Friday, April 12, 2013

Weekend Art Challenge 041213—Anndr

Weekend Art Challenge
Click through to see this weekend's art and the design requirements for your card submission, due Monday morning. Remember that you may ask for feedback by mid-day Sunday and redesign your submission once after you get it.

Click to view larger
This weekend's art is by anndr. Your goal is to design a card that feels like it belongs in Dragon's Maze and uses this art. Choose either crop A or B below when you submit your design. Bonus points if your card feels perfect for Dragon's Maze but wouldn't have been just as perfect for either Return to Ravnica or Gatecrash.

95 comments:

  1. Feeling out two ideas, feedback welcome.

    Gate of the Guildless
    Land - Gate (R)
    ~ ETB tapped.
    T: Add to your mana pool one mana of any type a Gate you control could produce.

    Gate of the Guildless
    Land - Gate (R)
    ~ ETB tapped.
    When ~ ETB, choose two colors.
    T: Add to your mana pool one mana of the chosen colors.

    ReplyDelete
    Replies
    1. I really like the first one! It would fit perfectly in DGM.

      Delete
    2. Feels like the first shouldn't ETB tapped.

      Delete
    3. Given Reflecting Pool I imagine you're right.

      Delete
    4. All the Gates ETB tapped. I was just following that convention. It should either be a gate and ETB tapped or not be a gate.

      Delete
    5. I also prefer the first of the two.
      Which crop are you using?
      Flavor concern: Should the guildless be dependent on the guilds?
      What if instead of being improved by other gates, this card improved the other gates?

      Delete
    6. Crop B. The name was just the first that came to mind. Center of the City works just as well.

      So, to improve the other Gates, something like this:

      Center of the City (A)
      Land (R)
      Tap an untapped Gate you control: add one mana of any mana to your mana pool.

      Center of the City (B)
      Land (R)
      Whenever a Gate you control is tapped for mana, it instead adds one mana of each color it could produce to your mana pool.

      Delete
    7. Those are both pretty cool. The first one, at least, should probably produce mana of its own, no?

      Delete
    8. Final Submission:

      Center of the City
      Land (R)
      T: add 1 to your mana pool.
      Tap an untapped Gate you control: add one mana of any mana to your mana pool.

      Delete
  2. Is there bonus points available for making a Fuse card with both crop A and crop B. Or perhaps having a crop A design that works well with a crop B design (I'm getting inspired).

    ReplyDelete
  3. This is a really awkward crop of this art. Crop A has a foreground that feels out of place; Crop B has two people who are clearly the subjects of the image but the camera doesn't care to pay much attention to that fact. This one will be a challenge.

    ReplyDelete
    Replies
    1. Would you prefer a crop C in the middle?

      Delete
  4. Citizens of the Tenth (common)
    {2}{W}
    Art: Crop B
    Creature - Human
    1/3
    Whenever a player casts a multicolored spell, you may gain 1 life.

    ---

    RTR and GTC have plenty of multicolored spells flying around, but Dragon's Maze will make even more multicolor-heavy decks possible. Also, the speed of the format will be slower, so defensive bodies and incremental lifegain have more value and relevance.

    Feedback is welcome.

    ReplyDelete
    Replies
    1. Solid, but unexciting. Make this slightly stronger?

      Delete
    2. Citizens of the Tenth (common)
      {2}{W}
      Art: Crop B
      Creature - Human
      1/4
      Whenever you cast a multicolored spell, you gain 1 life for each of its colors.

      ---

      Now with Horned Turtle stats and extra bonus life for the rare Fuse spells or tri-colored, four-colored, or five-colored cards from other sets.

      Delete
    3. I don't think that qualifies as a NWO common anymore in a block featuring hybrid. The idea that hybrid spells are each of their colors, regardless of what mana was spent on them, is fairly unintuitive to newcomers.

      At uncommon it's nice, though I might give it slightly more exciting stats if you're moving it to uncommon.

      Delete
  5. Guildless Estates
    Land (U)
    Guildless Estates enters the battlefield tapped.
    When Guildless Estates enters the battlefield, return a land you
    control to its owner's hand.
    {T}: Add {2} to your mana pool.

