- A 4/4 than can be blocked by ten 2/2 creatures and not be destroyed.
Phalanx of Eos4WW
Creature - Human Soldier {R}
Vigilance, indestructible
Phalanx of Eos can block any number of creatures. Asha knows every one of her devoted would give their lives for her. In return, she makes sure they don't have to. 4/4
- A card with the word "Necro" in its title
NecropactBBB
Enchantment {R}
You can't draw cards except with Necropact.
At the beginning of your upkeep, draw a card.
Pay 1 life for each card you've drawn this turn: Draw a card. Activate this ability only any time you could cast a sorcery.
- A common card with the word "indestructible"
Moment of Divinity2W
Instant {C}
Target permanent gains indestructible until end of turn. (Effects that say "destroy" don't destroy that permanent. A creature with indestructible can't be destroyed by lethal damage.)
Draw a card. Heliod gave Zarata the gift of godhood for a second. A second was all it took to save her life.
- A 1/1 creature that can become 2/3 under the right conditions.
Oboro SurveyorU
Creature - Moonfolk Scout {C}
Flying
As long as you have seven or more cards in hand, Oboro Surveyor gets +1/+2. The eyes of Oboro are ever-vigilant for both mortal and immortal intruders. 1/1
- A creature whose rules text includes the phrase "you win the game."
Anise, Maiden of Dawn1GW
Legendary Creature - Human Druid {R}
Whenever you cast an enchantment spell, draw a card.
At the beginning of your upkeep, if seven or more Auras are attached to Anise, Maiden of Dawn, you win the game. The youngest of the Dawn clan, Anise doesn't let her childly stature and lack of experience prevent her from supporting her fellow clansmen. 1/1
- A card that introduces a brand new zone
I will be adding the rules for the communal zone into my post at some point before the deadline. In short, the communal zone functions as a second "hand" that is shared by all players in the game.
EDIT: Rules snippet posted. There's probably more to come as I think of more cases.
Great Minds Think Alike2UU
Enchantment {R}
Whenever a player draws a card, that player puts the top card of his or her library into the communal zone.
Spells cast from the communal zone cost W, U, B, R, or G less to cast. This effect only reduces the amount of colored mana paid.
409. Communal
409.1. The communal zone is a zone shared by all players.
409.2. The communal zone is a public zone.
409.3. Cards in the communal zone can be played by all players (cast as spells or played as land, following all other restrictions), and activated abilities that function while in a player's hand can be activated from the communal zone. However, cards in the communal zone are not considered to actually be in the players' hands.
409.4. If a card would be moved from a player's hand to the battlefield, a player can move a card from the communal zone to the battlefield instead, so long as all other restrictions are met. (For instance, if a player activates the ability of Quicksilver Amulet, that player can choose a creature card from the communal zone to put onto the battlefield instead.)
409.5. If a card would be moved from a player's hand to a library or graveyard, a player can move a card from the communal zone to its owner's library or graveyard instead, so long as all other restrictions are met. (For instance, if a player casts Distress, that player can choose a nonland card in the communal zone instead.)
409.6. If a cost or effect instructs a player to move all cards from a player's hand to another zone(s), all cards in the communal zone are moved to that zone(s).
409.7. If an effect causes multiple players to simultaneously move card(s) from the communal zone to another zone(s), the active player chooses which card(s) he or she will move to which zone(s), then the other players choose card(s) in turn order. Once all choices are made, all cards are moved according to the choices made by the players.
All very subject to change:
An enchantment that costs 2UUUU:
Fluidity2UUUU
Enchantment [R]
Whenever you cast a blue spell, choose one — Untap a number of Islands and/or blue permanents you control equal to that spell's converted mana cost; or reveal cards from the top of your library until you reveal a blue card and put the revealed cards into your hand. The thoughts of a great mind flow seamlessly from one to the next.
A 6/6 flying trampler for six mana:
Skyspore Drakenaught4UG
Creature - Drake Mutant [R]
Flying, trample
Creatures with one or fewer creature types lose flying. "We were worried our test subject would be difficult to spot among the wild drakes in the sky. We were wrong."
