each player's upkeep, that player loses 3 life and puts a 3/3 red Devil creature token onto the battlefield.
Whenever you roll C, The Ashmouth deals 13 damage to each creature.
Bedeviled Gambler1RR
Creature - Human Werewolf {R}
:symtap:: Roll the planar die.
Whenever a player rolls a C, transform Bedeviled Gambler. 2/2
/////
Luckpawed Savage
Creature - Werewolf {R}
Whenever a player rolls a blank face on the planar die, Luckpawed Savage deals 2 damage to that player.
Whenever a player rolls a C, transform Luckpawed Savage. 4/4
Bivalent Warpstone4
Artifact (R)
Whenever you roll the planar die, roll twice and ignore one result. The warpstone hearts of Belenon's blink gnomes are highly sought after for their stabilizing effects on planeswalking.
Mistbound Spires
Plane - Belenon (C)
When you planeswalk to Mistbound Spires or at the beginning of your upkeep, exile target creature.
When you planeswalk away from the Mistbound Spires, each player returns to the battlefield all cards he or she owns exiled with Mistbound Spires.
Whenever you roll C, put a creature card exiled with Mistbound Spires onto the battlefield under your control.
Horrorglass4
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a player, that player chooses one - Destroy target creature; or return target creature card in a graveyard to the battlefield under your control.
Equip 3
Soul Anchorage2(W/B)(W/B)
Enchantment (R)
Whenever a creature dies, you may pay (W/B)(W/B). If you do, exile that creature instead.
At the beginning of your upkeep, you may sacrifice Soul Anchorage. If you do, return all creature cards exiled with Soul Anchorage to the battlefield under your control.
Wow guys, I gotta say, this is gonna be tough. Really good batch of cards in my humble opinion, and my run was fun while it lasted :p. Good luck to all!
Note about my card: You would in fact be able to play the opponent's lands, because I used the word "play", not "cast" (Praetor's Grasp), but not if you make them discard a card on their turn because you can only play lands on your turn. Although, perhaps since I expressly say you can play them...perhaps you could play them even on the opponent's turn...
Restless Earth2BB
Enchantment (R)
At the beginning of your upkeep, if there are five or more creature cards in your graveyard, sacrifice Restless Earth. If you do, return all creatures from your graveyard to the battlefield. They gain haste. Sacrifice them at the beginning of the end step.
-I'm just gonna say I'm hugely biased toward this card because I had basically the same thing (it returned creatures from all graveyards and had some different numbering), but I then I saw yours and I didn't wanna step on any toes. So... Awesome card! Great minds think alike! I would prefer if this exiled the creatures is my little nitpick.
Crumbling Magmafield RR
Enchantment (R)
At the beginning of each player's upkeep, Crumbling Magmafield deals two damage to that player.
At the beginning of the end step, if there are four or more creatures on the battlefield, sacrifice Crumbling Magmafield and it deals 3 damage to each creature. "Anyone else feel hot here?"
—Argyle, Summoner, last words
-I like this card a lot. The numbers seem a bit arbitrary to me, and could probably be switched to me slightly more melvin-y, but the flavor is quite good. The card really spins a good yarn! :na::facepalm:
The "two" should be "2", and there should be an "if you do" somewhere in there. I'm sure other people will yell at you for this, so I won't go into detail here.
Viviswarm2GG
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if four or more creatures you control have died since your last turn ended, return up to X target creature cards from your graveyard to the battlefield, where X is the number of Slivers on the battlefield.
-Ehhhhh. Not the hugest fan of those parasitic Sliverfolk, and I don't like the number 4 here. I wish this sacrificed, or cost more, or didn't care about Slivers.
Diplomat's Seal2WU
Enchantment (R)
You and creatures you control can't be the target of spells or abilities.
Whenever a creature deals combat damage to you, transform Diplomat's Seal and attach it to that creature's controller.
//
Rage of the Nations
Enchantment - Aura
Enchant player
Creatures attack enchanted player each turn if able.
