Many have fallen on the road to reshaping Dominaria, unable to forge new ideologies for the re-emergent cultures, or falling into infighting and ignorance. But your culture is poised to seize greatness, if only you can retrieve the powerful artifact that you have identified.
You do not know the exact location of this artifact, but luckily, you have an idea of someone who might.
Top 8 Challenge
Make a creature card of a color you have not used yet in this competition. This creature must be able to help you find the place you seek (loose mechanical/flavor requirement).
Make a land card for the current location of the artifact you designed last round. Its name should reference a location on Dominaria.
Submission Deadline: Wednesday, November 21st, 9PM Pacific Critique Deadline: Saturday, November 24th, 9PM Pacific
You will critique all other entries and provide a Top 3.
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 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 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded 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 suggested scoring method is for each player to critique all remaining players in the same Top 3 style as the first three rounds, with the top half advancing each round, so Top 8, then Top 4, then Finals.
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.
Faeries of the Mist :1mana::symu:
Creature — Faerie (C)
Flying
When Faeries of the Mist enters the battlefield, untap up to two lands.
Lifeshape (:2mana:, Discard this card: Return a creature card with the same converted mana cost as this from your graveyard to your hand.)
1/1
Round 2
Cabal's Will2BB
Sorcery (R)
Discard your hand. For each card discarded this way, search your library for a card and put it into your graveyard. "You must be willing to sacrifice what you know to realize what you don't." epithet of the Windgrace
Round 3
Remnant of Multani
Artifact (R)
Convoke
Whenever you cast a creature spell or Lifeshape, draw a card. Though his physical form shattereted, Multani is beginning to return life to Yavimaya.
hmmm a creature....
Benalish EnvoyW
Creature - Human Advisor(R)
First Strike
If Benalish Envoy would deal damage to an opponent, you may prevent that damage and pay 1G. If you do search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
1/1
...and some place in Yavimaya.
Yavimaya Cynosure
Legendary Land - Forest (M)
(T: Add G to your mana pool)
Whenever a Forest enters the battlefield under your control, you may put a 1/1 green Saproling creature token onto the battlefield. GG,T: All green cards you own that aren't on the battlefield have convoke. The darkest reaches of Yavimaya know life and will ensure its continuance.
A Creature in a color I have yet to use, so U,B, or G... and a land... hmmm... leaning towards Kjeldor reference...
Complete(ish) Creature: Seer of the Mists2UU
Creature - Merfolk Wizard {U} UU,T,: Scry X, where X is the number of cards in your hand.
2/4
Complete(ish) Land: Library of Krov
Land {R}
~ enters the battlefield tapped. t: Add 1 to your mana pool. ,t, Sacrifice a creature: Search your library for a non-creature artifact or enchantment card, reveal it and put it into your hand. Shuffle your library. The Ruins of Krov hold many a great secret still, but the plagues that ended it still linger, warding off trespassers.
... damn it, land needs a lot of work =(
Temporal Guide2UU
Creature - Human Wizard (R)
Hexproof
At the beginning of your upkeep, you may exile target creature you control. U: Return a creature exiled by Temporal Guide to the battlefield under your control.
2/3
Sea of Mists
Land (U) T: Add 1 to your mana pool. 3U,T, Sacrifice Sea of Mists: Put target nonland permanent on top of its owner's library. The ruined Academy of Tolaria still pulses with its forbidden time magic and many ships have been lost to the mist-shrouded waters, never to be heard from again.
Primal Ravager4G
Creature - Beast (U) Assail - Whenever you attack with three or more creatures, reveal the top card of your library. If it's a land, then put it onto the battlefield. Otherwise, put that card into your hand.
4/4
Urborg, Restless Land
Land (R)
Urborg enters the battlefield tapped. T: Add B to your mana pool. 2B,t: Put a 1/1 white Spirit creature token with flying onto the battlefield. Activate this ability only if a creature you control died this turn.
Fostered Rogon5G
Creature - Beast (C)
Symbiosis (Whenever this creature attacks, put a +1/+1 counter on it for each other attacking creature that shares a creature type with it.) An intrinsic part of the herd.
4/4
Round 2 entry:
Samite Communion2WW
Sorcery (U)
Return target creature card from your graveyard to the battlefield if it shares a creature type with a creature you control. "This poor creature's soul has not left the herd, only its flesh. Let us begin the communion." - Kalarynn, Samite Mender
Round 3 entry:
Genesis Relic0
Legendary Artifact (MR)
Whenever a land enters the battlefield under your control, you may put an inception counter on Genesis Relic.
When Genesis Relic has three inception counters on it, sacrifice it. If you do, starting with you, each player may put a creature card from his or her hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield. "Once the land was shaped, the Genesis began." - Relic inscription.
*Homage to Hypergenesis, and just as broken!*
Round 4 entry:
Kanyk, Saprazzan Illusionist2UU
Legendary Creature - Merfolk Wizard (MR) U: Target creature you control becomes the creature type of your choice until end of turn. "Verdura? Any fool with a boat can take you there. However, if you wish to make it past the enchantresses guarding the island, your only hope is to become one of them."
1/3
Verduran Dolmen
Legendary Land (MR) T: add G to your mana pool.
Whenever an Aura becomes attached to Verduran Dolmen, you may draw a card. Since the beginning of recorded history, the Verduran Sisterhood of Enchantresses has ensured that the overwhelming power of the Genesis Relic remains safely ensconsed within within the Dolmen.
Werebear Tame Werebear1G
Creature — Human Bear Druid (C)
:symtap:: Add to your mana pool. Possess — gets +3/+3 as long as you control five or more nonland permanents. What's left at his path is unbearable.
1/1
Dragon Lair4RR
Sorcery (U)
Put a 5/5 red Dragon creature token with flying onto the battlefield. Possess — If you control five or more nonland permanents, creatures your control get +1/+0 and gain haste until end of turn. If you see a lair, do no more than stare.
