Friday, May 6, 2016

Weekend Art Challenge 050616—Daniel Dociu

Hi all,
Anastase here.

This week we are designing a card with the following art:

by daniel dociu
Bonus points if you manage to make it care about using an unusual resource.

I will try to give feedback on your submissions over the weekend.
Each Artisan is allowed one submission, but can update it as many times as needed.
Please state the rarity of the card you submit.

Good crafting, Artisans!

46 comments:

  1. Embermare 5RG
    Creature Elemental Horse (R)
    Haste
    When Embermare enters the battlefield, tap all other creatures.
    Embermare has power and toughness equal to the number of tapped permanents on the battlefield.
    */*

    ReplyDelete
    Replies
    1. So your opponent can kill it if he keep all his or her permanents untapped. I like the card a lot, but it can be an I kill you out of nowhere.

      Delete
    2. Cool.
      Is this green so it can tap?

      Delete
    3. Embermare seems to come from the same "oops you're dead" school of design as Craterhoof Behemoth, except you need less setup, just an opponent who tapped himself out. While the design is cool, I don't know if it would be that fun to play with/against. Once you know your opponent has this in his deck you can basically never tap out again, when your opponent has at least 6 lands in play.

      Delete
    4. Embermare 3RR
      Creature Elemental Horse (R)
      Haste
      When Embermare enters the battlefield, tap all other creatures.
      Embermare has power and toughness equal to the number of tapped permanents you control on the battlefield.
      */*

      Delete
    5. Can this have Goyf caveat of *+1? I don't like how it kills itself at your next untap step, thus negating the point of it being a not-spell in the first place.

      Delete
  2. Cindermare 2R
    Creature- Elemental Horse (U)
    Cindermare enters the Battlefield with 2 Cinder counters on it.
    At the beginning of your upkeep remove a cinder counter from Cindermare. When the last is removed, sacrifice it.
    Whenever a creature dealt damage by Cindermare this turn dies, put a cinder counter on Cindermare.

    -It always hungers for kindling.-
    5/5

    The picture screamed Dark Souls to me, so cinder and kindling ^^
    So basicly a modified version of vanishing on this one. It acts as either a cheaper slower Lava Axe or eats some amount of chumpblockers.
    Maybe a little too much text for too little gain...

    ReplyDelete
    Replies
    1. Thinking about it, this also has great interactions with haste granting effects and fight spells/spells like Fall of the Hammer.

      Delete
    2. How would you feel about triggering at end of turn instead of upkeep?

      Delete
    3. Nice. I think I would prefer it having +1/+1 counters on it though, and gaining +1/+1 counters when killing a creature. So a 0/0 with six +1/+1 counters and remove a counter at the beginning of your upkeep.

      Delete
    4. And upping the cost if it is six +1/+1 counters, or lowering the number of counters to 4.

      Delete
    5. I think I like the end of turn trigger, that would make the creature more aggresive since you can't keep it back as a blocker two turns in a row.
      Changing it to +1/+1 counters would make for a different granularity of states for the creature, more akin to the old clockwork creatures. With the cinder counters you can have an undercosted fatty that is always just a step away from destroying itself, while using +1/+1 counters makes a creature that just slowly shrinks over time.

      Delete
    6. Cindermare 2R
      Creature- Elemental Horse (U)
      Cindermare enters the Battlefield with 2 Cinder counters on it.
      At the beginning of your end step remove a cinder counter from Cindermare. When the last is removed, sacrifice it.
      Whenever a creature dealt damage by Cindermare this turn dies, put a cinder counter on Cindermare.

      -It always hungers for kindling.-
      5/5

      Delete
    7. Like this it feels like it is an undercosted and conditional lava-axe. Depending on the format it could be ok or need to be a 4/4. Development would sort this out for us.

      Delete
  3. Trojan Candle {3}
    Artifact Creature—Horse (unc)
    {X}{R}: Trojan Candle gets +X/+0 and gains trample until end of turn. Sacrifice it at end of turn.
    2/2

    ReplyDelete
    Replies
    1. I like it a lot. Artifacts with colored activations are very useful in sets to allow everyone to have a 2/2 for 3 (not the best of deals) and the red player gets a conditional blaze.

      Delete
    2. This is a sweet top-down interpretation.

      Delete
    3. I think I'll go with this one.

      Delete
  4. Chandra's Steed {R}{R}{R}
    Creature-Elemental Horse(mythic)
    Prowess
    Whenever Trojan Candle attacks, look at the top card of your library. You may cast if it’s an instant or sorcery card.
    3/3

    ReplyDelete
    Replies
    1. I guess you may cast "it"? Also I guess it is when Chandra's Steed attacks, and not Trojan Candle, or is this a two cards submission where the steed benefits from attacking trojan candles?

      Delete
    2. Chandra's Steed RRR
      Creature-Elemental Horse(mythic)
      Prowess
      Whenever Chandra's Steed attacks, look at the top card of your library. You may cast that card if it’s an instant or sorcery.
      3/3

      Delete
    3. I like this a lot. A very complete card that does feel mythic.