-This could be a flip card really. It doesn't flip back, and it doesn't have a lot of text (even less if you know, you used Shroud). I'm actually fine with this being WU, as they both have tertiary combat control-y tricks (Courtly Provocateur, Master Warcraft). The name is slightly red though. I'm more concerned about how awful this is in single player, which you noted. Yeah, it is really cool in multiplayer, buuuuut...
Insatiable Madness3BR
Enchantment (R)
Whenever a nontoken creature you control dies, each player discards his or her hand. Draw cards equal to enchanted creature's power. Each opponent draws cards equal to enchanted creature's toughness. Even the most skilled planeswalkers think twice about venturing into the infernal depths of Libros.
-Yeaaah, I assume you just meant whenever any creature dies, which is cool, but seems BG (although then I would switch the power and toughness draws, but that's just me). It's also strange that it only triggers off your creature's dying, and makes everyone repeatedly discard hands. This seems like a plane card honestly.
On a side note, this card would be fun as a one shot aura card.
Pain Split2BB
Enchantment {R}
At the beginning of your upkeep, if you have 10 or less life, sacrifice Pain Split, then each player’s life total becomes 10. “All suffering is sweet to me.”
-I am really frustrated that this doesn't fit into my Heartless Hidetsugu EDH deck. However, definitely a black card what with Sorin Markov, and a fun comeback card.
Soul Anchorage2(W/B)(W/B)
Enchantment (R)
Whenever a creature dies, you may pay (W/B)(W/B). If you do, exile that creature instead.
At the beginning of your upkeep, you may sacrifice Soul Anchorage. If you do, return all creature cards exiled with Soul Anchorage to the battlefield under your control.
-I like this. It is pretty strong (I would have perhaps made it cost 5), but it gives the opponent a chance to at least respond to the threat; it's kind of risky in that you sink a bunch of time and/or mana into it and it can be destroyed, but it is powerful if you can nab a few creatures.
Restless Earth2BB
Enchantment (R)
At the beginning of your upkeep, if there are five or more creature cards in your graveyard, sacrifice Restless Earth. If you do, return all creatures from your graveyard to the battlefield. They gain haste. Sacrifice them at the beginning of the end step.
Templating issue: should be "return all creature cards". You got this right earlier in the card, though. Seems reasonable enough.
Crumbling Magmafield RR
Enchantment (R)
At the beginning of each player's upkeep, Crumbling Magmafield deals two damage to that player.
At the beginning of the end step, if there are four or more creatures on the battlefield, sacrifice Crumbling Magmafield and it deals 3 damage to each creature. "Anyone else feel hot here?"
—Argyle, Summoner, last words
Templating issue: damage numbers shouldn't be spelled out; also, if something prevents you from sacrificing this, it still deals the damage as worded. I don't know if that's intentional or not.
Diplomat's Seal2WU
Enchantment (R)
You and creatures you control can't be the target of spells or abilities.
Whenever a creature deals combat damage to you, transform Diplomat's Seal and attach it to that creature's controller.
//
Rage of the Nations
Enchantment - Aura
Enchant player
Creatures attack enchanted player each turn if able.
Yeah, okay, it's actively a downside in single player but w/e.
Why isn't this "You and creatures you control have shroud." for the first sentence? Also, somehow I think the back side should have a red color indicator.
Dementia Harvest3BB
Enchantment (M)
Whenever an opponent discards a card, exile that card. Until end of turn, you may play that card without paying its mana cost.
Amusing. It's basically a permanent Spelljack, so it should probably cost a little more (3BBB?).
Insatiable Madness3BR
Enchantment (R)
Whenever a nontoken creature you control dies, each player discards his or her hand. Draw cards equal to enchanted creature's power. Each opponent draws cards equal to enchanted creature's toughness. Even the most skilled planeswalkers think twice about venturing into the infernal depths of Libros.
