The machinations of enemy guilds have claimed further victims from the ranks of the Interborn. Only a few of the most powerful brokers are left, having earned the respect of all of the guilds. But the guilds are not the only threats on Ravnica. You had noticed the loud voices of street prophets of the Cult of Yore with increasing intensity in recent days, until finally, a cluster of buildings collapsed in on itself and an otherwordly creature emerged from the rubble. This is your area of influence, but you know that the resources of your two allied guilds won't be enough. Thinking quickly, you decide to reach out to a third guild, one at the fringes of your magical expertise, but your best hope to contain the new menace...
Top 4 Challenge -
Design 4 cards.
You have selected two guilds with a shared color. Make a Legendary 4-colored Nephilim that is all colors except for the shared color.
Make three cards, one from each of your chosen guilds and one from the other guild in those colors (for example, if you chose and :azorius:, the other guild would be :orzhov:). These three cards should create a powerful combo that will help you stand up against the Nephilim. (It does not have to destroy that creature directly.)
Submission Deadline: Tuesday, February 26th, 9PM Pacific Critique Deadline: Thursday, February 28th, 9PM Pacific
Players:
schtingah
void_nothing
KoolKoal
Big_Cal
(You will critique all other entries)
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.
Inspirational Infusion1G
Instant (C)
Target creature gets +X/+X until end of turn where X is the total amount of +1/+1 counters on permanents you control. When you are truly part of a group, you can feel their strength pushing you into greatness.
Rubblebelt Savant1GR
Creature - Human Shaman (U)
Whenever a red creature enters the battlefield under your control, Rubblebelt Savant deals 1 damage to target creature.
Tap two green creatures you control: Put a +1/+1 counter on target creature.
2/1
Zameck Savant1GU
Creature - Merfolk Wizard (U)
Whenever a blue creature enters the battlefield under your control, you may untap target creature.
Tap two green creatures you control: Draw a card.
2/1
Bonding Ritual3G(U/R)
Sorcery (R)
Creatures you control get +X/+X until end of turn where X is the amount of green mana used to cast Bonding Ritual.
Creatures you control gain haste until end of turn if R was spent to cast Bonding Ritual. Creatures you control gain flying until end of turn if U was spent to cast Bonding Ritual. (Do both if UR was spent.)
Yuuka, the Wight Queen3WB
Legendary Creature - Spirit (R)
Flying
Whenever another creature dies, if it had no veil counters on it, return it to play under its owner’s control with a veil counter on it. Creature put into play this way are Spirits in addition to their other creature types.
Whenever Yuuka, the Wight Queen dies, gain control of all creatures with veil counters on them.
2/3
Unborn Threats1GGU
Enchantment (R)
Players play with their hands revealed.
As long as you have more creature cards in your hand than any opponent, creatures you control get +2/+2. 1GU, Discard two noncreature cards: Return target creature card from your graveyard to your hand.
Charged BlastX1RG
Sorcery (R)
Charged Blast deals X damage to each creature.
If more red than green mana was spent to cast Charged Blast, it deals double damage to each creature without flying.
If more green than red mana was spent to cast Charged Blast, it deals double damage to each creature with flying.
Gloom-Feeder NephilimRWUB
Creature - Nephilim (R)
Permanents your opponents control enter the battlefield tapped.
Whenever Gloom-Feeder Nephilim deals damage to an opponent, that opponent loses life equal to the amount of tapped permanents he or she controls.
1/2
Gene Splice1UG
Instant (U)
Counter target creature spell.
Put an X/X creature token onto the battlefield with the creature types and colors of the countered spell, where X is the amount of colors the countered spell had. You can learn more from the unknown in an hour than the known in a lifetime.
Radha, Keldon Warlord2GR
Planeswalker - Radha (R)
+1 - Add (R/G)(R/G) to your mana pool.
-2 - Creatures you control get +2/+2 and haste until end of turn.
-4 - Untap all creatures you control. After this phase, there is an additional combat phase.
3
MarginalizeUR
Sorcery (U)
Each player chooses a creature he or she controls at random. Return a creature chosen this way with the lowest converted mana cost to its owner’s hand. That creature’s controller may cast a copy of Marginalize as though it had flash without paying its mana cost. Void, empty, hollow inside. My dreams have fled, my hopes have died. Existence has no reason.
You are and :gruul:, sharing green. To complete a "guild triangle," choose the two colors that they don't share, in your case blue and red. So you will also make an card.
