Making a pact with the others around you, it appears as though the eight of you might be a force to be reckoned with in seeking your vengeance against the Coven of Zaltakazzeramar. A moment later, your numbers are halved, as some are unable to control their darker impulses.
Brushing the dust of your former allies off of your clothes, the four of you begin to plan how best to return. Though you were told that there would be no way to return, something from the "trial" challenges that notion: the obsidian die. Where the other four planeswalkers stood, there is now an obsidian die, standing as a tiny grave marker.
Each of you picks up a die, focusing on the courtroom you were in several days ago. Simultaneously, you each toss the die, watching as all four come to a stop on the same symbol:
The four of you reappear before the Coven of Zaltakazzeramar to the shocked surprise of all in attendance. Before they have time to react, you call forth resources to eliminate the Coven and their guards.
Top 4
Balefire
Gerrard's Mom
Lanxal
yarn
Top 4 Challenge
Design three cards within the following restrictions:
A) One must be a Creature, one must be an Artifact, and one must be an Instant.
B) One must be offensive, one must be defensive, and one must take advantage of the Chaos effect of the Plane you designed in Round 1.
Submissions will be due by 23:00 Eastern on 4 August 2012. Good luck.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
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 MagmafieldRR
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
==
obviously, make an instant creature.
Defensive Dude: Wall of Haze 4W
Creature - Wall (U)
Flash, Defender
When Wall of Haze enters the battlefield, prevent all combat damage target creature would deal this turn. A turn of wind is all you need, to see it as it is.
0/3
Allying Artifact: Anarchist's Orb4
Artifact (R)
Whenever an opponent shuffles his or her library, you may have that player discard a card at random. It turns intuition into a mere gamble.
Invasive Incantation: Add Insult to Injury1R
Instant (C)
Add Insult to Injury deals 1 damage to target creature. It gets +2/+0 until end of turn and attacks this turn if able. "Yarr what did that landlubber say about me leg?!"
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.
Creature, Aggressive
Maddened Magehunter 4RR
Creature - Human Berserker (R)
Haste
Whenever a player casts an instant or sorcery, Maddened Magehunter deals 2 damage to that player. He chases the pretty lights to smash them against his club.
4/2
Artifact, Synergy
Whenever you roll C, you may cast target instant or sorcery card from a graveyard without paying its mana cost.
Magebane Explosives4
Artifact (R)
Whenever a player casts an instant or sorcery spell, put a charge counter on Magebane Explosives.
Remove five charge counters from Magebane Explosives and sacrifice it: Destroy all nonland permanents.
Instant, Defensive
Battlewash2UU
Instant (U)
Return all attacking creatures to their owners' hands.
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.
Synergy Creature Malacol MysticWUB
Creature - Gnome Wizard (R)
Whenever Malacol Mystic enters the battlefield from the stack, return target creature to its owner's hand.
Whenever Malacol Mystic enters the battlefield from your graveyard, destroy target creature.
Whenever Malacol Mystic enters the battlefield from exile, exile target creature.
1/3
Defensive Artifact Castermeld Crux4
Artifact (R)
Whenever another player casts a spell, you may pay X, where X is that spell's converted mana cost. If you do, search target players' library for a card with the same name as that spell and cast that card without paying its mana cost. Then that player shuffles his or her library.
Offensive Instant Fleeting Dominance2WUB
Instant (R)
You control target player during the next phase. (The phases are beginning phase, main phase, combat phase, and ending phase. You see all cards that player could see and make all decisions for the player during the next of these phases.)
Silverwing Angel4W
Creature - Angel {U}
Flying
Whenever a source deals damage to Silverwing Angel, you gain that much life. It is said that a brush from one of their feathers can cure any illness. 2/5
Defensive Artifact
Binding Caltrops3
Arifact {R}
Whenever a creature attacks you, it doesn't untap during its controller's next two untap steps.