This feels like a good way to force a draw in combination with a board wipe. As such, I'm not sure this really fits the challenge. EDIT: And I totally missed the "enchanted creature" whoops on your part, which takes this from "probably doesn't fit the challenge" to "...and it doesn't work, either." I award you no points, and may God have mercy on your soul.
Pain Split2BB
Enchantment {R}
At the beginning of your upkeep, if you have 10 or less life, sacrifice Pain Split, then each player’s life total becomes 10. “All suffering is sweet to me.”
Another victim of failing to use "If you do..." on a sacrifice ability. This could probably safely cost less (in general, you're not going to be able to combine it with Wound Reflection for a quick win).
Soul Anchorage2(W/B)(W/B)
Enchantment (R)
Whenever a creature dies, you may pay (W/B)(W/B). If you do, exile that creature instead.
At the beginning of your upkeep, you may sacrifice Soul Anchorage. If you do, return all creature cards exiled with Soul Anchorage to the battlefield under your control.
It's a more-limited version of Cold Storage! It could probably be uncommon with the limitations.
In theory I am too. Whenever I see a card with a minor templating issue, such as in the DCC, I refuse to vote for it. I just can't be bothered double-checking my own cards.
Crumbling Magmafield RR
Enchantment (R)
At the beginning of each player's upkeep, Crumbling Magmafield deals two damage to that player.
At the beginning of the end step, if there are four or more creatures on the battlefield, sacrifice Crumbling Magmafield and it deals 3 damage to each creature. "Anyone else feel hot here?"
—Argyle, Summoner, last words
God damn it yarn why don't you bold the card name. Anyway, not terrible, I like the flavor of this card, it's quite evocative and gives me a really clear mental image.
Viviswarm2GG
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if four or more creatures you control have died since your last turn ended, return up to X target creature cards from your graveyard to the battlefield, where X is the number of Slivers on the battlefield.
Not terrible, although in general I dislike parasitic cards like this. I would've preferred it if it was just return up to four creatures; I think it would've been a stronger card. Edit: I mean, stronger design.
Diplomat's Seal2WU
Enchantment (R)
You and creatures you control can't be the target of spells or abilities.
Whenever a creature deals combat damage to you, transform Diplomat's Seal and attach it to that creature's controller.
//
Rage of the Nations
Enchantment - Aura
Enchant player
Creatures attack enchanted player each turn if able.
MDenham pointed out the templating issues. :/ In any case, I like it, nice use of the transform mechanic and certainly an interesting political card.
Dementia Harvest3BB
Enchantment (M)
Whenever an opponent discards a card, exile that card. Until end of turn, you may play that card without paying its mana cost.
Eh. I don't really think it fits the challenge, but that's open to debate. Other than that, it's a really hilarious and awesome card, except perhaps it should cost more.
Insatiable Madness3BR
Enchantment (R)
Whenever a nontoken creature you control dies, each player discards his or her hand. Draw cards equal to enchanted creature's power. Each opponent draws cards equal to enchanted creature's toughness. Even the most skilled planeswalkers think twice about venturing into the infernal depths of Libros.
Wait. What "enchanted creature" is referenced here? o.O I'm really confused because I don't understand this card at all but MDenham didn't point anything out.
Pain Split2BB
Enchantment {R}
At the beginning of your upkeep, if you have 10 or less life, sacrifice Pain Split, then each player’s life total becomes 10. “All suffering is sweet to me.”
Not horrible. Elegant but does some sweet things. Nice.
Soul Anchorage2(W/B)(W/B)
Enchantment (R)
Whenever a creature dies, you may pay (W/B)(W/B). If you do, exile that creature instead.
At the beginning of your upkeep, you may sacrifice Soul Anchorage. If you do, return all creature cards exiled with Soul Anchorage to the battlefield under your control.
Very nice, sweet but not broken because of the mana cost. I like it a lot.
If you look at the rulings on that, it brings up the same "if you can't sacrifice it for some reason, such as it's not on the battlefield by the time the trigger starts to resolve, it still deals the damage" issue that I mentioned.
