In the main square of the capital, something's going terribly wrong. A powerful mystical item has become terribly unstable, and the Orb's top operatives are working furiously to contain its energies before they start a volcanic eruption or turn the entire population of the world into toads. At the same time, there are rumbles in the distance - it seems that an entirely different catastrophe has broken out in the outlying farms and woodlands, and is rolling in towards the capital, and, hence, you. Never thought you'd die on the date of the Steelcloud Festival, did you? If you want to make it home to tell the tale, you'd better figure out just what it is you're dealing with.
Semifinal Challenge: Make an artifact or enchantment card with converted mana cost 6 or higher with "hand," "graveyard," "library," and/or "exile" in its text. Also, make an instant or sorcery with converted mana cost 6 or higher with "all" and/or "each" in its text. All five colors must be represented among the color identities of these cards.
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 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 host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
Blessing of VigorG
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn. The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
Harabel Lifeweaver2GW
Legendary Creature - Elf Shaman (R)
Whenever Harabel Lifeweaver or another creature enters the battlefield under your control, add mana equal to that creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
2/3
Rynd TaravonWW
Planeswalker - Rynd (M)
+1: Until your next turn, permanents you control have "W: Prevent the next 1 damage that would be dealt to this permanent this turn."
-2: Exile target creature if it has the greatest power or is tied for greatest power among creatures on the battlefield.
-6: Until your second turn from now, opponents can't cast spells and creatures you don't control can't attack.
{3}
Survival Instinct2GG
Enchantment (R)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this combat. While their cousins in the Carrelwood pray to their deities for strength, the wild elves of the Tyrnon Crags believe that strength must come from within.
Mystic Mantra1GW
Enchantment (R)
Each creature you control with deathtouch, first strike, lifelink, reach, trample, or vigilance has all of those abilities.
Hallowed Paths4GW
Enchantment (R)
Exile a creature card from your hand or a creature you control: You gain 1 life.
At the beginning of the end step, you may return X creature cards exiled with Hallowed Paths to the battlefield, where X is the number of creatures exiled this way from the battlefield this turn. Then return all other cards exiled with Hallowed Paths to their owner's hands.
Yesterday's Delusions3UBR
Sorcery (R)
For each player, choose an instant or sorcery card at random in that player's graveyard and cast that card without paying its mana cost. Yesterday's Delusions deals damage to each player equal to the converted mana cost of each card he or she owns cast this way. The Half-Ruby Cabal is more than willing to take ownership of any nefarious deeds you may wish to forget.
Tome of the Amesha 4WU
Artifact (R) t: Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the rest on the bottom of your library in any order.
Savage Edict 4BRG
Sorcery (R) Each opponent sacrifices an artifact, a creature, an enchantment and a land. "I always thought a civil war was a contradiction in terms. After all, in war, rules are made to be broken." - Bartel Runeaxe
Life Beyond Death3BGW
Enchantment {M}
When Life Beyond Death enters the battlefield, exile all cards from your graveyard.
You may play permanent cards from your graveyard.
If a card would be put into your graveyard from anywhere, exile it instead.
Carmot Cloning2UURRGG
Sorcery {M}
Exile Carmot Cloning. Target opponent reveals his or her hand. For each instant and sorcery card revealed this way, you may copy that card and cast the copy without paying its mana cost. For each permanent card revealed this way, you may put a token onto the battlefield that's a copy of that card.
===
Note to critiquers: It looks like a lot of text, but it fits in eight lines just fine. No microtext.
When Nature's Dominance enters the battlefield, choose one -- exile target noncreature permanent; or exile target noncreature spell.
Noncreature spells can't be cast.
The power of magic may ebb and flow, but the forces of nature are constant.
Desperate Measures3UUBB
Sorcery (M)
As an additional cost to cast Desperate Measures, pay X life. Reveal the top X cards of your library. You may cast any number of cards revealed this way without paying their mana cost as long as the total converted mana cost of all cards cast in this way is X or less. Then exile all cards revealed this way that weren't cast.
Roughly twenty-four hours remain in the round, so if you're considering edits make them within that time frame. I really wanna have this done in a timely fashion. This means you, GM.
Hallowed Paths4GW
Enchantment (R)
Exile a creature card from your hand or a creature you control: You gain 1 life.
At the beginning of the end step, you may return X creature cards exiled with Hallowed Paths to the battlefield, where X is the number of creatures exiled this way from the battlefield this turn. Then return all other cards exiled with Hallowed Paths to their owner's hands.
Critique:
Yesterday's Delusions3UBR
Sorcery (R)
For each player, choose an instant or sorcery card at random in that player's graveyard and cast that card without paying its mana cost. Yesterday's Delusions deals damage to each player equal to the converted mana cost of each card he or she owns cast this way. The Half-Ruby Cabal is more than willing to take ownership of any nefarious deeds you may wish to forget.
Critique:
Tome of the Amesha 4WU
Artifact (R) t: Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the rest on the bottom of your library in any order.