War-Crazed Ogre3R
Creature - Ogre Warrior (C)
When War-Crazed Ogre enters the battlefield, you may discard a card. If you do, creatures you control gain haste until end of turn.
4/2
Legion Guard1WW
Creature - Human Knight (U)
Vigilance RR: Legion Guard gains double strike until end of turn. No man visits Sunhome without the acknowledgment of the guard.
2/2
Festival Guard1BB
Creature - Human Knight (U)
Unleash RR: Festival Guard gains double strike until end of turn. No man visits the Havoc Festival without celebrating with the guard.
2/2
Show of Force3WBR
Enchantment (R)
Creatures you control have haste.
Attacking creatures you control have lifelink, deathtouch, and first strike.
Enemy: Trumpeting Marephant2GG
Creature - Elephant Horse (R)
Evolve
Whenever a +1/+1 counter is placed on a creature you control, Trumpeting Marephant gets +2/+2 and gains trample until end of turn.
4/2
Spotter: Wojek Patrol1RW
Creature - Human Knight (U)
Whenever a creature enters the battlefield under an opponent's control, you may untap all creatures you control.
2/3
Taking it down: Paindancer1BR
Creature - Human Shaman (R)
Whenever you are dealt combat damage, if Paindancer is in your graveyard, you may return it to your hand.
:symtap:, Sacrifice Paindancer: Choose X. Paindancer deals X damage to target creature and X damage to you. Damage dealt this way can't be prevented.
1/1
Essence-Spike NephilimGWUB
Legendary Creature - Nephilim (M)
Creatures your opponents control can't attack.
Untapped creatures can't block and tapped creatures can block.
4/4
Legion's Hellsteed3RW
Creature - Elemental Horse (R)
Haste
When Legion's Hellsteed enters the battlefield, tap all other creatures.
At the beginning of your end step, return Legion's Hellsteed to its owner's hand if it did not attack this turn.
4/4
Rakdos Rage-Addict2BR
Creature - Giant Warrior (U)
Rakdos Rage-Addict attacks each combat if able.
At the beginning of your end step, Rakdos Rage-Addict deals damage to itself equal to the number of untapped creatures you control.
5/5
Chalice of the Church2
Artifact (U)
Extort
:symtap:, Pay 1 life: Add one mana of any color to your mana pool. The most loyal tithers of the guildless are rewarded with the chalice so they can spread their loyalty to others.
The Rakdos and Orzhov cards are on the field, cast the Boros card and extort. This taps the Rakdos creature. The Boros card returns to your hand when you end the turn and the opponent cannot attack with the Nephilim because the Rakdos creature can block and defeat it, but you get to extort every turn.
Private Mod Note
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Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Phum-Nyris, Dissonant HammerGWUB
Legendary Creature - Nephilim (M)
Whenever Phum-Nyris, Dissonant Hammer deals combat damage to a player, spells that player casts cost more to cast until the beginning of your next turn.
Whenever a player casts a spell, if he or she paid more mana than that spell's mana cost to cast it, untap all creatures you control and they get +2/+2 until end of turn. Excess weighs down the stones that jut from Phum-Nyris's limbs, but it strikes all the more brutally with them.
4/4
Boros Response:
Vainglorious Matador2RW
Creature - Human Warrior (R)
You may cast Vainglorious Matador as though it had flash as long as an opponent controls the creature with the greatest power on the battlefield.
Vainglorious Matador has haste as long as it's the only creature you control. RW,T: Exile target creature with power 4 or greater. "Show me your monster!"
3/1
Gruul Response:
Savage MomentRG
Instant (U)
Cast Savage Moment only during combat.
Triggered abilities don't trigger until the beginning of the next main phase.
Draw a card. Even using rocks seemed like cheating now.
Selesnya Response:
Jungle Alert1GW
Enchantment (R)
Creature spells cost you less to cast on opponents' turns.
3 of you still need to critique. 5 hours left!
That said, I have Gatecrash league tonight and won't be posting the finals until some time tomorrow, so you have a little time, but definitely get them in by tomorrow (US time).
schtingah - Your Nephilim is interesting and an argument could be made for it being all four colors, forcing ETB-tapped having in the past been both white and blue and the punishment aspect of the damage trigger falling under both black and red. The issues are twofold: One, it's not legendary as the challenge mandated, and two, just as the original Nephilim were, it's way too small for its cost. Nobody is going to want to pay four mana of different colors - hell, I wouldn't even pay four mana of the same color - for a 1/2 no matter how amazing its abilities are. It should have at least been a 3/3 if not bigger. Gene Splice feels way similar to Mystic Genesis, except weaker, and the part where the token's power and toughness is contingent on the number of colors the spell had feels like a way too obvious Nephilim hoser. Radha is, I suppose, okay; the +1 is formatted wrong since adding hybrid mana to your mana pool is a no-no. Do as Fire-Lit Thicket did. In general this feels like a combination of Sarkhan Vol and Garruk Wildspeaker. Marginalize is super, super odd. I don't know what's going on with the flavor or the randomness thing - this is just a hard card for me to evaluate.