If that's an intentional design choice, then yeah, I guess... but it means you can respond to the trigger going on the stack with some kind of flicker effect to get more triggers out of it later.
Restless Earth2BB
Enchantment (R)
At the beginning of your upkeep, if there are five or more creature cards in your graveyard, sacrifice Restless Earth. If you do, return all creatures from your graveyard to the battlefield. They gain haste. Sacrifice them at the beginning of the end step.
I like the name haha and the flavour from this. Would have preferred exiling them afterwards because you could chain these, but not much of an issue there.
Viviswarm2GG
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if four or more creatures you control have died since your last turn ended, return up to X target creature cards from your graveyard to the battlefield, where X is the number of Slivers on the battlefield.
Reanimation feels a bit off here from the G, but then again lifegain is much too powerful :rolleyes:. Suits the challenge well but I think the trigger might be a tad hard to hit - if you get board wiped x = 0. Otherwise, it's a nice sliver card.
edit: whoops, didn't realise it was a sliver
Diplomat's Seal2WU
Enchantment (R)
You and creatures you control can't be the target of spells or abilities.
Whenever a creature deals combat damage to you, transform Diplomat's Seal and attach it to that creature's controller.
//
Rage of the Nations
Enchantment - Aura
Enchant player
Creatures attack enchanted player each turn if able.
haha as you said, this in single player. As you were probably contemplating, some way of unflipping would have been good. EDH playable, methinks. I totally imagined the UN having a meeting then suddenly going berserk.
Dementia Harvest3BB
Enchantment (M)
Whenever an opponent discards a card, exile that card. Until end of turn, you may play that card without paying its mana cost.
Mmm, mechanically fits the challenge but the opponent isn't overextending or anything. Just a nitpick, but what happens with a land? Still, loving the name and it's well balanced in my opinion with the "until end of turn".
Insatiable Madness3BR
Enchantment (R)
Whenever a nontoken creature you control dies, each player discards his or her hand. Draw cards equal to enchanted creature's power. Each opponent draws cards equal to enchanted creature's toughness. Even the most skilled planeswalkers think twice about venturing into the infernal depths of Libros.
No idea what the enchanted creature is, but I'll assume it's the creature that got 'yarded. It gives both players benefits off your loss, so it's a bit iffy in relation to the challenge. A bit of G would have fit better in my opinion al la Momentous Fall.
Pain Split2BB
Enchantment {R}
At the beginning of your upkeep, if you have 10 or less life, sacrifice Pain Split, then each player’s life total becomes 10. “All suffering is sweet to me.”
Pokemon? heheh flavour and text is pretty sweet. Works great with the challenge and I really can't think of anything really. Somehow the 4cmc just ties it up for me.
Soul Anchorage2(W/B)(W/B)
Enchantment (R)
Whenever a creature dies, you may pay (W/B)(W/B). If you do, exile that creature instead.
At the beginning of your upkeep, you may sacrifice Soul Anchorage. If you do, return all creature cards exiled with Soul Anchorage to the battlefield under your control.
wow I'm loving this one. It doesn't quite feel like it matches the opponent doing something bad trigger, but the colour combination is nice. I bet it plays like a mini mimic vat.
Most of the others that arrived with you have fallen or disappeared, lost to who knows where or when. The few remaining individuals were shrewd enough to realize a bad deal when they heard it, and smart enough to eliminate the competition with devious counter-proposals.
Deciding that a temporary alliance is desirable to annihilation or worse, you strike up a conversation with one of the survivors. To better prepare yourself to combat those who forced you into this exile, you each propose a pact with dire consequences if it is not adhered to.
You did not choose this path, but those that unjustly prosecuted you freom behind the political trickery known as the Coven of Zaltakazzeramar will soon discover that attempting to silence you was a mistake.