    ReplyDelete
    Replies
    1. That is a pretty freakin' awesome callback to the original Ravnica karoo lands. And since they were pretty powerful at the time, the flavor of this card allows for reasoning for the powered-down version of colorless mana!

      Delete
    2. The callback is awesome, and the flavor is solid.
      Two questions (aside from which crop are you using):
      Should this be a gate?
      How useful is colorless mana going to be in RGD2? Is that a problem?

      Delete
    3. This absolutely should be a gate. If it was, it addresses Jay's question of utility of colorless mana production in heavy multicolor sets.

      Delete
  6. Conclave Conspirators (Crop B)
    1GW
    Creature - Human Advisor (U)
    2/3
    Whenever you cast a black spell, you may exile target card from a graveyard. If you do, gain 2 life.
    "There was a song of discord heard only in shadow, as unwitting agents of the Dimir brokered secret alliances."

    Capitalizing on the prerelease concept of having players receive a secret allied guild, there would be a cycle of multicolor cards that respond to cards of their mutual enemy, triggering an effect that fits somewhere in the comfort zone of all three. Each card art would have individuals from one guild in a guild-appropriate location looking sneaky and cast in shadow.

    ReplyDelete
    Replies
    1. The colors suggest you would play this in a Selesnya deck with Orzhov and/or Golgari. Does it serve an important role in that niche?

      Delete
    2. That's a broader developmental idea than I really think I can consider at the moment. That said, I view this as a Selesnya + Orzhov card, but didn't feel like there was much value in restricting the trigger in such a way to make that explicit.

      Delete
    3. I'm just asking, how excited do you think the GWB player will be to draft this?

      Delete
  7. Two ideas:

    Crop A
    Gatewatch 2UU
    Enchantment(U)
    When Gatewatch enters the battlefield choose two colours. Whenever an opponent casts a spell with either of those colours you may draw a card unless that player pays 2.

    Crop B:
    Meeting of Minds 1GGW
    Sorcery (U)
    Search your library for a multicolored creature card, reveal it in your hand. Then search your library for a non artifact creature card that does not share a color with it, reveal it and place it on top of your library.

    Not sure which crop I want to use, but feedback would be appreciated.

    ReplyDelete
    Replies
    1. Crop B:
      Meeting of Minds 1GGW
      Sorcery (U)
      Search your library for a multicolored creature card, reveal it and put it in your hand. Then search your library for a non artifact creature card that does not share a color with it, reveal it and place it on top of your library.

      Delete
    2. Alternatively - for Crop A:

      Guildless Gate
      Land - Gate (C)
      Add 1 to your mana pool

      Delete
    3. How much worse is Gatewatch if you just pick one color? Is it definitely blue?

      I had a similar thought to Meeting of Minds but decided it was too clunky to be worthwhile. I'll let you decide that for yourself, but I will say that the word "artifact" feels out of place. Could you use "monocolored" or "multicolored" instead?

      Is it worth it to run the colorless-producing Guildless Gate in your three-color RGD2 deck just for the Gate type?

      Delete
    4. If Gatewatch is similar to Rhystic study, then blue is the place for it. Picking one colour isn't problematic but it looses the flavour of watching out for guild. Still a complex design (what happens when you cast a multicoloured spell is not clear enough). Ultimately I'm looking at a Fuse for my entry.

      say non artifact is really my way to say non-colourless, the focus being decks needing at least three colours to play effectively. Doing this is what's made this card clunky. Compared to congregation at dawn, this card is definitely less appealing.

      And yeah guideless gate was a "hey I know what fits that artwork" card. Playability wise, it relies on how many other cards in DGM want gates. Full set release it probably look like a dud and I'll live with that.

      Delete
  8. Submission for crop B:

    Neutral Ground 3W
    Enchantment-Aura (C)
    Enchant Land
    Enchanted land has “T: Prevent all damage that would be dealt to and dealt by target blocking creature this turn.”