KoolKoal - This is a strong Nephilim at last - maybe too strong, if your opponent can't get off removal quickly enough. It's also the only legendary one besides mine, so good for you for following the challenge. I like how this screws over red more than other colors but isn't a direct hoser, but it's really strange how this messes with vigilance. Legion's Hellsteed is a fun Thundermare variant and I like how you can choose to recur it by giving up an attack. The flavor is a little odd since Hellsteeds are one of Radkos's creations, but I will accept it. Rakdos Rage-Addict seems vaguely bad; I can't help but think that based on such things as Bloodfray Giant that a 5/5 for 2BR would have abilities besides two drawbacks. This could have been pretty playable if it were a 6/5, for example. Chalice of the Church is also a little off-feeling. Why an Orzhov-aligned artifact produces mana of any color rather than just or :symb:, I will never know.
Big_Cal - Nice roleplaying, first of all. Your Nephilim has a pretty strong set of combat abilities but its triggered ability is also a powerful enabler for a niche set of decks (something with a lot of sac outlets that can combo with it to deny your opponents creatures, for example) which I like a lot. Again, should have been legendary, according to the challenge, but I won't quibble. Dream of Order is really kind of weak according to the really-good-but-not-broken metric of Idyllic Tutor and could use a little something extra, but it's still a good and elegant card idea. Bound by Law is also overcosted and the "loses all abilities" thing becomes problematic with characteristic-defining abilities. Phantom Sky Swallower is amusing as a reference to two super strong fatties of days past - Simic Sky Swallower and Phantom Nishoba - even if I didn't like it on its own, but 'tis a pity it's missing shroud/hexproof. But I suppose that'd make it way too hard to remove!
Your Nephilim has a cool ability, though all of it feels a bit white.
At 5 mana the steed is allright though i still feel that permanent lockdown of everything is a bit lame at times.
Like this giant, forces you to play a bit gung-ho but at a very goop poer/cost ratio.
The chalice is simple and elegant, but probably a bit too good
Pretty cool Nephilim, not giving haste to the stolen creature makes this balanced.
Dreams is a very basic card, I'm also not liking it being rare.
Bound by law reminds me of arrest with a twist. I kinda like it.
The Swallower should be 0/0 I imagine. Other than that its a pretty cool card.
For you Nephilim I find that effects of these kind are tricky because sometimes they get forgotten by players. Other than that its a cool card.
You!r Matador has pretty cool flavour thats represented well with the mechanics, my favourite card of the round.
Savage Moment is pretty cool, though it seems like the kind of thing blue would do normally.
Jungle Alert is cool, adding an extra dimension to the game.
Oh, oops, I just went through for a quick total and I think I mistook void's scores for the reverse. Yes, Big_Cal beats out KK in that case. Thanks for your honesty
Last round up after brunch, should be good.
Private Mod Note
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<3 Sally 4eva
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Top 4 - No Quarter
The machinations of enemy guilds have claimed further victims from the ranks of the Interborn. Only a few of the most powerful brokers are left, having earned the respect of all of the guilds. But the guilds are not the only threats on Ravnica. You had noticed the loud voices of street prophets of the Cult of Yore with increasing intensity in recent days, until finally, a cluster of buildings collapsed in on itself and an otherwordly creature emerged from the rubble. This is your area of influence, but you know that the resources of your two allied guilds won't be enough. Thinking quickly, you decide to reach out to a third guild, one at the fringes of your magical expertise, but your best hope to contain the new menace...
Top 4 Challenge -
Design 4 cards.
Past Rounds:
Round 1
Round 2
Round 3
Top 8
Submission Deadline: Tuesday, February 26th, 9PM Pacific
Critique Deadline: Thursday, February 28th, 9PM Pacific
Players:
schtingah
void_nothing
KoolKoal
Big_Cal
(You will critique all other entries)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Simic - Gruul
Instant (C)
Target creature gets +X/+X until end of turn where X is the total amount of +1/+1 counters on permanents you control.