—Dursleyn, Simic Scientist
6/6
A creature that can sacrifice itself to make a planeswalker go to the graveyard:
Muraganda HuntsmasherRR
Creature - Human Shaman Warrior [R]
Haste
Sacrifice Muraganda Huntsmasher: Destroy target nonland permanent with an ability that was activated this turn. Muragandan culture was decidedly primitive, and the nine tribes would stop at nothing to keep it that way.
2/2
A card with the word squirrel in its text:
SpreadXGG
Sorcery [U]
Put X 1/1 green Squirrel creature tokens onto the battlefield.
//////FUSE/////// Harvest1GG
Sorcery [U]
Tap any number of untapped green creatures you control. Draw a card for each creature tapped this way.
A legendary Octopus:
Oktokorr, Seaforged Monster8
Legendary Artifact Creature - Octopus [R]
Spells and abilities that target Oktokorr cost your opponents an additional 8 to cast and activate. (2/U)(2/U)(2/U)(2/U),Q: Destroy target permanent. It isn't the sea that swallows sailors whole.
8/8
A card that introduces a brand new zone:
The Dream Zone: The dream zone functions as a second battlefield, except that spells, abilities, and permanents not in the dream zone ignore the dream zone, and vice versa. Creatures in the dream zone can still attack players or planeswalkers in the dream zone, block creatures in the dream zone, and activate abilities targeting other permanents in the dream zone. Essentially, the dream zone lets you fight a war on two fronts against the same opponent. The dream zone is basically phasing meets shadow.
Nightleaper Frightmare2BB
Dream Creature - Nightmare Horse (R) (Dream permanents enter the dream zone as they resolve.)
Creatures your opponents control get -1/-1. BB: Move Nightleaper Frightmare between the dream zone and the battlefield. Activate this ability only as a sorcery.
2/2
I'm no rules expert so I can't make a rules subsection for the dream zone, so suffice it to be repeated and summarized: Permanents in the dream zone treat spells and battlefield-permanents as though they don't exist, and vice versa. The dream zone is wrath-proof. Presumably there could also be dream spells that affect the dream zone instead of the battlefield.
Finals - This is it
Round 1
Round 2
Round 3
Top 8
Top 4
Finals
- A 4/4 than can be blocked by ten 2/2 creatures and not be destroyed.
Phalanx of Eos 4WW
Creature - Human Soldier {R}
Vigilance, indestructible
Phalanx of Eos can block any number of creatures.
Asha knows every one of her devoted would give their lives for her. In return, she makes sure they don't have to.
4/4
- A card with the word "Necro" in its title
Necropact BBB
Enchantment {R}
You can't draw cards except with Necropact.
At the beginning of your upkeep, draw a card.
Pay 1 life for each card you've drawn this turn: Draw a card. Activate this ability only any time you could cast a sorcery.
- A common card with the word "indestructible"
Moment of Divinity 2W
Instant {C}
Target permanent gains indestructible until end of turn. (Effects that say "destroy" don't destroy that permanent. A creature with indestructible can't be destroyed by lethal damage.)
Draw a card.
Heliod gave Zarata the gift of godhood for a second. A second was all it took to save her life.
- A 1/1 creature that can become 2/3 under the right conditions.
Oboro Surveyor U
Creature - Moonfolk Scout {C}
Flying
As long as you have seven or more cards in hand, Oboro Surveyor gets +1/+2.
The eyes of Oboro are ever-vigilant for both mortal and immortal intruders.
1/1
- A creature whose rules text includes the phrase "you win the game."
Anise, Maiden of Dawn 1GW
Legendary Creature - Human Druid {R}
Whenever you cast an enchantment spell, draw a card.
At the beginning of your upkeep, if seven or more Auras are attached to Anise, Maiden of Dawn, you win the game.
The youngest of the Dawn clan, Anise doesn't let her childly stature and lack of experience prevent her from supporting her fellow clansmen.
1/1
- A card that introduces a brand new zone
I will be adding the rules for the communal zone into my post at some point before the deadline. In short, the communal zone functions as a second "hand" that is shared by all players in the game.
EDIT: Rules snippet posted. There's probably more to come as I think of more cases.
Great Minds Think Alike 2UU
Enchantment {R}
Whenever a player draws a card, that player puts the top card of his or her library into the communal zone.