Aggressive Instant
Cruel Ruin2RB
Instant {U}
Destroy target nonenchantment permanent. Cruel Ruin deals damage to that permanent's controller equal to that permanent's converted mana cost. Loss is an emotion that must be dealt with personally.
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 MagmafieldRR
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
==
obviously, make an instant creature.
Defensive Dude: Wall of Haze 4W
Creature - Wall (U)
Flash, Defender
When Wall of Haze enters the battlefield, prevent all combat damage target creature would deal this turn. A turn of wind is all you need, to see it as it is.
0/3
Allying Artifact: Anarchist's Orb4
Artifact (R)
Whenever an opponent shuffles his or her library, you may have that player discard a card at random. It turns intuition into a mere gamble.
Invasive Incantation: Add Insult to Injury1R
Instant (C)
Add Insult to Injury deals 1 damage to target creature. It gets +2/+0 until end of turn and attacks this turn if able. "Yarr what did that landlubber say about me leg?!"
Wall of Haze is a nice, simple design, although I dislike the flavor text and think it could've been done better.
Anarchist's Orb seems very powerful. I love it as a special hoser. Nicely done, and love the flavor text.
Add Insult to Injury is a cute name, and a nice ability, but I think it's too complex. Really, it could've done without the +2/+0.
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.
Synergy Creature Malacol MysticWUB
Creature - Gnome Wizard (R)
Whenever Malacol Mystic enters the battlefield from the stack, return target creature to its owner's hand.
Whenever Malacol Mystic enters the battlefield from your graveyard, destroy target creature.
Whenever Malacol Mystic enters the battlefield from exile, exile target creature.
1/3
Defensive Artifact Castermeld Crux4
Artifact (R)
Whenever another player casts a spell, you may pay X, where X is that spell's converted mana cost. If you do, search target players' library for a card with the same name as that spell and cast that card without paying its mana cost. Then that player shuffles his or her library.
Offensive Instant Fleeting Dominance2WUB
Instant (R)
You control target player during the next phase. (The phases are beginning phase, main phase, combat phase, and ending phase. You see all cards that player could see and make all decisions for the player during the next of these phases.)
Malacol Mystic is nice and elegant, but I dislike that two of the abilities aren't relevant most of the time (ignoring any contextual influences.) I suppose at rare, though, it's fine. Really, I think it could've done without that middle graveyard ability.
Castermeld Crux is a brilliant card. I like it alot.
Silverwing Angel4W
Creature - Angel {U}
Flying
Whenever a source deals damage to Silverwing Angel, you gain that much life. It is said that a brush from one of their feathers can cure any illness. 2/5
Defensive Artifact
Binding Caltrops3
Arifact {R}
Whenever a creature attacks you, it doesn't untap during its controller's next two untap steps.
Aggressive Instant
Cruel Ruin2RB
Instant {U}
Destroy target nonenchantment permanent. Cruel Ruin deals damage to that permanent's controller equal to that permanent's converted mana cost. Loss is an emotion that must be dealt with personally.
Creature, Aggressive
Maddened Magehunter 4RR
Creature - Human Berserker (R)
Haste
Whenever a player casts an instant or sorcery, Maddened Magehunter deals 2 damage to that player. He chases the pretty lights to smash them against his club.
4/2
Artifact, Synergy
Whenever you roll C, you may cast target instant or sorcery card from a graveyard without paying its mana cost.
Magebane Explosives4
Artifact (R)
Whenever a player casts an instant or sorcery spell, put a charge counter on Magebane Explosives.
Remove five charge counters from Magebane Explosives and sacrifice it: Destroy all nonland permanents.
Instant, Defensive
Battlewash2UU
Instant (U)
Return all attacking creatures to their owners' hands.
Magehunter is nice. Flavourful and not a bad card. Reminds me of Tovolar's Magehunter but it hits you too. Very offensive.
Not quite synergistic there but it relates alright. Interesting how it triggers off what it's not destroying. Not quite Magebane in my opinion.
Battlewash is certainly defensive. Well thought out effect, but it feels bland without flavour text. The vorthos inside is crying a bit.