Some players made a tremendous comeback, and some fell by the wayside. The results:
Lanxal - 145
Gerrard's Mom - 137
queensauce - 101
Balefire - 82
Vertain - 75
Profani - 73
Icarel - 31
Æthermage - 29
Link - 24
Marr965 - 20
yarn - 129
Ninja Caterpie - 104
UncleIstvan - 97
MDenham - 82
shadowfuryix - 81
Cypher28 - 67
headley - 49
Random_Nation - 47
Eremity - 36
MagicProfessor28 - 19
PsiJet - 5
Top 8
Balefire
Gerrard's Mom
Lanxal
MDenham
Ninja Caterpie
queensauce
UncleIstvan
yarn
Round 3 Challenge
Design a "mutually assured destruction" Enchantment card, in the vein of the Urza Destiny Rare cycle (Planar Collapse; Second Chance; Brink of Madness; Impending Disaster; and Defense of the Heart). Your card does not need to sacrifice itself, but it should have a condition, that - when triggered - either leaves your opponent(s) in a potentially compromised position, or globally screws everyone over.
Submissions will be due by 22:00 Eastern on 26 July 2012. Good luck.
Mage-Ring Inhibitor 2GW
Creature - Human Wizard (R)
Instant or sorcery spells cost 1 more to cast.
Rolling the planar die costs 1 more.
"Their infernal humming grinds the world to dust. I will make them silent."
—Balastri, Stone Caste lifewright
2/3
Trail of the Mage-Rings, Vryn.
The Waking Spires
Plane — Vryn
At the beginning of each player's upkeep, that player puts the top three cards of his or her library into his or her graveyard. For each instant or sorcery card put into a graveyard this way, that player draws a card.
Whenever you roll C, you may cast target instant or sorcery card from a graveyard without paying its mana cost.
Trumpets blare across the desert, and it is heralded: a massive construct of spires and rings, like a hollow castle, moving slowly across the landscape upon a bed of mechanical legs and levitation pulses. It is the Waking Spires, impossible architecture powered and made mobile by the arcane engine that forms its heart. It scuttles about Vryn in search of more knowledge to be had. Within its twisting hallways that rise towards the sky, mage-saints, ringmasons and spellwrights alike pursue the codification and understanding of all there is to know.
Inhibitor's Chant 2WG
Instant (U)
For each instant or sorcery card in target opponent's graveyard, exile it and that player chooses one — You put a 1/1 green Saproling creature token onto the battlefield; or you gain 2 life.
"Thus is the price for your foolishness."
—Balastri, Stone Caste lifewright
Restless Earth 2BB
Enchantment (R)
At the beginning of your upkeep, if there are five or more creature cards in your graveyard, sacrifice Restless Earth. If you do, return all creatures from your graveyard to the battlefield. They gain haste. Sacrifice them at the beginning of the end step.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
And thanks to the host(s) for hosting!
==
Previously:
Sorcery {C}
Fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
You may roll the planar die.
As the Eldrazi rose in power, so did the Roil.
Round 1
Plane - Zendikar
At the beginning of each player's draw step, that player draws an additional card, then discards a card.
Whenever you roll C, each player shuffles the cards from his or her hand into his or her library, then draws that many cards.
Round 2
Creature - Human Wizard (R)
When an opponent draws a card, that player may put a 1/1 blue Illusion creature token with flying onto the battlefield under your control. Otherwise, you draw a card.
When Sea Gate Illusionist leaves the battlefield, exile all Illusion tokens.
"Shall I summon beasts or make your head look bigger?"
1/3
==
Crumbling Magmafield RR
Enchantment (R)
At the beginning of each player's upkeep, Crumbling Magmafield deals two damage to that player.
At the beginning of the end step, if there are four or more creatures on the battlefield, sacrifice Crumbling Magmafield and it deals 3 damage to each creature.
"Anyone else feel hot here?"
—Argyle, Summoner, last words
Viviswarm 2GG
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if four or more creatures you control have died since your last turn ended, return up to X target creature cards from your graveyard to the battlefield, where X is the number of Slivers on the battlefield.