When you are truly part of a group, you can feel their strength pushing you into greatness.
Creature - Human Shaman (U)
Whenever a red creature enters the battlefield under your control, Rubblebelt Savant deals 1 damage to target creature.
Tap two green creatures you control: Put a +1/+1 counter on target creature.
2/1
Creature - Merfolk Wizard (U)
Whenever a blue creature enters the battlefield under your control, you may untap target creature.
Tap two green creatures you control: Draw a card.
2/1
Sorcery (R)
Creatures you control get +X/+X until end of turn where X is the amount of green mana used to cast Bonding Ritual.
Creatures you control gain haste until end of turn if R was spent to cast Bonding Ritual. Creatures you control gain flying until end of turn if U was spent to cast Bonding Ritual. (Do both if UR was spent.)
Legendary Creature - Spirit (R)
Flying
Whenever another creature dies, if it had no veil counters on it, return it to play under its owner’s control with a veil counter on it. Creature put into play this way are Spirits in addition to their other creature types.
Whenever Yuuka, the Wight Queen dies, gain control of all creatures with veil counters on them.
2/3
Enchantment (R)
Players play with their hands revealed.
As long as you have more creature cards in your hand than any opponent, creatures you control get +2/+2.
1GU, Discard two noncreature cards: Return target creature card from your graveyard to your hand.
Sorcery (R)
Charged Blast deals X damage to each creature.
If more red than green mana was spent to cast Charged Blast, it deals double damage to each creature without flying.
If more green than red mana was spent to cast Charged Blast, it deals double damage to each creature with flying.
Creature - Nephilim (R)
Permanents your opponents control enter the battlefield tapped.
Whenever Gloom-Feeder Nephilim deals damage to an opponent, that opponent loses life equal to the amount of tapped permanents he or she controls.
1/2
Instant (U)
Counter target creature spell.
Put an X/X creature token onto the battlefield with the creature types and colors of the countered spell, where X is the amount of colors the countered spell had.
You can learn more from the unknown in an hour than the known in a lifetime.
Planeswalker - Radha (R)
+1 - Add (R/G)(R/G) to your mana pool.
-2 - Creatures you control get +2/+2 and haste until end of turn.
-4 - Untap all creatures you control. After this phase, there is an additional combat phase.
3
Sorcery (U)
Each player chooses a creature he or she controls at random. Return a creature chosen this way with the lowest converted mana cost to its owner’s hand. That creature’s controller may cast a copy of Marginalize as though it had flash without paying its mana cost.
Void, empty, hollow inside. My dreams have fled, my hopes have died. Existence has no reason.
Creature - Ogre Warrior (C)
When War-Crazed Ogre enters the battlefield, you may discard a card. If you do, creatures you control gain haste until end of turn.
4/2
Creature - Human Knight (U)
Vigilance
RR: Legion Guard gains double strike until end of turn.
No man visits Sunhome without the acknowledgment of the guard.
2/2
Festival Guard 1BB
Creature - Human Knight (U)
Unleash
RR: Festival Guard gains double strike until end of turn.
No man visits the Havoc Festival without celebrating with the guard.
2/2
Enchantment (R)
Creatures you control have haste.
Attacking creatures you control have lifelink, deathtouch, and first strike.
Trumpeting Marephant 2GG
Creature - Elephant Horse (R)
Evolve
Whenever a +1/+1 counter is placed on a creature you control, Trumpeting Marephant gets +2/+2 and gains trample until end of turn.
4/2
Spotter:
Wojek Patrol 1RW
Creature - Human Knight (U)
Whenever a creature enters the battlefield under an opponent's control, you may untap all creatures you control.
2/3
Taking it down:
Paindancer 1BR
Creature - Human Shaman (R)
Whenever you are dealt combat damage, if Paindancer is in your graveyard, you may return it to your hand.
:symtap:, Sacrifice Paindancer: Choose X. Paindancer deals X damage to target creature and X damage to you. Damage dealt this way can't be prevented.
1/1
Legendary Creature - Nephilim (M)
Creatures your opponents control can't attack.
Untapped creatures can't block and tapped creatures can block.
4/4
Legion's Hellsteed 3RW
Creature - Elemental Horse (R)
Haste
When Legion's Hellsteed enters the battlefield, tap all other creatures.
At the beginning of your end step, return Legion's Hellsteed to its owner's hand if it did not attack this turn.
4/4
Rakdos Rage-Addict 2BR
Creature - Giant Warrior (U)
Rakdos Rage-Addict attacks each combat if able.