Synergy Creature Malacol MysticWUB
Creature - Gnome Wizard (R)
Whenever Malacol Mystic enters the battlefield from the stack, return target creature to its owner's hand.
Whenever Malacol Mystic enters the battlefield from your graveyard, destroy target creature.
Whenever Malacol Mystic enters the battlefield from exile, exile target creature.
1/3
Defensive Artifact Castermeld Crux4
Artifact (R)
Whenever another player casts a spell, you may pay X, where X is that spell's converted mana cost. If you do, search target players' library for a card with the same name as that spell and cast that card without paying its mana cost. Then that player shuffles his or her library.
Offensive Instant Fleeting Dominance2WUB
Instant (R)
You control target player during the next phase. (The phases are beginning phase, main phase, combat phase, and ending phase. You see all cards that player could see and make all decisions for the player during the next of these phases.)
The Mystic is a great idea but it's too wordy and clunky there for me. Works nicely with your plane and brilliant with the colouring.
Crux is a pretty cool idea but I don't quite see how it's defensive. Powerful though, and broken in EDH (think multiplayer). Could cost more.
Idea is nifty and coloured well, but I don't like this terribly much. Not always offensive in my opinion, but the name makes up for that. Too Future Sight for me.
Silverwing Angel4W
Creature - Angel {U}
Flying
Whenever a source deals damage to Silverwing Angel, you gain that much life. It is said that a brush from one of their feathers can cure any illness. 2/5
Defensive Artifact
Binding Caltrops3
Arifact {R}
Whenever a creature attacks you, it doesn't untap during its controller's next two untap steps.
Aggressive Instant
Cruel Ruin2RB
Instant {U}
Destroy target nonenchantment permanent. Cruel Ruin deals damage to that permanent's controller equal to that permanent's converted mana cost. Loss is an emotion that must be dealt with personally.
The angel is pretty sweet. It's in the awkward spot where it's amazing for uncommon but not quite rare, so I'd have to say it's well done hoho. Works alright with the chaos.
To be honest, I would have gone with one untap because it's the norm, but that's pretty much it. Maybe see Dissipation Field for costing.
Mmm, flavour. The occasional "nonenchantment" is used nicely here and the flavour text is too. Might be a tad undercosted though for destroy target permanent (almost).
and so:
Top 3:
1. Balefire
2. Lanxal
3. Gerrard's Mom
HM: yarn
nice cards everywhere, but somebody has to come last D:
yarn
Oh, at first I thought the guy just Holy Dayed the whole board, but I guess one single creature is ok since you can kill it. It's like a Soul Parry that sticks around for way more mana.
Artifact is fine I suppose, pretty big tutor/ramp hoser though, and it doesn't seem like the effects are linked very much.
I think adding insult to injury is usually doing two bad things to one guy, but I guess you punched him and made him angry, makes reasonable sense. The card is a bit weird, could have at least been the same amount of power as damage.
Lanxal Spellshock, Pyrostatic Pillar, Tovolar's Magehunter, this effect has been done plenty of times for various kinds of things. I think instants/sorceries is new, but red tends to like them, at 6 mana I think this could have just been opponents. It's an effect that you want as soon as possible, outside of EDH people aren't casting that many 7 mana or higher spells, so it would be a lot better on a smaller guy or as an enchantment for a lower cost.
The explosives are a lot better card on the theme, I suppose it makes enough sense to have non-permanents blow up permanents.
I'm actually not sure if Evacuation gets cheaper if it only affects attackers; seems like it is too easy to blow out the opponent and then swing back with the massive tempo.
Balefire
Sure, the Belltower Sphinx of life gain, or a trimmed down Kami of the Honored Dead. This is probably fine, and we haven't seen this ability in white in a while.
Caltrops are pretty cool, but that is way too cheap for cutting attacks to 1/3rd and being one-sided.