      Delete
  5. Cinder Charger 1(B/R)(B/R)
    Creature - Elemental Horse (U)
    When Cinder Charger enters the battlefield, destroy target land if your devotion to black is five or greater.
    Cinder Charger has haste if your devotion to red is five or greater.
    3/3

    Art is giving me a very strong Shadowmoor vibe.

    ReplyDelete
    Replies
    1. Destroy target land is primary red tertiary in black if I recall correctly, and as such it feel slightly weird that the black part of devotion destroys a land while the red one gives haste.

      I guess that by the point you get 3 devotion in both colors on the battleground this will probably be unaffected by haste too.

      I would perhaps suggest changing haste to destroy target land and destroy target land for menace, but I like what the card is doing at uncommon, even without this change.

      Delete
    2. I'm not quite understanding your comment about haste. There are two situations where I imagine it can come into play: either you get the god curve of R 1-drop into RR 2-drop into this, or you topdeck this with an already established board and get in some surprise damage.

      Delete
    3. It bothered me at first that Stone Rain is so much better than haste on a 3/3—and I agree it's really odd to see that in black—but devotion is clever like that: You'd have to play a {B} permanent on turn 1 and a {B}{B} permanent on turn 2 to actually pull this off on turn 3. …Of course Stone Rain + a 3/3 might be enough of a prize to make players try very hard to make that happen.

      Delete
  6. Akroan Effegy 2
    Artifact Creature - Horse (R)
    Protection from Red
    Akroan Effegy enters the battlefield tapped. When it does, look at the top seven cards of your library, exile one face down, then put the rest on the bottom of your library.
    When Akroan Effegy dies you may play the exiled card without paying its mana cost if it is a red instant or sorcery.
    0/4

    ReplyDelete
    Replies
    1. Pseudo-hideaway 7? If you're not using the keyword, why ETBT?

      Delete
    2. This feels strange to me.

      Already at {2}, a 0/4 does some good work.

      Protection from X is currently being phased out from mtg. It would be infuriating to play against in the mirror match.

      ETBT is usually part of black's color pie to signal the slowness of a creature.

      I guess the intent is for the Akron Effigy to be used in red prowess decks, generating card advantage when it dies which is ok, but needs a shields down moment.

      At the very least it would need a mana activation: when ~ dies, you may pay {R}{R}: if you do, you may play the exiled card...

      Delete
  7. Flaremare {1}{R}{R}
    Creature - Elemental Horse (Rare)
    Haste
    When CARDNAME enters the battlefield, it deals X damage to target creature or player, where X is the amount of {R} in your mana pool.
    3/2

    ReplyDelete
    Replies
    1. Fireball on a stick, of which 3 is forced to go at your opponent? Solid. Given that you'll need access to at least 5 mana (4 of it red) to get a substantial two-for-one, probably fine. Nice find on the name too.

      Delete
    2. I just made something similar for something else. Nice.

      Delete
  8. Steedchest Flameburster 2R
    Creature - Elemental (Rare)
    When CARDNAME enters the battlefield, you may sacrifice a Horse. If you do, put three +1/+1 counters on CARDNAME and it gains haste.
    2/2

    ReplyDelete
    Replies
    1. A chestbursting elemental that can only incubate inside of horses? A novel interpretation of the art, to be sure.

      Changeling Berserker is probably the closest mechanical precedent - this could maybe be an uncommon? It's a shame that pushing Horse Tribal for casual constructed would only highlight how inconsistently the type has been applied and the Horse/Pegasus split.

      Delete
  9. Fire Stallion
    2R
    Creature - Elemental (Rare)
    As an additional cost to cast ~, burn three cards from your hand (Exile them. They gain "{2}: Return this to your hand.")
    Whenever ~ deals combat damage to a player, they burn a card from their hand.
    6/6

    ReplyDelete
    Replies
    1. Why can we get back what is burned?

      Delete
  10. Candlebay Canter 2R
    Sorcery (common)
    Put two +1/+1 counters on target creature. It gains horsemanship until the beginning of your next turn.

    ReplyDelete
  11. http://imgur.com/Ff7zBUQ

    A card for TumbledMTG! You can check TumbledMTG out here: https://www.reddit.com/r/tumbledmtg/comments/4gnvfs/tumbledmtg_v307/

    ReplyDelete
  12. Counter-Eater UG
    Creature-Parasite
    Trample
    As an additional cost to cast ~, remove 10 +1/+1 counters from among creatures you control.
    Whenever any player counters a spell, put a +1/+1 counter on ~ and untap it.
    10/10

    ReplyDelete
    Replies
    1. Whoops, forgot that it had to fit the art.

      Delete
    2. This would certainly make Vial Control a formidable force in Modern.

      Delete
  13. Nightsteed Subjugator 2UBR
    Creature - Nightmare Horse (R)
    Haste, menace
    Whenever Nightsteed Subjugator attacks, you may tap target untapped creature defending player controls. If you do, creatures that player controls don't untap during their controller's next untap step.
    3/3

    ReplyDelete
    Replies
    1. Edit: Removing Menace, changing to 4/3.

      Delete