    As a nonsubmission for crop A I was considering something like:

    Change of Scenery 1G
    Sorcery (C)
    Search your library for a basic land card or a Gate card that doesn’t share a name with a permanent you control and put it onto the battlefield tapped. Then shuffle your library.

    Feedback is appreciated!

    ReplyDelete
    Replies
    1. I absolutely love Change of Scenery. Pretty clever balancing of providing an extra Gate option to search for by preventing yourself from finding another of the same card you already have. This design is reinforced by the name! And the art seems to match up well, too (you're in the land that depicts the foreground art while the background art shows what you're changing scenery to)!

      Lastly, in the context of the set's design - it also encourages going multicolor and even 3+ colors (if you're looking for a second Gate) which helps out the whole three-color split cards cycle!

      Your Crop B submission is pretty all right. Neutral Ground makes sense for the conflicting guilds, and there's been a land Aura theme existing previously in the block. It also makes sense for why the art isn't too focused on the individuals yet needs the individuals in the art to reinforce what the place actually is. But the abilities of the design itself doesn't excite me as much as Change of Scenery does.

      Delete
    2. Maybe:

      Change of Scenery 1G
      Sorcery (C)
      Search your library for a land card that doesn’t share a name with a permanent you control and put it onto the battlefield tapped. Then shuffle your library.

      With farseek in the format, it seems like giving this drawback should really come with more upside. Also, taking away the basic/gate restriction allows more of the card's flavor to take center stage.

      Delete
    3. I was thinking what Wobbles was typing. Also, I'm not sure why 'permanent' can't just be 'land' again.

      I love the name Neutral Ground for this art, and the design isn't completely out of place given the land-aura cycle in GTC, but I don't know that it screams Dragon's Maze.

      Delete
    4. @Wobbles: That version is too powerful without the restriction (see: Crop Rotation, Sylvan Scrying, and Reap and Sow). Of course, that may just mean it should cost more and have less text.

      Given that Change of Scenery is eliciting some discussion and nobody seems too excited by Neutral Gorund, I guess I'll submit it with an adaptation of Wobbles' text and a higher cost (no longer gets the land tapped):

      Change of Scenery 2G
      Sorcery (C)
      Search your library for a land card that doesn’t share a name with a land you control and put it onto the battlefield. Then shuffle your library.

      Delete
  9. Art Crop B:

    Peace At Last 6WWW
    Sorcery
    The next time a player casts a monocolored spell, you win the game (this effect does not end at the end of turn).
    "Abolishing the guildpact brought war. But it also brought about the chance of true peace, of a world without the guilds at all." -Teysa, Last Memoirs.

    ReplyDelete
    Replies
    1. I was going to say why not just "Monocolored spells can't be cast" but I see that you can simply cast any monocolored spell the next turn and win. And there's nothing your opponent can do to stop it. Seems buh-roken.

      Delete
    2. Also, why are we promoting monocolored spells in a multicolored set?

      Delete
    3. This basically says "7WWW, you win the game unless. If an opponent responds to this spell, he or she wins the game instead."
      I'd like to see something that cared about having cast all five colors instead.

      Peace at Last - 3WW
      Enchantment (Mythic)
      When ~ ETB, each player gains a White counter, Blue counter, Black counter, Red counter, and Green counter.
      Whenever any player casts a multicolor spell, remove one counter of the type of each of that spell's colors from that player.
      When a player has no color counters, that player wins the game.

      Delete
  10. Secret Meeting Place (Crop B, Uncommon)
    Land
    T: Add 1 to your mana pool.
    2, Tap two untapped creatures you control, T: Draw a card.
    "While attention was drawn to the Maze and the champions running it, secret guild alliances formed."

    In summary, this is a reference to the secret guild alliances as evidenced with Dragon's Maze's prerelease guild packs and the three-color split cards. I kept the name and requirements generic enough so that this card could be reprinted in the future.

    As Evan mentioned above, it's weird that Crop B's art has two individuals in it but the focus isn't on them, really. It's of the land around them as well.