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if there are ten or fewer cards in your library, each opponent exiles the top X cards of his or her library, where X is twice the number of Slivers on the battlefield.
Rageswarm 1RR
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if you were dealt 7 or more damage since your last turn ended, Rageswarm deals X damage to each opponent, where X is the number of Slivers on the battlefield.
Theoswarm WW
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if you control three or more enchantments, you gain X life, where X is three times the number of Slivers on the battlefield.
Plagueswarm 2BB
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if there are fifteen or more cards in your graveyard, creatures your opponents control get -X/-X until end of turn, where X is the number of Slivers on the battlefield.
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Enchantment (R)
You and creatures you control can't be the target of spells or abilities.
Whenever a creature deals combat damage to you, transform Diplomat's Seal and attach it to that creature's controller.
//
Rage of the Nations
Enchantment - Aura
Enchant player
Creatures attack enchanted player each turn if able.
Yeah, okay, it's actively a downside in single player but w/e.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
So are there any color requirements, or casting cost requirements or crazy flavor text requirements?
Round 0
Round 1
Round 2
Dementia Harvest 3BB
Enchantment (M)
Whenever an opponent discards a card, exile that card. Until end of turn, you may play that card without paying its mana cost.
Enchantment (R)
Whenever a nontoken creature you control dies, each player discards his or her hand. Draw cards equal to enchanted creature's power. Each opponent draws cards equal to enchanted creature's toughness.
Even the most skilled planeswalkers think twice about venturing into the infernal depths of Libros.
Custom Race: Guaroga
G Seshiro, the Appointed G
B// Vaevictus Asmadi - "I'm 'exy and I know it" B//
W// Treva, The Renewerer W//
B/ Rakdos, Lord of Grouphate B/
W//// Cromat the Charmer W////
Enchantment {R}
At the beginning of your upkeep, if you have 10 or less life, sacrifice Pain Split, then each player’s life total becomes 10.
“All suffering is sweet to me.”
Enchantment - Curse {R}
Enchant player
At the beginning of enchanted player's upkeep, that player sacrifices a land unless he or she has Curse of Ravaged Earth deal 4 damage to him or her.
It is not easy to make Kessig bear fruit.
The Ashmouth
Plane - Innistrad
At the beginning of each player's upkeep, that player loses 3 life and puts a 3/3 red Devil creature token onto the battlefield.
Whenever you roll C, The Ashmouth deals 13 damage to each creature.
Bedeviled Gambler 1RR
Creature - Human Werewolf {R}
:symtap:: Roll the planar die.
Whenever a player rolls a C, transform Bedeviled Gambler.
2/2
/////
Luckpawed Savage
Creature - Werewolf {R}
Whenever a player rolls a blank face on the planar die, Luckpawed Savage deals 2 damage to that player.
Whenever a player rolls a C, transform Luckpawed Savage.
4/4
Artifact (R)
Whenever you roll the planar die, roll twice and ignore one result.
The warpstone hearts of Belenon's blink gnomes are highly sought after for their stabilizing effects on planeswalking.
Mistbound Spires
Plane - Belenon (C)
When you planeswalk to Mistbound Spires or at the beginning of your upkeep, exile target creature.
When you planeswalk away from the Mistbound Spires, each player returns to the battlefield all cards he or she owns exiled with Mistbound Spires.
Whenever you roll C, put a creature card exiled with Mistbound Spires onto the battlefield under your control.
Horrorglass 4
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a player, that player chooses one - Destroy target creature; or return target creature card in a graveyard to the battlefield under your control.
Equip 3
Soul Anchorage 2(W/B)(W/B)
Enchantment (R)
Whenever a creature dies, you may pay (W/B)(W/B). If you do, exile that creature instead.
At the beginning of your upkeep, you may sacrifice Soul Anchorage. If you do, return all creature cards exiled with Soul Anchorage to the battlefield under your control.
Top 3/Crits will be accepted until 11:00 Eastern on 30 July 2012.