Lotus Relic0
Artifact (MR) Possess — :symtap:, Sacrifice Lotus Relic: Add three mana of any one color to your mana pool. Activate this ability only if you control five or more nonland permanents. In needy days, to wonder. In wealthy days, to squander.
Seeker of Tolaria2UU
Creature — Merfolk Wizard Scout (U)
When Name enters the battlefield, you may search you library for an Island card, reveal it, and put it into your hand. If you do, shuffle your library. Possess — You may put that card onto the battlefield instead of putting it into your hand if you control five or more nonland permanents.
1/3
Tolaria Ruins Legendary Land — Island (MR)
(:symtap:: Add U to your mana pool.)
:symtap:: Search your library for an artifact card and put it into your graveyard. Then, shuffle your library.
Goblin Pile Shuffler - neither of these feel Mythic to me outside of their flavor. Being able to change creature type multiple times is decent but this guy needs more. The land would need to be in a set that pushed enchant lands/permanents a little more than where they are at now. But definitely for 2 plus cards investment, the land doesn't do you enough.
Solesticio - I love Seeker and Ruins, both feel balanced at their rarities. I've liked Possess this entire month. The only thought that ran through my mind when I read seeker, and this is just a personal wondering, would this creature be able to have Flash, or would instant speed land drop be broken in blue?
Big_Cal - I like both cards a lot, but I'm just unsure of the flavor. The land is good, printable, but doesn't feel like it ties in. The creature should probably be a spellshaper, I'm not sure flavorwise why they are warriors.
Noatz - I like both of these cards. They both seem fair and I hope after seeing them Wizards revisits Panglacial Wurm too. I don't know that Knower would see a lot of play at that cost, but I imagine it would see some. Defintely both are full of flavor.
Ninja Caterpie - Both of these are good cards. The flavor is a little light on the land but I like the effect it has. I though to myself at first "Why didn't you make this repeatable",but I answered this with more thought. A repeatable Time Walk is not fun. I like the 'slowness' of guide, but used effectively it can definitely deliver a beating.
Arcel - I like Seer a lot. Knowledge begets knowledge. The land ability cost feels steep. It is held together by your flavor, but doesn't translate too well for me.
Prophylaxis - Why does a black ability produce a white token...? And there is nothing wrong with your creature, it just feel underpowered especially compared to garruk's packleader.
Goblin Pile Shuffler - Your creature is pretty awesome, especially flavorwise, I love it, though not super fitting with the challenge, so a few lost points there.
It is a very interesting land with a unique effect... but I honestly don't think there are enough land enchants to make it extremely useful.
Solesticio - Your creature is just as perfect as you can get for this challange, it does exactly what its supposed to and is great for flavor, even if it bends the color pie a bit.
The land on the other hand... I don't see how it has any right to be an island, it seems to push it to the Too good Catagory. Besides that, the idea behind it I absolutely love, so many ways of getting things back from the graveyard. Seems like a lot of fun.
Big_Cal - I rather like your creature, even if I only can kind of see how it would fit the challenge, though its more like its there to find the artifact hidden in a land then anything
Your land is also pretty unique, an interesting way of doing a dual color land, and I have to say I like it, even if its a little underwhelming, I still love it.
Noatz - Knower of Secrets... oh god I love this card and wish I had it. Its a bit of a Rules... iffy card, and the wording may be off, but I do Love how it works, though knowing some people, it would be a 4 of in a deck, so maybe make it a Legendary Creature to make it work.
Your land is also very fitting of the theme set up by the Knower, if the rest of the ability is kind of iffy to me, though I do love it still. Not sure why you have to pay 2 life though. Also, would it count it as the turns land drop or no? That is the part that gives me trouble.
Ninja Caterpie - I love Guide through time, and I can see so much fun coming from such a card, the main problem I see is if someone plays a field wipe spell, unless you have enough mana to play all creatures in exile by it, they stay exiled permanently, and even if you do, they are most likely wiped out anyway due to the field wipe... still, love the card though =3
Your land feels a bit underwhelming at first, but I actually like how its basically a very hard to counter bounce mechanic, and can seriously throw off an opponents momentum if you hit them right after they attempt to go off.
Saagn - Your Envoy is... interesting, if seemingly a bit lacking, it just doesn't... Feel like a Rare, at all, I'm sorry. Your land on the Feels very much like Mythic level, especially with greens ramp power... if only it didn't activate on itself, that seems a bit much.
Prophylaxis - Primal Ravager is near perfect for an Uncommon, though slightly lackluster, you would expect a bit more for having to swing with 3 critters.
I love the concept of Urborg, though the white spirit? Really... I see Urborg's as more of a place to get skeletons or zombies, but eh. *shrug*
Critholder (I know it's torture to see these but no crits)
LOL
Goblin Pile Shuffler — An 1/3 for 4 mana with no relevant abilities seems really weak at Mythic. If at least it had symbiosis....The land is a nice concept (I love enchantress), but push it! Draw two would be totally fine!
Big_Cal — After reading your post, I get where you wanted to go, but I must admit it is not what I get when I read your creature. Seems completely loose; still, a good design. Your land is a tweak of River of Tears. Not bad, but not exciting on the other hand. Also, imo I think that referring a Dominaria place in flavor text is not enough (I mean, this is not a clear representation of that place).
Noatz — Nicely done exploring this design space. The blue creature is really good, I love it. The land is ok, but seems too good with fetches.
Ninja Caterpie — How is thus guy helping you find the land? I don't see any correlation at all, even if subtle. Nevertheless, good and inovative design. Sea of Mists seems pretty weak. But maybe I'm wrong, and in plyatest turns out to be really good. I must admit I cannot judge it properly.
Saagn — The creature is really nicely done. I do not have much to say here. The land, on the other hand, does to much for a Forest, even that legendary. Also, I don't know why convoke got into Dominaria.