    That's when I thought about how the fact that there are two individuals can define a type of location. A Secret Meeting Place, where you might meet to swap information (drawing a card), can't exist if there aren't anybody actually meeting up there in secret. Thus, the two individuals there (representing each of their respective guilds) give credence to the fact that this is a Secret Meeting Place.

    I wrote more about my submission in my blog post here: http://millingfor53.blogspot.com/2013/04/goblin-artisans-weekend-art-challenge.html

    ReplyDelete
    Replies
    1. Oh, and feedback is welcome and appreciated!

      Delete
    2. This is definitely way undercosted (see: Desolate Lighthouse), but the idea is awesome! If there's no other drawback added I'd start testing the cost at 5, Tap two untapped creatures you control, {T}:

      Delete
    3. I'm glad you cracked the focus challenge. I agree that it's more about people meeting than it is about those two people.

      I agree with Jules that this card is too strong. Maybe you can find an effect that's a little more intresting / conditional / tied to the cost or flavor.

      Delete
    4. Hmm. Perhaps the new design should be:

      Secret Meeting Place (Crop B, Uncommon)
      Land
      T: Add 1 to your mana pool.
      Whenever an opponent is dealt combat damage during your turn, you may tap an untapped creature you control. If you do, draw a card.
      "While attention was drawn to the Maze and the champions running it, secret guild alliances formed."

      Dealing combat damage means you gained intel for the drawing of the card. But it doesn't have that "two creatures" text.

      Can't think of another effect at this late-night moment. In that case, I'll take an intentional bunt and go for impact when this card is discussed in your review and only change the mana cost requirement to what Jules suggested for what he would start testing this at.

      FINAL DESIGN:

      Secret Meeting Place (Crop B, Uncommon)
      Land
      T: Add 1 to your mana pool.
      5, Tap two untapped creatures you control, T: Draw a card.
      "While attention was drawn to the Maze and the champions running it, secret guild alliances formed."

      Delete
  11. Crop B:
    Ambassadors' Grotto (rare)
    Land
    {T}: Add {1} to your mana pool.
    {T}: Add one mana of any color to your mana pool. Use this mana only to activate abilities on or cast cards with detain, extort, cipher, overload, unleash, scavenge, bloodrush, battalion, populate, or evolve.

    I have no idea if this would even work within the current rules without making the text look ugly. The "activate abilities" clause is in there so you can use the land to pay for overload, scavenge, Trostani's ability, etc. Feedback welcome.

    ReplyDelete
    Replies
    1. Annoyingly, this works for everything except bloodrush because its an ability word, not a keyword, and thus can't be referenced by other cards. I hate that, but I don't think they intend to change it soon.

      Maybe the solution will lead to something more modular…

      Delete
    2. I didn't see anything in the comprehensive rules that said that ability words can't be referenced by other cards. I know there was some GDS gotcha question at one point that said that ability words are not properties of creatures, but according to the rules it seems like they're acknowledged to be on cards.

      Battalion is an ability word, too, for what it's worth.

      Regardless, I think this is a common-sense rules change that they could easily make without confusing anyone. "This card has bloodrush" is already what people are using to describe these cards anyway.

      Delete
  12. Saruli Gatestraddlers 2G (Uncommon)
    Creature - Human Warrior Shaman
    Bloodrush — R, Discard Saruli Gatestraddlers: Target attacking creature gets +3/+3 until end of turn.
    Scavenge 4B (Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card’s power on target creature. Scavenge only as a sorcery.)
    3/3

    ReplyDelete
    Replies
    1. I wanted to make this say, "As long as you have a Golgari Guildgate, this has Scavenge" but it was too long and too specific.

      Feedback wanted.

      Delete
    2. Also, interested in seeing other cards of this type by anyone.

      Delete
    3. Changing the Bloodrush to {R}{G} and the Scavange to {3}{G}{B}. Don't want this to be used by RB decks without G.

      Delete
    4. Chah, this is a concept that I would hope to see employed in DGM, but it's completely inappropriate for the art.

      Ignoring that, I think you're better off not worrying about whether pure Rakdos decks can use the initial design.