Wow guys, I gotta say, this is gonna be tough. Really good batch of cards in my humble opinion, and my run was fun while it lasted :p. Good luck to all!
Note about my card: You would in fact be able to play the opponent's lands, because I used the word "play", not "cast" (Praetor's Grasp), but not if you make them discard a card on their turn because you can only play lands on your turn. Although, perhaps since I expressly say you can play them...perhaps you could play them even on the opponent's turn...
Enchantment (R)
At the beginning of your upkeep, if there are five or more creature cards in your graveyard, sacrifice Restless Earth. If you do, return all creatures from your graveyard to the battlefield. They gain haste. Sacrifice them at the beginning of the end step.
-I'm just gonna say I'm hugely biased toward this card because I had basically the same thing (it returned creatures from all graveyards and had some different numbering), but I then I saw yours and I didn't wanna step on any toes. So... Awesome card! Great minds think alike! I would prefer if this exiled the creatures is my little nitpick.
Enchantment (R)
At the beginning of each player's upkeep, Crumbling Magmafield deals two damage to that player.
At the beginning of the end step, if there are four or more creatures on the battlefield, sacrifice Crumbling Magmafield and it deals 3 damage to each creature.
"Anyone else feel hot here?"
—Argyle, Summoner, last words
-I like this card a lot. The numbers seem a bit arbitrary to me, and could probably be switched to me slightly more melvin-y, but the flavor is quite good. The card really spins a good yarn! :na::facepalm:
The "two" should be "2", and there should be an "if you do" somewhere in there. I'm sure other people will yell at you for this, so I won't go into detail here.
Tribal Enchantment - Sliver (R)
At the beginning of your upkeep, if four or more creatures you control have died since your last turn ended, return up to X target creature cards from your graveyard to the battlefield, where X is the number of Slivers on the battlefield.
-Ehhhhh. Not the hugest fan of those parasitic Sliverfolk, and I don't like the number 4 here. I wish this sacrificed, or cost more, or didn't care about Slivers.
Enchantment (R)
You and creatures you control can't be the target of spells or abilities.
Whenever a creature deals combat damage to you, transform Diplomat's Seal and attach it to that creature's controller.
//
Rage of the Nations
Enchantment - Aura
Enchant player
Creatures attack enchanted player each turn if able.
-This could be a flip card really. It doesn't flip back, and it doesn't have a lot of text (even less if you know, you used Shroud). I'm actually fine with this being WU, as they both have tertiary combat control-y tricks (Courtly Provocateur, Master Warcraft). The name is slightly red though. I'm more concerned about how awful this is in single player, which you noted. Yeah, it is really cool in multiplayer, buuuuut...
Enchantment (R)
Whenever a nontoken creature you control dies, each player discards his or her hand. Draw cards equal to enchanted creature's power. Each opponent draws cards equal to enchanted creature's toughness.
Even the most skilled planeswalkers think twice about venturing into the infernal depths of Libros.
-Yeaaah, I assume you just meant whenever any creature dies, which is cool, but seems BG (although then I would switch the power and toughness draws, but that's just me). It's also strange that it only triggers off your creature's dying, and makes everyone repeatedly discard hands. This seems like a plane card honestly.
On a side note, this card would be fun as a one shot aura card.
Enchantment {R}
At the beginning of your upkeep, if you have 10 or less life, sacrifice Pain Split, then each player’s life total becomes 10.
“All suffering is sweet to me.”
-I am really frustrated that this doesn't fit into my Heartless Hidetsugu EDH deck. However, definitely a black card what with Sorin Markov, and a fun comeback card.
Enchantment (R)
Whenever a creature dies, you may pay (W/B)(W/B). If you do, exile that creature instead.
At the beginning of your upkeep, you may sacrifice Soul Anchorage. If you do, return all creature cards exiled with Soul Anchorage to the battlefield under your control.