Arcel — Scry X in a really decent body is dangerous. Preordain was really good scrying2 (ok it draws a card). But rearrange the top, let's say, 4 cards, and even being capable of put the garbage on the bottom seems really good. The land is ok (why tapped?), but I'm not wuite sure on flavor: they sacrifice guys on a library for artifacts?
Prophylaxis — The green creature is totally fine, but I would like it much smaller. At 5 mana seems redundant the ramp. It still draws a card, but I think you could have pushed it a bit more by downsizing it (funny...). The Urborg is also ok, but the white spirit really bugs me.
Big_Cal:
Ironclaw Quarriers seems quite powerful and looks like it could lead to unfun gameplay in Modern and possibly Legacy (although I'm thinking the latter has enough counterspells. It gets online quite easily and while it is restricted to nonbasics, that kind of restriction doesn't do enough in older formats (read: Price of Progress usually hits for like 6-10 damage in Legacy). It's a good way of hurting the super stretched mana-base decks, but maybe something like Ghost Quarter as the tap ability might've worked better. What's more, that's better flavour as someone who finds, too. Alternatively, you could make it cost like 4 and make the body bigger.
Glacial Steppe is fine, but it seems too simple to be anything but part of a dual-land cycle. If it is, though, it wouldn't be too good; the RG one would be giving you G on your opponent's turn; not exactly the most useful mana.
Saagn:
Benalish Envoy is a nice callback to the Ophidian effect. That said, seeing as it's only one damage, just let it be a combat trigger; it's not that big of a deal and doesn't make players feel bad. The card is definitely pushing the power a bit, especially because it finds any land. While it's probably okay being a squishy 1/1, it could be quite powerful like an early Prime Time for utility lands.
Yavimaya Cynosure is... quite a powerful land. It's strictly better (by a long shot) than a basic forest and that worries me. It doesn't even need any other specific cards to be good, like the Legendary Land cycle from Kamigawa; it's just a very powerful utility land that improves every green deck by adding a 1-of. It should probably enter the battlefield tapped, and have a cost on the Saproling tokens.
Arcel:
Seer of the Mists is kinda simple, so nothing much to say. It's a solid card, cool ability, fairly costed. 2/4 feels too much like a spider to me, but that's not really much of an issue. Maybe it should be 2/3 so it's not so tanky.
Library of Krov has cool flavour; sending creatures in to die just to pick up some treasure. Seems relatively fair, but I feel like it should have a coloured activation cost; maybe 2W or 2U or 1UB or something. It could get quite good fetching dangerous combo-piece enchantments or artifacts, or grabbing hate cards. Maybe cost the ability higher, too. 4?
Noatz:
Knower of Secrets is quite interesting. I'm not really sure if Panglacial Wurm is the kind of mechanic you want to expand upon, but w/e. This seems quite powerful in older formats where you turn fetchlands into Diabolic Tutors. Flash in, name what you want, search, cast, win. In those formats, the triple blue doesn't even mean anything (trust me, I've cast Cryptic Command consistently in 5 colour decks).
Wreckage of Halcyon doesn't work; there are very specific rules regarding the times at which you can play lands and they outright disallow this kinda thing. That said, assuming it works, it's probably bordering on Very Strong (TM). Fetchlands are everywhere in older formats and this lets you turn a fetch into two, giving an early-game boost in mana that only green should be able to get. It's not even that bad as a played land because it doesn't ETB tapped so there isn't any tempo loss. Later on, you can even dump it for cards.
Prophylaxis:
Primal Ravager is a funny kinda guide. At least the mechanical identity is there. Strong card advantage, but its condition is pretty limiting. Probably wants trample or something else or it doesn't feel like a Beast or a 'Ravager'.
Urborg, Restless Land is cool. It seems like a very safe design though; a once-per-turn token, and only if it replaces a dead creature. I'm probably underestimating the effectiveness of a 1/1 beater or blocker which can continually replace itself, but being able to do it once per turn cycle isn't exactly that overpowered, especially if you have to pay a fair bit to use it. Feels like it should be a swamp like Yawgmoth's Tomb.
Goblin Pile Shuffler:
Kanyk, Saprazzan Illusionist is probably overcosted. It's not a very powerful body and being able to swap creature types on the field isn't crazy when it means you need to include non-tribal cards in what is probably a tribal deck. Otherwise it's a pretty cool card with a potentially very fun ability. Also minor flavour fail; Saprazzo and its merfolk are on Mercadia, not Dominaria.
Verduran Dolmen is strictly better than a basic as a one-of. While most land auras suck and aren't worth playing, it does have decent synergy with Abundant Growth and other similar ramp spells and is thus defintely worth inclusion in any deck as a 1-of over a basic Forest. Not to mention it's legendary, and Legendary lands suck D:
Solesticio:
Seeker of Tolaria seems a bit off outside of a land-based block, I think. I mean, the ability is stretchable into red because it loves mountains so much, and to a lesser extent white and black because of history and Diabolic Tutor but blue is probably too far from land-fetching outside of Zendikar II and landcycling. It's a fair card though, decently powered.
Tolaria Ruins is another Legendary singleton-strictly-better-basic. solesticio pls. While it seems like a pretty underwhelming abilitiy, there must be some reason Entomb is a $25 card... Oh yeah, graveyard shenanigans. You can find massive OP artifacts and reanimate them for a huge win. There is cool synergy with Academy Ruins though, so I'll give you that.