The Ruin reminds me of Kaervek's Purge, it's something I could definitely use in my instants/sorceries EDH deck.
yarn:
Wall of Haze seems a little expensive for what it does since a lot of the time, you'll effectively just have Soul Parry'd for 4W. Maybe in a common this could be ok, but otherwise it could use a boost.
I don't fully understand how all of these things are linked together, but somehow, Anarchist's Orb works, so good on you.
Add insult to unjury just seems like a very strange card. Paying 1R for damage is weak, and Furor of the Bitten does a better job of pumping with drawback, so really this is only good for making the other guy attack. It just seems so underpowered.
Lanxal:
The Magehunter is fine. That it shares a name and effect with Tovolar's Magehunter makes it a little uninspiring, but it's ok.
The Explosive is odd since it affects two completely unrelated things. To be honest, I'm actually a little afraid of this, since it gives mono-blue control a legitimate, albeit slow board-wipe. It could be ok though.
Battlewash seems substantially better than Sleep to me, since recasting guys usually takes more than a turn. Being an instant also pushes it further. Sleep can already be a blowout, so this seems like a little too much for an uncommon (see Overrun).
MotherMother:
The Mystic is pretty cool. The only issue I have is that this seems like three cards glued together: it has a blue, a black and a white effect, but it isn't really blue-black-white. Reminds me of the Invasion battlemages.
The crux is very dangerous. Assuming you have the mana available, and the opponent has an even number of each, it shuts off all countermagic, gives you all their best creatures, and makes legendary permanents worthless. It's also bonkers in EDH. Should cost a fair bit more.
This has the potential to be so cool, but really, you are only going to be using this as Silence or Master Warcraft with a Peek attached, and it just seems a bit expensive for that. Nifty idea though.
1. GM
2. yarn
3. Lanxal
yarn and Lanxal were tied for me, but rules are rules. =/
Making a pact with the others around you, it appears as though the eight of you might be a force to be reckoned with in seeking your vengeance against the Coven of Zaltakazzeramar. A moment later, your numbers are halved, as some are unable to control their darker impulses.
Brushing the dust of your former allies off of your clothes, the four of you begin to plan how best to return. Though you were told that there would be no way to return, something from the "trial" challenges that notion: the obsidian die. Where the other four planeswalkers stood, there is now an obsidian die, standing as a tiny grave marker.
Each of you picks up a die, focusing on the courtroom you were in several days ago. Simultaneously, you each toss the die, watching as all four come to a stop on the same symbol:
The four of you reappear before the Coven of Zaltakazzeramar to the shocked surprise of all in attendance. Before they have time to react, you call forth resources to eliminate the Coven and their guards.
Top 4
Balefire
Gerrard's Mom
Lanxal
yarn
Top 4 Challenge
Design three cards within the following restrictions:
A) One must be a Creature, one must be an Artifact, and one must be an Instant.
B) One must be offensive, one must be defensive, and one must take advantage of the Chaos effect of the Plane you designed in Round 1.
Submissions will be due by 23:00 Eastern on 4 August 2012. Good luck.
Good luck everyone!
holder.
==
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
Round 3
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
==
obviously, make an instant creature.
Defensive Dude:
Wall of Haze 4W
Creature - Wall (U)
Flash, Defender
When Wall of Haze enters the battlefield, prevent all combat damage target creature would deal this turn.
A turn of wind is all you need, to see it as it is.
0/3
Allying Artifact:
Anarchist's Orb 4
Artifact (R)
Whenever an opponent shuffles his or her library, you may have that player discard a card at random.
It turns intuition into a mere gamble.
Invasive Incantation:
Add Insult to Injury 1R
Instant (C)
Add Insult to Injury deals 1 damage to target creature. It gets +2/+0 until end of turn and attacks this turn if able.
"Yarr what did that landlubber say about me leg?!"
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.
Creature, Aggressive
Maddened Magehunter 4RR
Creature - Human Berserker (R)
Haste
Whenever a player casts an instant or sorcery, Maddened Magehunter deals 2 damage to that player.