At the beginning of your end step, Rakdos Rage-Addict deals damage to itself equal to the number of untapped creatures you control.
5/5
Chalice of the Church 2
Artifact (U)
Extort
:symtap:, Pay 1 life: Add one mana of any color to your mana pool.
The most loyal tithers of the guildless are rewarded with the chalice so they can spread their loyalty to others.
Clearly you were reading it wrong this whole time :magicfingers:
Round 1
Round 2
Round 3
Top 8
Nonred Nephilim:
Phum-Nyris, Dissonant Hammer GWUB
Legendary Creature - Nephilim (M)
Whenever Phum-Nyris, Dissonant Hammer deals combat damage to a player, spells that player casts cost more to cast until the beginning of your next turn.
Whenever a player casts a spell, if he or she paid more mana than that spell's mana cost to cast it, untap all creatures you control and they get +2/+2 until end of turn.
Excess weighs down the stones that jut from Phum-Nyris's limbs, but it strikes all the more brutally with them.
4/4
Boros Response:
Vainglorious Matador 2RW
Creature - Human Warrior (R)
You may cast Vainglorious Matador as though it had flash as long as an opponent controls the creature with the greatest power on the battlefield.
Vainglorious Matador has haste as long as it's the only creature you control.
RW,T: Exile target creature with power 4 or greater.
"Show me your monster!"
3/1
Gruul Response:
Savage Moment RG
Instant (U)
Cast Savage Moment only during combat.
Triggered abilities don't trigger until the beginning of the next main phase.
Draw a card.
Even using rocks seemed like cheating now.
Selesnya Response:
Jungle Alert 1GW
Enchantment (R)
Creature spells cost you less to cast on opponents' turns.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That said, I have Gatecrash league tonight and won't be posting the finals until some time tomorrow, so you have a little time, but definitely get them in by tomorrow (US time).
KoolKoal - This is a strong Nephilim at last - maybe too strong, if your opponent can't get off removal quickly enough. It's also the only legendary one besides mine, so good for you for following the challenge. I like how this screws over red more than other colors but isn't a direct hoser, but it's really strange how this messes with vigilance. Legion's Hellsteed is a fun Thundermare variant and I like how you can choose to recur it by giving up an attack. The flavor is a little odd since Hellsteeds are one of Radkos's creations, but I will accept it. Rakdos Rage-Addict seems vaguely bad; I can't help but think that based on such things as Bloodfray Giant that a 5/5 for 2BR would have abilities besides two drawbacks. This could have been pretty playable if it were a 6/5, for example. Chalice of the Church is also a little off-feeling. Why an Orzhov-aligned artifact produces mana of any color rather than just or :symb:, I will never know.
Big_Cal - Nice roleplaying, first of all. Your Nephilim has a pretty strong set of combat abilities but its triggered ability is also a powerful enabler for a niche set of decks (something with a lot of sac outlets that can combo with it to deny your opponents creatures, for example) which I like a lot. Again, should have been legendary, according to the challenge, but I won't quibble. Dream of Order is really kind of weak according to the really-good-but-not-broken metric of Idyllic Tutor and could use a little something extra, but it's still a good and elegant card idea. Bound by Law is also overcosted and the "loses all abilities" thing becomes problematic with characteristic-defining abilities. Phantom Sky Swallower is amusing as a reference to two super strong fatties of days past - Simic Sky Swallower and Phantom Nishoba - even if I didn't like it on its own, but 'tis a pity it's missing shroud/hexproof. But I suppose that'd make it way too hard to remove!
Top 3:
3. schtingah
2. KoolKoal
1. Big_Cal
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
1. void_nothing
2. Big_Cal
3. schtingah
At 5 mana the steed is allright though i still feel that permanent lockdown of everything is a bit lame at times.
Like this giant, forces you to play a bit gung-ho but at a very goop poer/cost ratio.
The chalice is simple and elegant, but probably a bit too good
Dreams is a very basic card, I'm also not liking it being rare.
Bound by law reminds me of arrest with a twist. I kinda like it.
The Swallower should be 0/0 I imagine. Other than that its a pretty cool card.
You!r Matador has pretty cool flavour thats represented well with the mechanics, my favourite card of the round.
Savage Moment is pretty cool, though it seems like the kind of thing blue would do normally.
Jungle Alert is cool, adding an extra dimension to the game.
2. KoolKoal
3. Big_Cal
final round make up a new color and the 5 guilds that include it
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Last round up after brunch, should be good.