-I like this. It is pretty strong (I would have perhaps made it cost 5), but it gives the opponent a chance to at least respond to the threat; it's kind of risky in that you sink a bunch of time and/or mana into it and it can be destroyed, but it is powerful if you can nab a few creatures.
The Winnahs:
1: Lanxal
2: Gerrard's Mom
3: Balefire
HM: yarn
Really, though, good designs all around.
Templating issue: damage numbers shouldn't be spelled out; also, if something prevents you from sacrificing this, it still deals the damage as worded. I don't know if that's intentional or not.
Why isn't this "You and creatures you control have shroud." for the first sentence? Also, somehow I think the back side should have a red color indicator.
Amusing. It's basically a permanent Spelljack, so it should probably cost a little more (3BBB?).
This feels like a good way to force a draw in combination with a board wipe. As such, I'm not sure this really fits the challenge. EDIT: And I totally missed the "enchanted creature" whoops on your part, which takes this from "probably doesn't fit the challenge" to "...and it doesn't work, either." I award you no points, and may God have mercy on your soul.
Another victim of failing to use "If you do..." on a sacrifice ability. This could probably safely cost less (in general, you're not going to be able to combine it with Wound Reflection for a quick win).
It's a more-limited version of Cold Storage! It could probably be uncommon with the limitations.
1st: Lanxal
2nd: Ninja Caterpie
3rd: UncleIstvan
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Whenever I fail like this I :armscross:.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
(Probably NSFW) So you may have heard I'm trying to write a TV series...
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God damn it yarn why don't you bold the card name. Anyway, not terrible, I like the flavor of this card, it's quite evocative and gives me a really clear mental image.
Not terrible, although in general I dislike parasitic cards like this. I would've preferred it if it was just return up to four creatures; I think it would've been a stronger card. Edit: I mean, stronger design.
MDenham pointed out the templating issues. :/ In any case, I like it, nice use of the transform mechanic and certainly an interesting political card.
Eh. I don't really think it fits the challenge, but that's open to debate. Other than that, it's a really hilarious and awesome card, except perhaps it should cost more.
Wait. What "enchanted creature" is referenced here? o.O I'm really confused because I don't understand this card at all but MDenham didn't point anything out.
Not horrible. Elegant but does some sweet things. Nice.
Very nice, sweet but not broken because of the mana cost. I like it a lot.
1. Yarn
2. Balefire
3. Gerrard's Mom
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
edit: touche. that was er totally um intentional. yep.
If that's an intentional design choice, then yeah, I guess... but it means you can respond to the trigger going on the stack with some kind of flicker effect to get more triggers out of it later.
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I like the name haha and the flavour from this. Would have preferred exiling them afterwards because you could chain these, but not much of an issue there.
Reanimation feels a bit off here from the G, but then again lifegain is much too powerful :rolleyes:. Suits the challenge well but I think the trigger might be a tad hard to hit - if you get board wiped x = 0. Otherwise, it's a nice sliver card.
edit: whoops, didn't realise it was a sliver
haha as you said, this in single player. As you were probably contemplating, some way of unflipping would have been good. EDH playable, methinks. I totally imagined the UN having a meeting then suddenly going berserk.
Mmm, mechanically fits the challenge but the opponent isn't overextending or anything. Just a nitpick, but what happens with a land? Still, loving the name and it's well balanced in my opinion with the "until end of turn".
No idea what the enchanted creature is, but I'll assume it's the creature that got 'yarded. It gives both players benefits off your loss, so it's a bit iffy in relation to the challenge. A bit of G would have fit better in my opinion al la Momentous Fall.
Pokemon? heheh flavour and text is pretty sweet. Works great with the challenge and I really can't think of anything really. Somehow the 4cmc just ties it up for me.
wow I'm loving this one. It doesn't quite feel like it matches the opponent doing something bad trigger, but the colour combination is nice. I bet it plays like a mini mimic vat.
==
it was tough, but:
Top 3:
1. Gerrard's Mom
2. Balefire
3. Ninja Caterpie
HM: Lanxal