He chases the pretty lights to smash them against his club.
4/2
Artifact, Synergy
Whenever you roll C, you may cast target instant or sorcery card from a graveyard without paying its mana cost.
Magebane Explosives 4
Artifact (R)
Whenever a player casts an instant or sorcery spell, put a charge counter on Magebane Explosives.
Remove five charge counters from Magebane Explosives and sacrifice it: Destroy all nonland permanents.
Instant, Defensive
Battlewash 2UU
Instant (U)
Return all attacking creatures to their owners' hands.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
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.
Malacol Mystic WUB
Creature - Gnome Wizard (R)
Whenever Malacol Mystic enters the battlefield from the stack, return target creature to its owner's hand.
Whenever Malacol Mystic enters the battlefield from your graveyard, destroy target creature.
Whenever Malacol Mystic enters the battlefield from exile, exile target creature.
1/3
Defensive Artifact
Castermeld Crux 4
Artifact (R)
Whenever another player casts a spell, you may pay X, where X is that spell's converted mana cost. If you do, search target players' library for a card with the same name as that spell and cast that card without paying its mana cost. Then that player shuffles his or her library.
Offensive Instant
Fleeting Dominance 2WUB
Instant (R)
You control target player during the next phase. (The phases are beginning phase, main phase, combat phase, and ending phase. You see all cards that player could see and make all decisions for the player during the next of these phases.)
Creature - Angel {U}
Flying
Whenever a source deals damage to Silverwing Angel, you gain that much life.
It is said that a brush from one of their feathers can cure any illness.
2/5
Arifact {R}
Whenever a creature attacks you, it doesn't untap during its controller's next two untap steps.
Instant {U}
Destroy target nonenchantment permanent. Cruel Ruin deals damage to that permanent's controller equal to that permanent's converted mana cost.
Loss is an emotion that must be dealt with personally.
Round 1 Reference.
Wall of Haze is a nice, simple design, although I dislike the flavor text and think it could've been done better.
Anarchist's Orb seems very powerful. I love it as a special hoser. Nicely done, and love the flavor text.
Add Insult to Injury is a cute name, and a nice ability, but I think it's too complex. Really, it could've done without the +2/+0.
Malacol Mystic is nice and elegant, but I dislike that two of the abilities aren't relevant most of the time (ignoring any contextual influences.) I suppose at rare, though, it's fine. Really, I think it could've done without that middle graveyard ability.
Castermeld Crux is a brilliant card. I like it alot.
Fleeting Dominance is nicely elegant. Not bad.
I like Silverwing Angel a lot, although I would've preferred it as a rare because it's too powerful for uncommon.
Binding Caltrops seems like it would have some memory issues. I don't really like it, although it's a neat concept.
Cruel Ruin is fairly sweet, elegant use of color pie and makes sense. Nicely done.
1. Gerrard's Mom.
2. Balefire.
3. Yarn.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
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Lanxal:
Magehunter is nice. Flavourful and not a bad card. Reminds me of Tovolar's Magehunter but it hits you too. Very offensive.
Not quite synergistic there but it relates alright. Interesting how it triggers off what it's not destroying. Not quite Magebane in my opinion.
Battlewash is certainly defensive. Well thought out effect, but it feels bland without flavour text. The vorthos inside is crying a bit.
Gerrard's Mom:
The Mystic is a great idea but it's too wordy and clunky there for me. Works nicely with your plane and brilliant with the colouring.
Crux is a pretty cool idea but I don't quite see how it's defensive. Powerful though, and broken in EDH (think multiplayer). Could cost more.
Idea is nifty and coloured well, but I don't like this terribly much. Not always offensive in my opinion, but the name makes up for that. Too Future Sight for me.
Balefire:
The angel is pretty sweet. It's in the awkward spot where it's amazing for uncommon but not quite rare, so I'd have to say it's well done hoho. Works alright with the chaos.