      Delete
    5. It's certainly cool how well these two keywords go together. Whether the card should be useable by straight Rakdos is debatable (and I don't know the answer), but the bloodrush ability needs to cost more than R because red doesn't get Giant Growth (even green doesn't get GG via bloodrush).

      As a 3/3 for three, even without Scavenge, this is already mostly better than Slaughterhorn.

      Despite the awesomeness, I have to agree that this really isn't remotely appropriate for the art. Use it for a CCDD instead?

      Delete
    6. You have to look carefully, but the hooded guy is actually a Werewolf Berserker (Bloodrush) while the woman pretending to be a Human is really a Zombie Ooze (Scavenge). However, you're right that with this cropping, it won't be visible to the player, and it would look as if it's just two Humans chilling out.

      Changing it to:

      Crop B

      Transguild Arrestors (Uncommon)
      Creature - Human Soldier
      Battalion - Whenever Sunspire Gatestraddlers attacks with at least two other creatures, detain target creature.
      (*Using Nich's "Transguild" naming)
      2/3

      Delete
    7. Cross-Guild Conspiracy (Uncommon)
      Sorcery
      UB
      Target creature gets -1/-1 until end of turn.
      Cipher
      Overload 1UBR

      [Not sure if the overloaded version can be encoded or not... pretty interesting either way]

      Delete
    8. Transguild Landlord (Uncommon)
      Creature- Human Advisor
      3W
      2/2
      Extort
      Whenever you cast a spell, you may pay {g/w}. If you do, populate.

      [These aren't cards for the challenge, just variations on Chah's idea]

      Delete
    9. I love this line of thought, but beware! If this is a cycle, unless you stick with either wedges or arcs in determining the guilds represented, you end up with an absurdly large cycle (20-40 cards, depending on how loose you want to play with it).

      Delete
    10. The cost of my card is 2W.

      Delete
  13. In the spirit of cooperation:

    Transguild Explorers (Uncommon)
    (r/g)(g/w)
    Creature — Human Elf Scout
    2/2
    Whenever you discard a creature card, put two 1/1 red Goblin creature tokens onto the battlefield.
    Whenever you populate, put a 1/1 white Bird creature token with flying onto the battlefield.
    “Exploration techniques vary. I favor claws for digging, while she prefers sharp eyes to survey.”

    I imagine a whole Build-Around-Me cycle:

    Transguild Accountants (Azorious & Orzhov)
    Transguild Professors (Izzet & Simic)
    Transguild Exhumers (Golgari & Dimir)
    Transguild Propagandists (Rakdos & Boros)

    ReplyDelete
    Replies
    1. You're going to run into a major problem of cycle incompletion if you don't stick with allied or enemy color guild combos. Either the cylce will eat up half the set, or players will be angry that the cycle is incomplete.

      Delete
    2. It looks like it's meant to be five cards that each combine a RTR guild and a GTC guild, which is better for draft than a Simic-Gruul combo, for example.

      Delete
  14. Crop A

    Selesnya Cloister (Uncommon)
    (g/w)(g/w)
    Enchantment- Aura
    Enchant land
    Enchanted land has "T: Add GW to your mana pool."
    You may pay {1} and return a land you control to its owner's hand rather than pay Selesnya Cloister's mana cost.

    (Meant as part of a cycle, with similarities to Karoos, Signets, and Borderposts. Feedback welcome.)

    ReplyDelete
    Replies
    1. This is really cool, and the callbacks are fun.
      Should this really be a cycle? Should there a RB or BU version?

      Delete
    2. This is so much better than anything I was making.

      Delete
    3. Hah! Clever! I like how this provides mana support for Dragon's Maze's three-color format while at the same time having callbacks to the original Ravnica!

      Delete
  15. My attempt at a fuse card

    Regroup 1UB
    Instant (R)
    Whenever a creature you control dies this turn you may draw a card and then place a card from your graveyard on top of your library.
    ============
    Rebuild GB
    Instant (R)
    As an additional cost to Rebuild sacrifice a creature.
    You gain life equal to sacrificed creature’s power, then you gain life equal to its toughness.