Spells cast from the communal zone cost W, U, B, R, or G less to cast. This effect only reduces the amount of colored mana paid.
409. Communal
409.1. The communal zone is a zone shared by all players.
409.2. The communal zone is a public zone.
409.3. Cards in the communal zone can be played by all players (cast as spells or played as land, following all other restrictions), and activated abilities that function while in a player's hand can be activated from the communal zone. However, cards in the communal zone are not considered to actually be in the players' hands.
409.4. If a card would be moved from a player's hand to the battlefield, a player can move a card from the communal zone to the battlefield instead, so long as all other restrictions are met. (For instance, if a player activates the ability of Quicksilver Amulet, that player can choose a creature card from the communal zone to put onto the battlefield instead.)
409.5. If a card would be moved from a player's hand to a library or graveyard, a player can move a card from the communal zone to its owner's library or graveyard instead, so long as all other restrictions are met. (For instance, if a player casts Distress, that player can choose a nonland card in the communal zone instead.)
409.6. If a cost or effect instructs a player to move all cards from a player's hand to another zone(s), all cards in the communal zone are moved to that zone(s).
409.7. If an effect causes multiple players to simultaneously move card(s) from the communal zone to another zone(s), the active player chooses which card(s) he or she will move to which zone(s), then the other players choose card(s) in turn order. Once all choices are made, all cards are moved according to the choices made by the players.
An enchantment that costs 2UUUU:
Fluidity 2UUUU
Enchantment [R]
Whenever you cast a blue spell, choose one — Untap a number of Islands and/or blue permanents you control equal to that spell's converted mana cost; or reveal cards from the top of your library until you reveal a blue card and put the revealed cards into your hand.
The thoughts of a great mind flow seamlessly from one to the next.
A 6/6 flying trampler for six mana:
Skyspore Drakenaught 4UG
Creature - Drake Mutant [R]
Flying, trample
Creatures with one or fewer creature types lose flying.
"We were worried our test subject would be difficult to spot among the wild drakes in the sky. We were wrong."
—Dursleyn, Simic Scientist
6/6
A creature that can sacrifice itself to make a planeswalker go to the graveyard:
Muraganda Huntsmasher RR
Creature - Human Shaman Warrior [R]
Haste
Sacrifice Muraganda Huntsmasher: Destroy target nonland permanent with an ability that was activated this turn.
Muragandan culture was decidedly primitive, and the nine tribes would stop at nothing to keep it that way.
2/2
A card with the word squirrel in its text:
Spread XGG
Sorcery [U]
Put X 1/1 green Squirrel creature tokens onto the battlefield.
//////FUSE///////
Harvest 1GG
Sorcery [U]
Tap any number of untapped green creatures you control. Draw a card for each creature tapped this way.
A legendary Octopus:
Oktokorr, Seaforged Monster 8
Legendary Artifact Creature - Octopus [R]
Spells and abilities that target Oktokorr cost your opponents an additional 8 to cast and activate.
(2/U)(2/U)(2/U)(2/U),Q: Destroy target permanent.
It isn't the sea that swallows sailors whole.
8/8
A card that introduces a brand new zone:
The Dream Zone: The dream zone functions as a second battlefield, except that spells, abilities, and permanents not in the dream zone ignore the dream zone, and vice versa. Creatures in the dream zone can still attack players or planeswalkers in the dream zone, block creatures in the dream zone, and activate abilities targeting other permanents in the dream zone. Essentially, the dream zone lets you fight a war on two fronts against the same opponent. The dream zone is basically phasing meets shadow.
Nightleaper Frightmare 2BB
Dream Creature - Nightmare Horse (R)
(Dream permanents enter the dream zone as they resolve.)
Creatures your opponents control get -1/-1.
BB: Move Nightleaper Frightmare between the dream zone and the battlefield. Activate this ability only as a sorcery.
2/2
I'm no rules expert so I can't make a rules subsection for the dream zone, so suffice it to be repeated and summarized: Permanents in the dream zone treat spells and battlefield-permanents as though they don't exist, and vice versa. The dream zone is wrath-proof. Presumably there could also be dream spells that affect the dream zone instead of the battlefield.
Good luck to you both.