Big_Cal - hiring the Ironclaw Quarriers and seek out the Glacial Steppe. Interesting land/creature choice here - subtle hints that the weapon is buried in the ice. Icehaven is a big place, however, I think it would have been good if your land mentioned a bit more specific of a locale. I imagine that the Quarriers are going to have to melt A LOT of ice to find the weapon. As to the cards themselves, the Quarriers is a slight twist on Blastminer. Seems balanced, but doesn't feel quite "Gobliny" to me. Glacial Steppe is a nice dual land twist, and plays nicely with Disavow in particular. Saagn - hiring the Benalish Envoy and seek out the Yavimaya Cynosure. I like Yavimaya Cynosure - perfect name and ties in nicely with the Remnant of Multani. Very powerful effects on this land, seems to a bit too good. Mono green could reliably spew out one (or more!) tokens every turn with this. Also, the activitated convoke ability should say "until end of turn". I see how the Envoy works nicely with the land, but I'm not sure how, in terms of card flavor, this creature helps your team find the Remnant. Some flavor text here could have been helpful. Arcel - hiring the Seer of the Mists and seeking the Library of Krov. I think I see what you're going for here - the Seer scrys to locate the Library of Krov; very interesting idea. It would have been nice to see some flavor text explaining a bit more about the Seers. I like how you've designed the Library to keep with the plague theme and I think the Library is an appropriate place for the Staff you designed in Round 3 to be located. I do think the land's ability is a bit too powerful, however, and should be nerfed a bit. Turning a creature that was targeted by removal into a tutor is really strong. Ninja Caterpie - hiring the Temporal Guide to seek out the Sea of Mists. Cool flavor here - the Guide helps people blink in and out of Tolaria and thus hopefully avoid the powerful curse the surrounds the island. Also, this seems like an appropriate location for the Matter Generator. Temporal Guide is really powerful - esp w/ ETB creatures, but the upkeep trigger I think balances this out mostly. Giving it hexproof takes away the risk of using the card and interaction by opponents, which seems like a bit of a shame from a design standpoint, but still fair overall. Some flavor text talking about who the Guide is would have been cool. The land is well-designed and fits the flavor of the curse nicely, although the "never to be heard from again" flavor text is a bit generic, and something a bit more focused on the time bending curse would have been more interesting to expose this bit of Dominarian storyline. Noatz - hiring the Knower of Secrets to seek out the Wreckage of Halcyon. - I like the naming choices here - the Wreckage seems like a great place for your artifact to be located and a Knower of Secrets should help you find it. Your flavor text is great as well. The Knower is indeed an interesting riff on Panglacial Wurm. I think the only issue here is that the card can let you find multiple copies of the same card at once; this should be redesigned so it can only work once for 1 card. Wreckage of Halcyon is really good - getting a land onto the battlefield (untapped!) for 2 life seems a bit too strong, however. Plus, being able to turn this into two cards when you no longer need land seems really good. I like the flavor and idea here, but it should probably be nerfed a bit. Prophylaxis - hiring the Primal Ravager to seek out Urborg, Resless Land. I think it makes sense that the Ancestral Pillar could be found in Urborg, and you've done a good job tying this together with what these two cards do. I see that the Primal Ravager helps you find lands, although it seems a bit indescriminate - i.e. from a game/flavor point of view, you'll be digging up a lot of lands. These cards seem pretty balanced and interesting overall. I think some flavor text relating these cards to the search or artifact would have been nice. I also think that the Urborg land should have been legendary. Solesticio - hiring the Seeker of Tolaria to locate the Tolaria Ruins. Tolaria Ruins defenitely seems a good place for your Relic to be located and the Seeker will certainly help you find it. Well designed in this regard. I don't like the effect on the Seeker, however, as this is out of blue's portion of the color pie. Maybe if it let you reveal the top X and put an island that would be okay, but straight tutoring for an island just doesn't fit in my opinion. I like the land though - I think it probably should come into play tapped so that it doesn't immediately enable graveyard hijinks the turn it comes into play, but this is minor. Also, I think some flavor text talking about the creature and artifact location would have been good to have.
Top 3:
1) Ninja Caterpie
2) Big Cal
3) Prophylaxis
Regarding people's comments on Kanyk:
I must say I was a bit surprised that people really disliked this card so much. The point of the design on this creature is that the location of the Relic is known, but getting there is basically impossible. In other words, I made a slight twist on the challenge by building a creature helps you find the place that is being sought by allowing you to get past the island's guardians. The other reason it is tribal themed is that it then supports my other entries. Not expecting anyone to change their votes or anything, just wanted to offer my feedback on this.
Seems I've gone for good. Yeh I took a chance on designing a blue land fetcher, but I think that bending the color pie sometimes is ok. I restricted it to Islands exactly because of that. Well, seems it wasn't well accepted =\ About Tolaria, I love how critiques go from "sucks" to "broken" Also, if some nonbasic land should be an Island is this one because...well, Tolaria was in fact an Island.
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
Trying to figure out the balance on Seer between cost of ability, P/T, and casting cost was difficult, but I think I did a decent job, if I had upped the cost of the scry anymore, I was worried people would have called it to expensive, I mean, I compare it to Descendant of Soramaro, mine is slightly better, which would make sense given the powercreep trend in more recent magic.
I'm glad most caught the flavor of the land, that since the area is plague ridden, anything that you send to get something out of it won't survive afterwards. Also, enters the battlefield tapped because instant Tutoring on something that can do it multiple times seemed a bit to much. I also thought it was safe to make it colorless cost requirement due to 2 things, the limited things it can search, and the fact that it requires you to sac a creature, a mechanic you have to have the right kind of deck for to do it constantly.
Oh, and about the sacing a creature targeted by removal, there are already far more efficient ways of doing so that don't require tapping up to 4 lands to do it, so I don't think its all that overpowered in that regard.
Trying to figure out the balance on Seer between cost of ability, P/T, and casting cost was difficult, but I think I did a decent job, if I had upped the cost of the scry anymore, I was worried people would have called it to expensive, I mean, I compare it to Descendant of Soramaro, mine is slightly better, which would make sense given the powercreep trend in more recent magic.