Critique:
Savage Edict 4BRG
Sorcery (R) Each opponent sacrifices an artifact, a creature, an enchantment and a land. "I always thought a civil war was a contradiction in terms. After all, in war, rules are made to be broken." - Bartel Runeaxe
Critique:
Life Beyond Death3BGW
Enchantment {M}
When Life Beyond Death enters the battlefield, exile all cards from your graveyard.
You may play permanent cards from your graveyard.
If a card would be put into your graveyard from anywhere, exile it instead.
Critique:
Carmot Cloning2UURRGG
Sorcery {M}
Exile Carmot Cloning. Target opponent reveals his or her hand. For each instant and sorcery card revealed this way, you may copy that card and cast the copy without paying its mana cost. For each permanent card revealed this way, you may put a token onto the battlefield that's a copy of that card.
Hallowed Paths: I think this should be WU, not GW. Also, I think it should be "up to X." On the plus side, it's an interesting trick. The creatures that get exiled from the battlefield won't necessarily be the same ones that come back. Yesterday's Delusions: My only complaint is that you have to choose a card at random.
Raikou Rider
Life Beyond Death: I had to read this more than once to make sure I was reading it right. You do realize it's useless. It comes into play it removes your graveyard and the last line keeps any card from being in your graveyard. As a result, you don't get to play anything from your graveyard. Carmot Cloning: It's a little hard to cast, but it may be worth it, depending on what's in a player's hand. It's definitely a novel concept.
clcallag
Nature's Dominance: When I read the card, I immediately thought of Dovescape, but without the bird tokens. Still, at least Dovescape still lets you play your noncreature spells for the tokens. Your card just leaves your cards in your hand. Desperate Measures: The name certainly fits the card's ability. You're certainly taking a risk in playing it.
Moss_Elemental:
Reasonable concept for card draw out of Alara Reborn. Nice for EDH.
The Edict is pretty good too, drawing on Decimate but making it splashier.
Raikou Rider:
I assume you meant to leave off the last line or maybe the first one, so that you could cast stuff that went into the graveyard only before/after it came out. Karador-esque. Reversal of Fortune for everything is pretty funny, might be rough to actually execute, I don't think anything else has really allowed for the creation of multiple different tokens at one time like this before. Still, it's a fun Johnny/Timmy puzzle.
clcallag:
An enchantment that is instant removal or counterspell feels odd to me, particularly in these colors. I don't like how this compares to Ruric Thar, at least in that case they have a potential out if they can kill him, here it might just shut some decks off, and is terrible in multiples.
Desperate Measures seems pretty dangerous, but it's a cool mechanic, and feels mythic.
Semifinal Round - Trouble in Toolbox Town
In the main square of the capital, something's going terribly wrong. A powerful mystical item has become terribly unstable, and the Orb's top operatives are working furiously to contain its energies before they start a volcanic eruption or turn the entire population of the world into toads. At the same time, there are rumbles in the distance - it seems that an entirely different catastrophe has broken out in the outlying farms and woodlands, and is rolling in towards the capital, and, hence, you. Never thought you'd die on the date of the Steelcloud Festival, did you? If you want to make it home to tell the tale, you'd better figure out just what it is you're dealing with.
Semifinal Challenge: Make an artifact or enchantment card with converted mana cost 6 or higher with "hand," "graveyard," "library," and/or "exile" in its text. Also, make an instant or sorcery with converted mana cost 6 or higher with "all" and/or "each" in its text. All five colors must be represented among the color identities of these cards.
Past Rounds:
Signups/Round 1 - Invention Exchange
Round 2 - The Threat of Sabotage
Round 3 - You Got Moxie, Kid
Quarterfinal - Dusty Old Relics
Submission Deadline: Thursday, May 30th, 11:59 EST
Critique Deadline: Saturday, June 1st, 11:59 EST
Raikou Rider
Moss_Elemental
Gerrard's Mom
clcallag
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn.
The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
Harabel Lifeweaver 2GW
Legendary Creature - Elf Shaman (R)
Whenever Harabel Lifeweaver or another creature enters the battlefield under your control, add mana equal to that creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
2/3
Rynd Taravon WW
Planeswalker - Rynd (M)
+1: Until your next turn, permanents you control have "W: Prevent the next 1 damage that would be dealt to this permanent this turn."
-2: Exile target creature if it has the greatest power or is tied for greatest power among creatures on the battlefield.
-6: Until your second turn from now, opponents can't cast spells and creatures you don't control can't attack.
{3}
Survival Instinct 2GG
Enchantment (R)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this combat.
While their cousins in the Carrelwood pray to their deities for strength, the wild elves of the Tyrnon Crags believe that strength must come from within.
Mystic Mantra 1GW
Enchantment (R)
Each creature you control with deathtouch, first strike, lifelink, reach, trample, or vigilance has all of those abilities.
Hallowed Paths 4GW
Enchantment (R)
Exile a creature card from your hand or a creature you control: You gain 1 life.