    (Fuse - You may cast both halves of this card)

    ReplyDelete
    Replies
    1. Just for clarity its crop B on the left and crop A on the right.

      Delete
    2. It's intentional that the first card you draw from regroup isn't one of your dead creatures but the rest are, right? That effect seems more WB or GB than UB to me.
      Rebuild is a pretty bad Predator's Rapport.
      I like what you were going for. Fuse is clearly very hard to nail.

      Delete
    3. Fuse cards have many limitations. I overfocused on trying to get a name that fit the fuse model and the art, then tried to throw an effect together. It can be fixed - probably by having rebuild allow you to sacrifice multiple creatures. It works quite nicely now, although you need to very aware of how the stack is building up when sacrificing multiple creatures. If we do we get:

      Regroup 1UB
      Instant (R)
      Whenever a creature you control dies this turn you may draw a card and then place a card from your graveyard on top of your library.
      ============
      Rebuild GB
      Instant (R)
      As an additional cost to Rebuild sacrifice one or more creatures.
      For each creature that dies this way, you gain life equal to sacrificed creature’s power, then you gain life equal to its toughness.

      Still weak but if predator rapport is worth card, and I'd argue against the tide and say it is, then improved version of rebuild is worth half a card. Still it isn't great so there's another design I was working on yesterday and I got through some barriers after a nights sleep.

      Lost 1UW
      Instant (R)
      Put target attacking creature on top of its owner’s library. You gain life equal to it’s power.
      ==================
      Found 2UB
      Instant (R)
      Exile the top card of target opponent's library. If it’s a nonland card you may cast that spell without paying its mana costs.

      If it wasn't for Azorius charm, target attacking or blocking creature for UW would have worked, but it's just too similar for my liking, hence the modified life gain. This effect also feels very good as an instant when fused - though the cost makes me feel more comfortable about that.

      Delete
    4. I love the contrast between the two Crops using the name of Lost & Found.

      I can't help but judge Lost against the card Totally Lost.

      For the "Found" side, I think it'd be cool to name a card then search that player's library for all cards with that name and exile them. You found them! After that, then they shuffle their library. The returned creature will then become Truly Lost as what was once on top of the library is now shuffled away somewhere.

      With that said, the art for "Found" for a blue-black card doesn't quite match!

      Delete
    5. I like Lost & Found better than Regroup & Rebuild.

      Delete
    6. The art is somewhat open to interpretation. I see Crop A as empty location (I wanted to use "Where's Fblthp got to now?" for flavour text but alas, Fuse cards have no room for that). I saw the second image as two Dimir agents having a secret meeting in an empty location being discovered. They don't look like Dimir agents you say. That's entirely the point.


      Final Submission:

      {Crop A}
      Lost UW
      Sorcery (R)
      Put target creature on top of it’s owner’s library. It's controller gains life equal to its toughness.
      =============================
      {Crop B}
      Found 2UB
      Sorcery (R)
      Exile the top two cards of target opponent's library. You may cast a nonland card among them without paying its mana costs.
      -----------------------------
      Fuse (You cast one or both halves of this card from your hand)

      Delete
    7. If fuse cards left room for flavour text I would have added "Where has Fblthp got to? I thought he was right behind us" to my submission for Lost.

      The 'Crop B' artwork as I saw it was two dimir agents meeting in a deserted location being discovered. Don't think they look like their Dimir. That's entirely the point ;)

      Final Submission:

      Lost UW
      Sorcery (R)
      Put target creature on top of it’s owner’s library. It’s controller gains life equal to its toughness.
      =================
      Found 2UB
      Sorcery (R)
      Exile the top two cards of target opponent's library. You may cast a spell among them without paying its mana costs.
      ------------------
      Fuse (You may cast both halves of this card from your hand)

      Delete
  16. Fuse card:

    There (Uncommon)
    Sorcery
    2G
    Search your library for a Gate card and put it onto the battlefield. Untap it. Then shuffle your library.
    ===========================================
    Back (Uncommon)
    Sorcery
    W
    Until end of turn, Gates you control gain "T: target creature gains protection from the color of your choice until end of turn."