I think it is much better. Scry >> Index. Next turn you will be able to look to 2 more cards with Descendant. With Scry, if the others weren't worth it, will be on the bottom, and thus you will look at much more cards. For example, imagine you have 4 cards and the top4 are 3 lands (you don't care) and something else. With Descendent next turn you have drawn that card (5 in hand) and will look to the three lands and 2 new cards. With yours, you will look at 5 whole new cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
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Top 8 - How Many Roads
Many have fallen on the road to reshaping Dominaria, unable to forge new ideologies for the re-emergent cultures, or falling into infighting and ignorance. But your culture is poised to seize greatness, if only you can retrieve the powerful artifact that you have identified.
You do not know the exact location of this artifact, but luckily, you have an idea of someone who might.
Top 8 Challenge
Make a creature card of a color you have not used yet in this competition. This creature must be able to help you find the place you seek (loose mechanical/flavor requirement).
Make a land card for the current location of the artifact you designed last round. Its name should reference a location on Dominaria.
Competitors:
Goblin Pile Shuffler
Solesticio
Big_Cal
Noatz
Ninja Caterpie
Saagn
Arcel
Prophylaxis
Past Rounds:
Round 1
Round 2
Round 3
Cythare 71 + (3 1 3 = [7/12] = 59) = 130
Goblin Pile Shuffler 129 + (2 2 2 = [6/12] = 50) = 179
Solesticio 147 + (2 3 1 3 2 = [11/12] = 92) = 239
void_nothing 98 + (1 2 1 = [4/12] = 33) = 131
Team Jamuraa
Big_Cal 147 + (2 2 2 = [6/6] = 100) = 247
Legend 94 + (2 = [2/6] = 33) = 127
Noatz 93 + (3 3 2 = [8/6] = 133) = 226
Savia 86 + (1 1 2 = [4/6] = 67) = 153
Team Otaria
arbitraryarmor 95 + (1 1 2 = [4/9] = 44) = 139
Ninja Caterpie 183 + (3 2 3 3 = [11/9] = 122) = 305
Saagn 122 + (2 2 2 1 = [7/9] = 77) = 199
Team Sarpadia
Arcel 170 + (2 1 2 = [5/6] = 83) = 253
Asrama 90 + (3 1 = [4/6] = 67) = 127
Prophylaxis 132 + (2 1 = [3/6] = 50) = 182
Maokun 75 + (3 1 = [4/6] = 67) = 142
Submission Deadline: Wednesday, November 21st, 9PM Pacific
Critique Deadline: Saturday, November 24th, 9PM Pacific
You will critique all other entries and provide a Top 3.
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Faeries of the Mist :1mana::symu:
Creature — Faerie (C)
Flying
When Faeries of the Mist enters the battlefield, untap up to two lands.
Lifeshape (:2mana:, Discard this card: Return a creature card with the same converted mana cost as this from your graveyard to your hand.)
1/1
Sorcery (R)
Discard your hand. For each card discarded this way, search your library for a card and put it into your graveyard.
"You must be willing to sacrifice what you know to realize what you don't." epithet of the Windgrace
Artifact (R)
Convoke
Whenever you cast a creature spell or Lifeshape, draw a card.
Though his physical form shattereted, Multani is beginning to return life to Yavimaya.
Benalish Envoy W
Creature - Human Advisor(R)
First Strike
If Benalish Envoy would deal damage to an opponent, you may prevent that damage and pay 1G. If you do search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
1/1
...and some place in Yavimaya.
Yavimaya Cynosure
Legendary Land - Forest (M)
(T: Add G to your mana pool)
Whenever a Forest enters the battlefield under your control, you may put a 1/1 green Saproling creature token onto the battlefield.
GG,T: All green cards you own that aren't on the battlefield have convoke.
The darkest reaches of Yavimaya know life and will ensure its continuance.
Round 1
Round 2
Round 3
A Creature in a color I have yet to use, so U,B, or G... and a land... hmmm... leaning towards Kjeldor reference...
Complete(ish) Creature:
Seer of the Mists 2UU
Creature - Merfolk Wizard {U}
UU,T,: Scry X, where X is the number of cards in your hand.
2/4
Complete(ish) Land:
Library of Krov
Land {R}
~ enters the battlefield tapped.
t: Add 1 to your mana pool.
,t, Sacrifice a creature: Search your library for a non-creature artifact or enchantment card, reveal it and put it into your hand. Shuffle your library.
The Ruins of Krov hold many a great secret still, but the plagues that ended it still linger, warding off trespassers.
... damn it, land needs a lot of work =(
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Temporal Guide 2UU
Creature - Human Wizard (R)
Hexproof
At the beginning of your upkeep, you may exile target creature you control.
U: Return a creature exiled by Temporal Guide to the battlefield under your control.
2/3
Sea of Mists
Land (U)
T: Add 1 to your mana pool.
3U,T, Sacrifice Sea of Mists: Put target nonland permanent on top of its owner's library.
The ruined Academy of Tolaria still pulses with its forbidden time magic and many ships have been lost to the mist-shrouded waters, never to be heard from again.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Primal Ravager 4G
Creature - Beast (U)
Assail - Whenever you attack with three or more creatures, reveal the top card of your library. If it's a land, then put it onto the battlefield. Otherwise, put that card into your hand.
4/4
Urborg, Restless Land
Land (R)
Urborg enters the battlefield tapped.
T: Add B to your mana pool.
2B,t: Put a 1/1 white Spirit creature token with flying onto the battlefield. Activate this ability only if a creature you control died this turn.
Previous Entries:
Sign-up card:
Round 1 entry:
Creature - Beast (C)
Symbiosis (Whenever this creature attacks, put a +1/+1 counter on it for each other attacking creature that shares a creature type with it.)
An intrinsic part of the herd.
4/4
Round 2 entry:
Sorcery (U)
Return target creature card from your graveyard to the battlefield if it shares a creature type with a creature you control.
"This poor creature's soul has not left the herd, only its flesh. Let us begin the communion." - Kalarynn, Samite Mender
Round 3 entry:
Legendary Artifact (MR)
Whenever a land enters the battlefield under your control, you may put an inception counter on Genesis Relic.