At the beginning of the end step, you may return X creature cards exiled with Hallowed Paths to the battlefield, where X is the number of creatures exiled this way from the battlefield this turn. Then return all other cards exiled with Hallowed Paths to their owner's hands.
Yesterday's Delusions 3UBR
Sorcery (R)
For each player, choose an instant or sorcery card at random in that player's graveyard and cast that card without paying its mana cost. Yesterday's Delusions deals damage to each player equal to the converted mana cost of each card he or she owns cast this way.
The Half-Ruby Cabal is more than willing to take ownership of any nefarious deeds you may wish to forget.
Artifact (R)
t: Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the rest on the bottom of your library in any order.
Sorcery (R)
Each opponent sacrifices an artifact, a creature, an enchantment and a land.
"I always thought a civil war was a contradiction in terms. After all, in war, rules are made to be broken." - Bartel Runeaxe
Enchantment {M}
When Life Beyond Death enters the battlefield, exile all cards from your graveyard.
You may play permanent cards from your graveyard.
If a card would be put into your graveyard from anywhere, exile it instead.
Carmot Cloning 2UURRGG
Sorcery {M}
Exile Carmot Cloning. Target opponent reveals his or her hand. For each instant and sorcery card revealed this way, you may copy that card and cast the copy without paying its mana cost. For each permanent card revealed this way, you may put a token onto the battlefield that's a copy of that card.
===
Note to critiquers: It looks like a lot of text, but it fits in eight lines just fine. No microtext.
Emille, Seven-Sting Dancer Shalin Nariya
Enchantment (R)
Flash
When Nature's Dominance enters the battlefield, choose one -- exile target noncreature permanent; or exile target noncreature spell.
Noncreature spells can't be cast.
The power of magic may ebb and flow, but the forces of nature are constant.
Sorcery (M)
As an additional cost to cast Desperate Measures, pay X life. Reveal the top X cards of your library. You may cast any number of cards revealed this way without paying their mana cost as long as the total converted mana cost of all cards cast in this way is X or less. Then exile all cards revealed this way that weren't cast.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment (R)
Exile a creature card from your hand or a creature you control: You gain 1 life.
At the beginning of the end step, you may return X creature cards exiled with Hallowed Paths to the battlefield, where X is the number of creatures exiled this way from the battlefield this turn. Then return all other cards exiled with Hallowed Paths to their owner's hands.
Critique:
Yesterday's Delusions 3UBR
Sorcery (R)
For each player, choose an instant or sorcery card at random in that player's graveyard and cast that card without paying its mana cost. Yesterday's Delusions deals damage to each player equal to the converted mana cost of each card he or she owns cast this way.
The Half-Ruby Cabal is more than willing to take ownership of any nefarious deeds you may wish to forget.
Critique:
Artifact (R)
t: Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the rest on the bottom of your library in any order.
Sorcery (R)
Each opponent sacrifices an artifact, a creature, an enchantment and a land.
"I always thought a civil war was a contradiction in terms. After all, in war, rules are made to be broken." - Bartel Runeaxe
Enchantment {M}
When Life Beyond Death enters the battlefield, exile all cards from your graveyard.
You may play permanent cards from your graveyard.
If a card would be put into your graveyard from anywhere, exile it instead.
Critique:
Carmot Cloning 2UURRGG
Sorcery {M}
Exile Carmot Cloning. Target opponent reveals his or her hand. For each instant and sorcery card revealed this way, you may copy that card and cast the copy without paying its mana cost. For each permanent card revealed this way, you may put a token onto the battlefield that's a copy of that card.
Critique:
2.) Gerrard's Mom
3.) Raikou Rider
Gerrard's Mom
Yesterday's Delusions: My only complaint is that you have to choose a card at random.
Carmot Cloning: It's a little hard to cast, but it may be worth it, depending on what's in a player's hand. It's definitely a novel concept.
Desperate Measures: The name certainly fits the card's ability. You're certainly taking a risk in playing it.
2. clcallag
3. Raikou Rider
Reasonable concept for card draw out of Alara Reborn. Nice for EDH.
The Edict is pretty good too, drawing on Decimate but making it splashier.
Raikou Rider:
I assume you meant to leave off the last line or maybe the first one, so that you could cast stuff that went into the graveyard only before/after it came out. Karador-esque.
Reversal of Fortune for everything is pretty funny, might be rough to actually execute, I don't think anything else has really allowed for the creation of multiple different tokens at one time like this before. Still, it's a fun Johnny/Timmy puzzle.
clcallag:
An enchantment that is instant removal or counterspell feels odd to me, particularly in these colors. I don't like how this compares to Ruric Thar, at least in that case they have a potential out if they can kill him, here it might just shut some decks off, and is terrible in multiples.
Desperate Measures seems pretty dangerous, but it's a cool mechanic, and feels mythic.
2. Raikou Rider
3. clcallag
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
1) Moss Elemental
2) Gerrard's Mom
3) cicillag
Yeah I derped majorly on my first card. =/
Emille, Seven-Sting Dancer Shalin Nariya
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