    ReplyDelete
    Replies
    1. On second thought:

      There (Uncommon)
      Sorcery
      2G
      Search your library for a Gate card and put it onto the battlefield. Then shuffle your library.
      =======================================
      Back (Uncommon)
      Sorcery
      2U
      Draw a card for each Gate you control.

      I'm thinking this is a cleaner design that fits the art and card name better, but I'd appreciate any feedback.

      Delete
    2. Love the second design, I just don't know how well it fits the art.

      Delete
    3. This comment has been removed by the author.

      Delete
    4. The second version of There & Back looks fun to play Fused, but I don't think either There or Back stand on their own. There seems like an anemic Rampant Growth and I don't see how 'Back' describes a spell that gets you cards for having gates.

      While it's clear how well these spells fuse together, another issue that other split cards don't have is that both modes are only relevant in the same situation—when you have a bunch of gates in your deck. Given that one mode helps this deck early and the other late, this is a minor point.

      Delete
  17. Crop A (no characters):

    Neutral Ground
    Land (U)
    T: Add 1 to your mana pool.
    2, T: Add two mana of any combination of colors to your mana pool.
    Where guilded and Gateless get along.

    Not super happy with the flavor text, but I'm happy with the design. I was going to make it a Gate, but that would make Maze's End super awk with its "ten Gates" clause.

    Would it feel more Dragon's Maze if it was "3, T: Add three of any colors"?

    Feedback appreciated.

    ReplyDelete
    Replies
    1. Jules also has a card named Neutral Ground, which I didn't see, though his is an enchantment. If you think of a better name, feel free and post it.

      Delete
    2. No rule against two submissions with the same name.

      As a Shimmering Grotto x2, this offers much better fixing and is only very slightly harder to use (basically only worse when you have just one other land).

      Delete
  18. Tactical Alliance - 3G
    Instant (Uncommon)
    Choose two target creatures you control that don't share a color. They each get +1/+1 until EoT.
    Gatecast (When you cast this spell, copy it for each gate you control with a different name. You may choose new targets for each copy).

    Feedback welcome.

    ReplyDelete
    Replies
    1. Do you get a copy if you control one gate?

      Delete
    2. Yes. I couldn't figure out the templating, so I based it on Maze's End. I tried unique name, but then it was unclear if it counted a gate if you had more than one of them.

      Delete
    3. Is the 'different' gate qualifier critical to the card's play or theme?

      Delete
    4. I suppose not. I like the idea of encouraging different gates, but from the spoiled cards, it looks like only Maze's End cares about differences. OK. Final version:

      Tactical Alliance - 3G
      [Crop B]
      Instant (Uncommon)
      Choose two target creatures you control that don't share a color. They each get +1/+1 until EoT.
      Gatecast (When you cast this spell, copy it for each gate you control. You may choose new targets for each copy).

      Delete
  19. (crop B)
    Ancestor Speakers {2}{B}
    Creature - Human Wizard (U)
    {GW}{GW}{GW}, Sacrifice a creature: Return target creature card from your graveyard to your hand.
    2/2

    Meant to be good in Orzhov or Golgari, but at its best in a BWG deck. Feedback appreciated!

    ReplyDelete
    Replies
    1. Does making Hell's Caretaker more color and mana intensive drop it from rare to uncommon?

      I like this very much for Golgari, less so for Orzhov and not at all for Selesnya. While this plays best in a Golgari/Orzhov deck, it looks like it's meant for Selesnya. It also bothers me that this very G/B ability is G/W.

      Can you improve this cards color identity?

      Delete
    2. Ancestor Speakers is probably most similar to Golgari Guildmage, and while I think the flavor fits the wedge as a whole, the GW activation does look really weird for that effect. This BUG version should be better in that regard.

      Transguild Pathfinder {2}{G}
      Creature - Elf Rogue (U)
      {UB}{UB}: Target creature can't be blocked by creatures with less power this turn.
      2/2

      Delete
  20. Submissions are now closed, though if you have clarifications, I might see them before it's too late.

    ReplyDelete