When Genesis Relic has three inception counters on it, sacrifice it. If you do, starting with you, each player may put a creature card from his or her hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
"Once the land was shaped, the Genesis began." - Relic inscription.
*Homage to Hypergenesis, and just as broken!*
Round 4 entry:
Legendary Creature - Merfolk Wizard (MR)
U: Target creature you control becomes the creature type of your choice until end of turn.
"Verdura? Any fool with a boat can take you there. However, if you wish to make it past the enchantresses guarding the island, your only hope is to become one of them."
1/3
Verduran Dolmen
Legendary Land (MR)
T: add G to your mana pool.
Whenever an Aura becomes attached to Verduran Dolmen, you may draw a card.
Since the beginning of recorded history, the Verduran Sisterhood of Enchantresses has ensured that the overwhelming power of the Genesis Relic remains safely ensconsed within within the Dolmen.
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
Seeker of Tolaria 2UU
Creature — Merfolk Wizard Scout (U)
When Name enters the battlefield, you may search you library for an Island card, reveal it, and put it into your hand. If you do, shuffle your library.
Possess — You may put that card onto the battlefield instead of putting it into your hand if you control five or more nonland permanents.
1/3
Tolaria Ruins
Legendary Land — Island (MR)
(:symtap:: Add U to your mana pool.)
:symtap:: Search your library for an artifact card and put it into your graveyard. Then, shuffle your library.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Solesticio - I love Seeker and Ruins, both feel balanced at their rarities. I've liked Possess this entire month. The only thought that ran through my mind when I read seeker, and this is just a personal wondering, would this creature be able to have Flash, or would instant speed land drop be broken in blue?
Big_Cal - I like both cards a lot, but I'm just unsure of the flavor. The land is good, printable, but doesn't feel like it ties in. The creature should probably be a spellshaper, I'm not sure flavorwise why they are warriors.
Noatz - I like both of these cards. They both seem fair and I hope after seeing them Wizards revisits Panglacial Wurm too. I don't know that Knower would see a lot of play at that cost, but I imagine it would see some. Defintely both are full of flavor.
Ninja Caterpie - Both of these are good cards. The flavor is a little light on the land but I like the effect it has. I though to myself at first "Why didn't you make this repeatable",but I answered this with more thought. A repeatable Time Walk is not fun. I like the 'slowness' of guide, but used effectively it can definitely deliver a beating.
Arcel - I like Seer a lot. Knowledge begets knowledge. The land ability cost feels steep. It is held together by your flavor, but doesn't translate too well for me.
Prophylaxis - Why does a black ability produce a white token...? And there is nothing wrong with your creature, it just feel underpowered especially compared to garruk's packleader.
Top 3
1)Solesticio
2)Noatz
3)Ninja Caterpie
It is a very interesting land with a unique effect... but I honestly don't think there are enough land enchants to make it extremely useful.
Solesticio - Your creature is just as perfect as you can get for this challange, it does exactly what its supposed to and is great for flavor, even if it bends the color pie a bit.
The land on the other hand... I don't see how it has any right to be an island, it seems to push it to the Too good Catagory. Besides that, the idea behind it I absolutely love, so many ways of getting things back from the graveyard. Seems like a lot of fun.
Big_Cal - I rather like your creature, even if I only can kind of see how it would fit the challenge, though its more like its there to find the artifact hidden in a land then anything
Your land is also pretty unique, an interesting way of doing a dual color land, and I have to say I like it, even if its a little underwhelming, I still love it.
Noatz - Knower of Secrets... oh god I love this card and wish I had it. Its a bit of a Rules... iffy card, and the wording may be off, but I do Love how it works, though knowing some people, it would be a 4 of in a deck, so maybe make it a Legendary Creature to make it work.
Your land is also very fitting of the theme set up by the Knower, if the rest of the ability is kind of iffy to me, though I do love it still. Not sure why you have to pay 2 life though. Also, would it count it as the turns land drop or no? That is the part that gives me trouble.
Ninja Caterpie - I love Guide through time, and I can see so much fun coming from such a card, the main problem I see is if someone plays a field wipe spell, unless you have enough mana to play all creatures in exile by it, they stay exiled permanently, and even if you do, they are most likely wiped out anyway due to the field wipe... still, love the card though =3
Your land feels a bit underwhelming at first, but I actually like how its basically a very hard to counter bounce mechanic, and can seriously throw off an opponents momentum if you hit them right after they attempt to go off.
Saagn - Your Envoy is... interesting, if seemingly a bit lacking, it just doesn't... Feel like a Rare, at all, I'm sorry. Your land on the Feels very much like Mythic level, especially with greens ramp power... if only it didn't activate on itself, that seems a bit much.
Prophylaxis - Primal Ravager is near perfect for an Uncommon, though slightly lackluster, you would expect a bit more for having to swing with 3 critters.
I love the concept of Urborg, though the white spirit? Really... I see Urborg's as more of a place to get skeletons or zombies, but eh. *shrug*
2) Ninja Caterpie
3) Solesticio
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
1. Big_Cal
2. Ninja Caterpie
3. Goblin Pile Shuffler
LOL
Goblin Pile Shuffler — An 1/3 for 4 mana with no relevant abilities seems really weak at Mythic. If at least it had symbiosis....The land is a nice concept (I love enchantress), but push it! Draw two would be totally fine!
Big_Cal — After reading your post, I get where you wanted to go, but I must admit it is not what I get when I read your creature. Seems completely loose; still, a good design. Your land is a tweak of River of Tears. Not bad, but not exciting on the other hand. Also, imo I think that referring a Dominaria place in flavor text is not enough (I mean, this is not a clear representation of that place).
Noatz — Nicely done exploring this design space. The blue creature is really good, I love it. The land is ok, but seems too good with fetches.