To be honest, I would have gone with one untap because it's the norm, but that's pretty much it. Maybe see Dissipation Field for costing.
Mmm, flavour. The occasional "nonenchantment" is used nicely here and the flavour text is too. Might be a tad undercosted though for destroy target permanent (almost).
and so:
Top 3:
1. Balefire
2. Lanxal
3. Gerrard's Mom
HM: yarn
nice cards everywhere, but somebody has to come last D:
Oh, at first I thought the guy just Holy Dayed the whole board, but I guess one single creature is ok since you can kill it. It's like a Soul Parry that sticks around for way more mana.
Artifact is fine I suppose, pretty big tutor/ramp hoser though, and it doesn't seem like the effects are linked very much.
I think adding insult to injury is usually doing two bad things to one guy, but I guess you punched him and made him angry, makes reasonable sense. The card is a bit weird, could have at least been the same amount of power as damage.
Lanxal
Spellshock, Pyrostatic Pillar, Tovolar's Magehunter, this effect has been done plenty of times for various kinds of things. I think instants/sorceries is new, but red tends to like them, at 6 mana I think this could have just been opponents. It's an effect that you want as soon as possible, outside of EDH people aren't casting that many 7 mana or higher spells, so it would be a lot better on a smaller guy or as an enchantment for a lower cost.
The explosives are a lot better card on the theme, I suppose it makes enough sense to have non-permanents blow up permanents.
I'm actually not sure if Evacuation gets cheaper if it only affects attackers; seems like it is too easy to blow out the opponent and then swing back with the massive tempo.
Balefire
Sure, the Belltower Sphinx of life gain, or a trimmed down Kami of the Honored Dead. This is probably fine, and we haven't seen this ability in white in a while.
Caltrops are pretty cool, but that is way too cheap for cutting attacks to 1/3rd and being one-sided.
The Ruin reminds me of Kaervek's Purge, it's something I could definitely use in my instants/sorceries EDH deck.
1. Balefire
2. Lanxal
3. yarn
Wall of Haze seems a little expensive for what it does since a lot of the time, you'll effectively just have Soul Parry'd for 4W. Maybe in a common this could be ok, but otherwise it could use a boost.
I don't fully understand how all of these things are linked together, but somehow, Anarchist's Orb works, so good on you.
Add insult to unjury just seems like a very strange card. Paying 1R for damage is weak, and Furor of the Bitten does a better job of pumping with drawback, so really this is only good for making the other guy attack. It just seems so underpowered.
Lanxal:
The Magehunter is fine. That it shares a name and effect with Tovolar's Magehunter makes it a little uninspiring, but it's ok.
The Explosive is odd since it affects two completely unrelated things. To be honest, I'm actually a little afraid of this, since it gives mono-blue control a legitimate, albeit slow board-wipe. It could be ok though.
Battlewash seems substantially better than Sleep to me, since recasting guys usually takes more than a turn. Being an instant also pushes it further. Sleep can already be a blowout, so this seems like a little too much for an uncommon (see Overrun).
MotherMother:
The Mystic is pretty cool. The only issue I have is that this seems like three cards glued together: it has a blue, a black and a white effect, but it isn't really blue-black-white. Reminds me of the Invasion battlemages.
The crux is very dangerous. Assuming you have the mana available, and the opponent has an even number of each, it shuts off all countermagic, gives you all their best creatures, and makes legendary permanents worthless. It's also bonkers in EDH. Should cost a fair bit more.
This has the potential to be so cool, but really, you are only going to be using this as Silence or Master Warcraft with a Peek attached, and it just seems a bit expensive for that. Nifty idea though.
2. yarn
3. Lanxal
yarn and Lanxal were tied for me, but rules are rules. =/
Balefire and GM advance to the July CCL Finals.
...?
Oculus wasn't in this round... Clearly you do need sleep.
Sorry, Balefire. Yeah, I need sleep. However, the sleep-deprivation also brought along some inspiration, and the Final Round is up.
bad luck Lannie. fun run while it lasted.