Ninja Caterpie — How is thus guy helping you find the land? I don't see any correlation at all, even if subtle. Nevertheless, good and inovative design. Sea of Mists seems pretty weak. But maybe I'm wrong, and in plyatest turns out to be really good. I must admit I cannot judge it properly.
Saagn — The creature is really nicely done. I do not have much to say here. The land, on the other hand, does to much for a Forest, even that legendary. Also, I don't know why convoke got into Dominaria.
Arcel — Scry X in a really decent body is dangerous. Preordain was really good scrying2 (ok it draws a card). But rearrange the top, let's say, 4 cards, and even being capable of put the garbage on the bottom seems really good. The land is ok (why tapped?), but I'm not wuite sure on flavor: they sacrifice guys on a library for artifacts?
Prophylaxis — The green creature is totally fine, but I would like it much smaller. At 5 mana seems redundant the ramp. It still draws a card, but I think you could have pushed it a bit more by downsizing it (funny...). The Urborg is also ok, but the white spirit really bugs me.
1. Noatz
2. Ninja Caterpie
3. Saagn
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Ironclaw Quarriers seems quite powerful and looks like it could lead to unfun gameplay in Modern and possibly Legacy (although I'm thinking the latter has enough counterspells. It gets online quite easily and while it is restricted to nonbasics, that kind of restriction doesn't do enough in older formats (read: Price of Progress usually hits for like 6-10 damage in Legacy). It's a good way of hurting the super stretched mana-base decks, but maybe something like Ghost Quarter as the tap ability might've worked better. What's more, that's better flavour as someone who finds, too. Alternatively, you could make it cost like 4 and make the body bigger.
Glacial Steppe is fine, but it seems too simple to be anything but part of a dual-land cycle. If it is, though, it wouldn't be too good; the RG one would be giving you G on your opponent's turn; not exactly the most useful mana.
Saagn:
Benalish Envoy is a nice callback to the Ophidian effect. That said, seeing as it's only one damage, just let it be a combat trigger; it's not that big of a deal and doesn't make players feel bad. The card is definitely pushing the power a bit, especially because it finds any land. While it's probably okay being a squishy 1/1, it could be quite powerful like an early Prime Time for utility lands.
Yavimaya Cynosure is... quite a powerful land. It's strictly better (by a long shot) than a basic forest and that worries me. It doesn't even need any other specific cards to be good, like the Legendary Land cycle from Kamigawa; it's just a very powerful utility land that improves every green deck by adding a 1-of. It should probably enter the battlefield tapped, and have a cost on the Saproling tokens.
Arcel:
Seer of the Mists is kinda simple, so nothing much to say. It's a solid card, cool ability, fairly costed. 2/4 feels too much like a spider to me, but that's not really much of an issue. Maybe it should be 2/3 so it's not so tanky.
Library of Krov has cool flavour; sending creatures in to die just to pick up some treasure. Seems relatively fair, but I feel like it should have a coloured activation cost; maybe 2W or 2U or 1UB or something. It could get quite good fetching dangerous combo-piece enchantments or artifacts, or grabbing hate cards. Maybe cost the ability higher, too. 4?
Noatz:
Knower of Secrets is quite interesting. I'm not really sure if Panglacial Wurm is the kind of mechanic you want to expand upon, but w/e. This seems quite powerful in older formats where you turn fetchlands into Diabolic Tutors. Flash in, name what you want, search, cast, win. In those formats, the triple blue doesn't even mean anything (trust me, I've cast Cryptic Command consistently in 5 colour decks).
Wreckage of Halcyon doesn't work; there are very specific rules regarding the times at which you can play lands and they outright disallow this kinda thing. That said, assuming it works, it's probably bordering on Very Strong (TM). Fetchlands are everywhere in older formats and this lets you turn a fetch into two, giving an early-game boost in mana that only green should be able to get. It's not even that bad as a played land because it doesn't ETB tapped so there isn't any tempo loss. Later on, you can even dump it for cards.
Prophylaxis:
Primal Ravager is a funny kinda guide. At least the mechanical identity is there. Strong card advantage, but its condition is pretty limiting. Probably wants trample or something else or it doesn't feel like a Beast or a 'Ravager'.
Urborg, Restless Land is cool. It seems like a very safe design though; a once-per-turn token, and only if it replaces a dead creature. I'm probably underestimating the effectiveness of a 1/1 beater or blocker which can continually replace itself, but being able to do it once per turn cycle isn't exactly that overpowered, especially if you have to pay a fair bit to use it. Feels like it should be a swamp like Yawgmoth's Tomb.
Goblin Pile Shuffler:
Kanyk, Saprazzan Illusionist is probably overcosted. It's not a very powerful body and being able to swap creature types on the field isn't crazy when it means you need to include non-tribal cards in what is probably a tribal deck. Otherwise it's a pretty cool card with a potentially very fun ability. Also minor flavour fail; Saprazzo and its merfolk are on Mercadia, not Dominaria.
Verduran Dolmen is strictly better than a basic as a one-of. While most land auras suck and aren't worth playing, it does have decent synergy with Abundant Growth and other similar ramp spells and is thus defintely worth inclusion in any deck as a 1-of over a basic Forest. Not to mention it's legendary, and Legendary lands suck D:
Solesticio:
Seeker of Tolaria seems a bit off outside of a land-based block, I think. I mean, the ability is stretchable into red because it loves mountains so much, and to a lesser extent white and black because of history and Diabolic Tutor but blue is probably too far from land-fetching outside of Zendikar II and landcycling. It's a fair card though, decently powered.
Tolaria Ruins is another Legendary singleton-strictly-better-basic. solesticio pls. While it seems like a pretty underwhelming abilitiy, there must be some reason Entomb is a $25 card... Oh yeah, graveyard shenanigans. You can find massive OP artifacts and reanimate them for a huge win. There is cool synergy with Academy Ruins though, so I'll give you that.
2. Prophylaxis
3. Noatz
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Big_Cal - hiring the Ironclaw Quarriers and seek out the Glacial Steppe. Interesting land/creature choice here - subtle hints that the weapon is buried in the ice. Icehaven is a big place, however, I think it would have been good if your land mentioned a bit more specific of a locale. I imagine that the Quarriers are going to have to melt A LOT of ice to find the weapon. As to the cards themselves, the Quarriers is a slight twist on Blastminer. Seems balanced, but doesn't feel quite "Gobliny" to me. Glacial Steppe is a nice dual land twist, and plays nicely with Disavow in particular.
Saagn - hiring the Benalish Envoy and seek out the Yavimaya Cynosure. I like Yavimaya Cynosure - perfect name and ties in nicely with the Remnant of Multani. Very powerful effects on this land, seems to a bit too good. Mono green could reliably spew out one (or more!) tokens every turn with this. Also, the activitated convoke ability should say "until end of turn". I see how the Envoy works nicely with the land, but I'm not sure how, in terms of card flavor, this creature helps your team find the Remnant. Some flavor text here could have been helpful.
Arcel - hiring the Seer of the Mists and seeking the Library of Krov. I think I see what you're going for here - the Seer scrys to locate the Library of Krov; very interesting idea. It would have been nice to see some flavor text explaining a bit more about the Seers. I like how you've designed the Library to keep with the plague theme and I think the Library is an appropriate place for the Staff you designed in Round 3 to be located. I do think the land's ability is a bit too powerful, however, and should be nerfed a bit. Turning a creature that was targeted by removal into a tutor is really strong.
Ninja Caterpie - hiring the Temporal Guide to seek out the Sea of Mists. Cool flavor here - the Guide helps people blink in and out of Tolaria and thus hopefully avoid the powerful curse the surrounds the island. Also, this seems like an appropriate location for the Matter Generator. Temporal Guide is really powerful - esp w/ ETB creatures, but the upkeep trigger I think balances this out mostly. Giving it hexproof takes away the risk of using the card and interaction by opponents, which seems like a bit of a shame from a design standpoint, but still fair overall. Some flavor text talking about who the Guide is would have been cool. The land is well-designed and fits the flavor of the curse nicely, although the "never to be heard from again" flavor text is a bit generic, and something a bit more focused on the time bending curse would have been more interesting to expose this bit of Dominarian storyline.
Noatz - hiring the Knower of Secrets to seek out the Wreckage of Halcyon. - I like the naming choices here - the Wreckage seems like a great place for your artifact to be located and a Knower of Secrets should help you find it. Your flavor text is great as well. The Knower is indeed an interesting riff on Panglacial Wurm. I think the only issue here is that the card can let you find multiple copies of the same card at once; this should be redesigned so it can only work once for 1 card. Wreckage of Halcyon is really good - getting a land onto the battlefield (untapped!) for 2 life seems a bit too strong, however. Plus, being able to turn this into two cards when you no longer need land seems really good. I like the flavor and idea here, but it should probably be nerfed a bit.
Prophylaxis - hiring the Primal Ravager to seek out Urborg, Resless Land. I think it makes sense that the Ancestral Pillar could be found in Urborg, and you've done a good job tying this together with what these two cards do. I see that the Primal Ravager helps you find lands, although it seems a bit indescriminate - i.e. from a game/flavor point of view, you'll be digging up a lot of lands. These cards seem pretty balanced and interesting overall. I think some flavor text relating these cards to the search or artifact would have been nice. I also think that the Urborg land should have been legendary.
Solesticio - hiring the Seeker of Tolaria to locate the Tolaria Ruins. Tolaria Ruins defenitely seems a good place for your Relic to be located and the Seeker will certainly help you find it. Well designed in this regard. I don't like the effect on the Seeker, however, as this is out of blue's portion of the color pie. Maybe if it let you reveal the top X and put an island that would be okay, but straight tutoring for an island just doesn't fit in my opinion. I like the land though - I think it probably should come into play tapped so that it doesn't immediately enable graveyard hijinks the turn it comes into play, but this is minor. Also, I think some flavor text talking about the creature and artifact location would have been good to have.
1) Ninja Caterpie
2) Big Cal
3) Prophylaxis
Regarding people's comments on Kanyk:
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
Seems I've gone for good. Yeh I took a chance on designing a blue land fetcher, but I think that bending the color pie sometimes is ok. I restricted it to Islands exactly because of that. Well, seems it wasn't well accepted =\ About Tolaria, I love how critiques go from "sucks" to "broken" Also, if some nonbasic land should be an Island is this one because...well, Tolaria was in fact an Island.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Trying to figure out the balance on Seer between cost of ability, P/T, and casting cost was difficult, but I think I did a decent job, if I had upped the cost of the scry anymore, I was worried people would have called it to expensive, I mean, I compare it to Descendant of Soramaro, mine is slightly better, which would make sense given the powercreep trend in more recent magic.
I'm glad most caught the flavor of the land, that since the area is plague ridden, anything that you send to get something out of it won't survive afterwards. Also, enters the battlefield tapped because instant Tutoring on something that can do it multiple times seemed a bit to much. I also thought it was safe to make it colorless cost requirement due to 2 things, the limited things it can search, and the fact that it requires you to sac a creature, a mechanic you have to have the right kind of deck for to do it constantly.
Oh, and about the sacing a creature targeted by removal, there are already far more efficient ways of doing so that don't require tapping up to 4 lands to do it, so I don't think its all that overpowered in that regard.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
I think it is much better. Scry >> Index. Next turn you will be able to look to 2 more cards with Descendant. With Scry, if the others weren't worth it, will be on the bottom, and thus you will look at much more cards. For example, imagine you have 4 cards and the top4 are 3 lands (you don't care) and something else. With Descendent next turn you have drawn that card (5 in hand) and will look to the three lands and 2 new cards. With yours, you will look at 5 whole new cards.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo