Friday, November 22, 2013

Weekend [Art] Design Challenge 112213—New P/T

Weekend Art Challenge
Click through to see this weekend's design challenge. Your final submission is due by Monday morning. Every submission warrants feedback, which I will try to provide, and which everyone is encouraged to provide as well. You may use that feedback to revise your submission any number of times. If and only if you provide a direct link to art for your submission, and the artist's name, will I mock it up and include it in a follow-up review.


Design a creature with a power/toughness combination that hasn't been printed before. Finding those numbers is easy. Justifying them in your design is the hard part. Impress me.
Challenge idea courtesy of Ant Tessitore.

Counter to my intuition, power goes down and toughness goes right in this table.

177 comments:

  1. Engulfing Slime 1BBGG
    Creature Slime - rare
    When engulfing slime dies you may destroy target creature with power lower than it. If you do, return it into play with a +1/+1 counter on it.
    Counters remain on Engulfing Slime as it moves to any zone other than a player's hand or library.
    3/0

    Possible images:

    http://www.relyonhorror.com/wp-content/uploads/2012/01/ooze1.jpg

    http://jwilsonillustration.deviantart.com/art/Corpse-Ooze-172186892

    http://der-reiko.deviantart.com/art/black-ooze-360703584

    http://88grzes.deviantart.com/art/Ooze-monster-360416057

    ReplyDelete
    Replies

    1. So this plus a sacrifice outlet wipes an opponent's board?! That seems a little bit ridiculous, even if it doesn't work when the opponent controls exclusively big guys.

      Delete
    2. So which one would you prefer: adding cannot be sacrificed, or removing the skullbriar tech?

      Delete
    3. The former feels like a hack (and pushes us from 7 lines to 8) while the latter mitigates the board wipe to 4- power creatures (which is still really good) (and.gets us to 6 lines). Another option is to only return the Slime at EOT or on upkeep, or something to limit how often it comes back.

      Delete
    4. I think returning at upkeep and removing skullbriar is better indeed. However even without returning at EOT, it is a conditional consume the meek with a harder mana cost, so I guess we could not add it too.

      Delete
    5. It's also a Consume the Meek that you get to flashback every turn for free for the rest of the game, potentially. With a 4-power Reassembling Skeleton attached.

      Delete
    6. Indeed. I am not sure which call to make. But I guess better be safe than sorry: If you do, you return it on the battleground at the beggining of your next upkeep with a +1/+1 counter on it.

      Delete
  2. Narod, the Berserker 2RB
    Legendary Creature- Goblin Warrior (Rare)
    4/0
    Creatures keep track of damage based on their power rather than their toughness.

    ReplyDelete
    Replies
    1. So, the opposite of Doran, the Siege Tower? The template definitely needs work, but I see what you're going for and that's enough. How would we word this, though?

      Delete
    2. I have been trying to find a way to do it, but since it plays with rule 704.5g:

      If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

      it is very hard to phrase.

      Delete
    3. Thanks for the help! Yes, this card would probably require a new rule or two. If we're going for a super-formal wording, what about:

      Rules that would cause a creature to be destroyed check that creature's power rather than its toughness.

      Delete
    4. Art:

      http://www.deviantart.com/art/Goblin-Charge-57581908

      Delete
    5. I love the idea and the name shows a fun level of self-awareness.

      What about:
      "Each creature's toughness is equal to its power."

      I know it's not exactly the same effect, but would it have the general spirit you're going for?

      Delete
    6. Possibly. I have no idea how it would work with the layer system, though. There's probably a reason they didn't template Doran that way.

      Delete
    7. It would kill 0/Ns. Speaking of which, does this kill 0/Ns?

      Delete
    8. Probably. I believe there's a separate rule that checks if creatures have 0 or less toughness and destroys any that do; using my current template, that rule would check those creatures' power instead.

      Delete
    9. I think you are going through a lot of hoops and rules baggage to keep this alive. is it worth the trouble and complication this would add to the rules.

      Delete
  3. Tripleshock Elemental 3RRRR
    Creature Elemental
    Trample, Haste
    At the beginning of the end step, sacrifice Tripleshock Elemental.
    9/3
    Thrice as shocking as a spark!

    ReplyDelete
    Replies
    1. This is to prevent first-strike kills and to be sure that a shock does not kill it. I could see it also as a 9/4 to survive a lightning bolt, but then it would not be three spark elementals.

      Delete
    2. There's some play there, but I think we're about 400 times as likely to see this printed as a 9/1 rather than a 9/3. Also, costing 6 mana would probably be plenty to keep this from being broken, so since we like things to be strong enough to play in design I'd start it at 6.

      Delete
    3. You are correct in your assumption, that is what I think too. And indeed the last R in the mana cost was a typo.

      Delete
  4. Efialtis God of Betrayal 2BB
    Legendary Creature Enchantment God
    As long as your devotion of black is less than 5 CARDNAME is not a creature.
    As long as CARDNAME is into play you cannot loose the game and your opponents cannot win the game. When CARDNAME leaves the battlefield, you loose the game.
    CARDNAME is indestructible and has -X/-X where X is your devotion to black.
    9/6

    ReplyDelete
    Replies
    1. so if you have 4 other black permanents you lose? and if you have 3 you get a 4/1?

      Delete
  5. Defender of the Pantheon WUBRG
    Creature - Human
    CARDNAME has +X/+X where X is the sum of your devotion to each color.
    -4/-4

    ReplyDelete
    Replies
    1. What's with so many submissions?

      Delete
    2. Sorry was at work and the program was compiling, and since inspiration struck me I submitted. I could delete them if you feel I am taking too much space.

      Delete
    3. Just let me know which one is your 'real' submission. I like the first two best.

      Delete
    4. The first one is my submission. I did not include images for the others.

      Delete
    5. I don't get the flavor of devotion to every color unless it's "us vs. Eldrazi." That aside, it's also a bit strange that this double counts hybrids.

      Delete
    6. I concur that my two last designs are inelegant, but I just put them out there because I was thinking on different takes on devotion.

      Delete
  6. Shieldmate Volunteers 3W
    Creature - Human Soldier (c)
    CARDNAME gets +0/+1 for each creature you control.
    Not much to look at, but plenty to see.
    3/0

    Art: http://tinyurl.com/shieldmateart

    ReplyDelete
    Replies
    1. Should an N/0 ever be common? If so, this is probably as close as it comes.
      This would usually be templated as 3/* with "~ has toughness equal to the number of creatures you control."

      Delete
    2. In my defense, 3/* is a new P/T as well. I was shooting to see if I could make a reasonable common in a challenge that invites enterprising rares.

      Given that Hill(comber) Giants in white are sometimes 15th picks, is 3W too high to be playable? Would 2W make sense?

      Delete
    3. This card is almost assuredly too strong for common at {3}{W}. Hillcomber Giant was occasionally a 15th pick in Modern Masters, not in a normal draft environment. Luckily(?) I don't think we can do this sort of variable toughness at common anyway, so this would make a fine uncommon. I'm not sure we'll find any printable commons aside from maybe an 0/9 defender.

      Delete
    4. It's 3/1 by itself, 3/3 with two other creatures, and 3/5 with four other creatures. White gets 3/1 for {1}{W} at uncommon, 3/3 for {3}{W} occasionally and 3/5 for {4}{W} at common, so I'd price this at least {3}{W} if you insist on common.

      Delete
    5. 3W seems like a totally reasonable cost for this at common.

      Delete
    6. Obviously it will vary from set to set, but having played a fair amount of Crusader of Odric I'm fairly sure this will be a 3/4 or bigger more often than not, and that warrants costing at least {2}{W}{W}. I agree that this would likely be weaker than a Siege Mastodon at {4}{W}.

      Delete
    7. I would write it as for each other creature you control however.

      Delete
  7. Pounce of Firecats 4RR
    Creature - Elemental Cat (U)
    "Regathan explorers agree on one thing-- A quick death at the claws of a lone firecat is better than watching a pack fight over who gets to chase you down."
    8/2

    Art:
    https://www.dropbox.com/s/rz7o1rcli8uvait/pounce_of_firecats.jpg
    Artist: Eric Velhagen
    I may have spent way too long on this

    ReplyDelete
  8. Vegr, Defense of Aesheim {8}{W}{W}
    Legendary Creature - Wall (R)
    Defender, hexproof, indestructible
    Vegr, Defender of Aesheim can't be sacrificed. (Spells and abilities can't cause you to sacrifice it, and you can't sacrifice it to pay for the costs of spells or abilities.)
    0/20
    The impervious stones of the divine wall are said to have been wrought from the ores of Bergheim, smelted in the fires of Eldrheim, and quenched in the frozen waters of Svellheim by the hand of Alfatr himself.

    My thought process: I wonder what a Legendary Wall would look like?

    ReplyDelete
    Replies
    1. Vegr, Donate, Banewasp Affliction, Mutilate, and 20 swamps: GG.
      I like this card, but it probably costs a couple mana too much.

      Delete
    2. Hilarious. Could work in a Commander product, I suppose.
      Someone will combo this with Doran and "Walls can attack" and that person deserves to win that game.

      Delete
    3. Surely costs more than it needs to, though anyone playing it probably isn't really concerned with efficiency.

      Delete
    4. I love it, though I want to jazz it up even more, with something like "Can block any number of creatures," probably in lieu of the indestructible.

      Delete
    5. Love this. CMC seems way too high, since it's less impactful on the board than Maze of Ith.

      Delete
    6. Ah, the CMC was a holdover from when this guy had "can block any number of creatures".

      Given that I removed that (because I felt it was way too uninteractive and hard to pierce through), how does {4}{W}{W} sound?

      Also, here's the updated render: http://imgur.com/BHMycsG

      Delete
    7. it probably needs less flavor text if you intend to keep the reminder text on the sacrifice.

      Delete
  9. For purpose of my submission, {pB} means a black Phyrexian Mana.


    Roxith, Thane of Rot {pB}{pB}{pB}{pB}{pB}{pB}
    Legendary Artifact Creature - Horror
    CARDNAME enters the battlefield with a -1/-1 counter on it for each life you paid to cast it.
    2BB, T, Remove a -1/-1 counter from Roxith: Put a -1/-1 counter on target creature, then proliferate.
    11/13

    ReplyDelete
    Replies
    1. https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&docid=EJXhlFazlukwWM&tbnid=gWEMDzkdGFitKM:&ved=0CAUQjRw&url=https%3A%2F%2Fwww.wizards.com%2Fmagic%2Fmagazine%2FArticle.aspx%3Fx%3Dmtg%2Fdaily%2Factivity%2F725&ei=BLSPUvOkCcjb2AXcnoHoBA&bvm=bv.56988011,d.b2I&psig=AFQjCNF0mbzd5yqrPmT2MjVjfodniZJ7tQ&ust=1385234878150842

      for the art, or just google him its the first one that pops up

      Delete
    2. Uneven stats are really awkward on a creature that does so much math on himself. Weird that the cost of proliferation is removing a counter.

      Delete
    3. The flavor behind this guy is the more life you pay, the more rot he comes into play with that he can spread. so when you remove some of his rot, he gives it to other creatures (He's so generous! :-P ). I agree that this guy is math intensive. and could get confusing.

      Delete
    4. Wait, this literally has proliferate? I missed that. That does make removing a counter first strange: You can replace it immediately and for free.

      Delete
    5. The difference is that he starts out small and grows when you remove the counter, so the only reason you would want to "Re-proliferate" a counter onto him is if you wanted to keep him as a proliferate engine and not as a beater. that being said,

      Would this card be better if it only had the first ability? (-1/-1 for each life spent?)

      Delete
    6. is {B}{B}{B}{B}{B}{B} really ok for an 11/13? what about {B}{B}{B}{B}{B} for a 9/11? four mana for a 7/9? this is really cheap for how big it is.

      Delete
    7. also this is just the art for Reaper of Sheoldred?

      Delete
    8. its an 11/13 vanilla for six black. i can see that as a potential issue but its also just a big fatty. compare to other black creatures at 6 mana, i would take grave titan over a vanilla every time. Its a strange card because its breakdown is:

      pay 12 life:
      -1/1
      1 B and 10 life:
      1/3
      2 B and 8 life:
      3/5
      3 B and 6 life:
      5/7
      4 B and 4 life:
      7/9
      5 B and 2 life:
      9/11
      6 B:
      11/13

      I agree that its whacky and probably a nightmare for development, but i think the idea is interesting.

      As for the art, Ive always felt that art was deserving of a more high profile card / legend. so I wanted to give it a day in the sun. haha.

      Delete
    9. It's not just an 11/13 vanilla for six black. It's an 1/3 for {B} and 10 life, or a 3/5 for {B}{B} and 8 life, or a 5/7 for {B}{B}{B} and 6 life. All of which can put at least two -1/-1 counters on opposing creatures every turn. That's amazing.

      It's often significantly worse than Grave Titan, but it's better sometimes. And when you're talking about a cycle of creatures that was an auto-include in Standard for their entire print cycle, being only sometimes better is saying a lot.

      Delete
    10. Would making it a 9/11 be better then? I was trying to avoid a P/T where it would be possible to play it and have it automatically die, but I agree it is quite powerful. this change would make the spread 12life: -3/-1 B & 10life: -1/1 BB & 8life: 1/3 BBB & 6 life: 3/5 BBBB & 4 life: 5/7
      BBBBB & 2 life: 7/9 BBBBBB: 9/11

      Delete
  10. Jace's Dodectopus 5UU
    Creature- Octopus Illusion (R)
    Whenever CARDNAME attacks and isn't blocked, defending player puts the top twelve cards of his or her library into the graveyard.
    0/12

    http://fc00.deviantart.net/fs70/f/2012/222/3/0/the_sea_king_by_preilly-d5ansi4.jpgjpg

    ReplyDelete
    Replies
    1. Nice. Do you need "and isn't blocked?"

      Delete
    2. At seven mana, probably not. I'll drop that text. Thanks

      Delete
    3. I think I would like this better as a 6UU 0/8 that mills 8.

      Delete
    4. A couple days later and this is not very exciting to me...Take two:

      Radkar Shade BR
      Creature- Shade (Unc)
      B: CARDNAME gets +1/+1 until end of turn.
      R: CARDNAME gets +1/+0 until end of turn.
      -1/1

      Illustration: http://th02.deviantart.net/fs70/PRE/f/2010/259/8/d/8d4dd2561e05cceaaebd3957db6d1bb1-d2yv483.jpg

      Delete
    5. Ant: Except 0/8 has been done.
      Radkar Shade: Intriguing. I dislike how one ability is strictly inferior to the other - it baffles a player at first glance, even though it's obvious why. Perhaps make the B ability {1}{B} for +2/+2?

      Good support for the Radkar mechanic, though.

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

      Delete
    7. I totally see that now. Official change:

      Rakdar Shade {br}{br}
      Creature- Shade (U)
      {B}: +1/+1 ueot.
      {R}: +1/+0 ueot.
      -1/1

      This way, its a great mana sink if you're in both colors, but mono-red and mono-black see two different cards. Its doubtful mono-colored decks would be viable in a limited format he would be printed in, so consider a base red deck, splashing an off color. He range from reasonable to poor. But in a base black deck (splashing an off color) he's actually quite playable.

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

      Delete
  11. This is a Johnny challenge and I think deserves a Johnny submission.

    Vessel of the Mycolord (rare)
    G
    Creature - Elf Shaman Fungus
    Trample, hexproof
    CARDNAME's power is equal to the number of Saprolings you control.
    As long as CARDNAME's power is less than its toughness, it can't attack or block.
    */9

    ReplyDelete
    Replies
    1. A 0/9 hexproof for G is pretty powerful on its own...

      Delete
    2. Even if it can't attack or block?

      Delete
    3. I read that line, and must have I misread it, but I'm not sure how, because yeah, not being able to attack or block probably makes that okay. There are some utility auras you could put on that would get pretty absurd, but he's still Day of Judgment-able.

      Delete
    4. I love the idea of a saproling boss lord thing but i feel this might just sit on the table and do nothing most games that I play it.

      also I don't really see this as a Johnny card, as the answer to its puzzle comes built into the card.

      maybe something like:
      Vessel of the Mycolord (rare)
      GG
      Creature - Elf Shaman Fungus
      Trample, hexproof
      CARDNAME gets +1/+1 for each Sapproling you control.
      As long as CARDNAME's power is less than its toughness, it can't attack.
      -1/1

      Delete
    5. How is the answer to the puzzle built into the card? It doesn't give you Saprolings by itself. This card's challenge to the deckbuilder is "Find a way to get 10 saprolings into play, and I'll give you an absurd creature at a low cost." It's your job to find out how efficiently you can do that.

      Also, tribal is typically Timmy (or Spike, depending on how good the format is), but tribal cards for less-supported tribes (birds, orcs, golems, archers, saprolings, etc.) are very much Johnny.

      Here's the art: http://sunradio.deviantart.com/art/Elf-Shaman-306544142

      Delete
    6. i guess what I mean is that to solve this card, you just need a ton of saprolings, which isnt really that hard to do deck building wise. just play this with thallids and doubling season or something. but a card like One with Nothing, is very johnny in that you look at it and go "how on earth will I use this?" and then you play it with hive mind and megrim and then its not so bad. thats more of a puzzle.

      don't get me wrong I like the idea of your card. I like to see support the less popular "tribes"

      Delete
    7. At one mana, you're still trading up if your opponent Doom Blades this; Not sure hexproof is necessary.

      Delete
    8. What I wanted to stop is the opponent holding onto the Doom Blade until you hit ten saprolings for an intense feel-bad moment. The opponent's advantage over this card is her ability to spend several turns finding an answer for it, of which there are plenty.

      Same reason Helix Pinnacle has shroud; Naturalizing that in response to the final activation would be very un-fun.

      Delete
    9. Except Helix Pinnacle leaves you with nothing for your massive effort when it leaves, where this still leaves you with 9+ Saprolings. All you've lost is a one-mana creature.

      Delete
  12. This is a Melvin challenge and I think deserves a Vorthos submission.

    Ravana, the Demon King
    6BR
    Legendary Creature - Demon God (M)
    Protection from non-Human creatures
    If damage would be dealt to Ravana, the Demon King, prevent that damage. Put a -1/-1 counter on Ravana for each 1 damage prevented this way.
    5/10
    “Fight me puny mortal! I am your death, swift and powerful, come to claim my reward.”

    Based on the antagonist from the Ramayana (which I admittedly don't know very well).

    I really like this first art, but any will do:

    http://kupbot.deviantart.com/art/Indrajit-vs-Ravana-198900529
    by kupbot

    http://nairarun15.deviantart.com/art/Anime-Digi-Paint-Lord-Rama-vs-Demon-King-Ravana-354186954
    by nairarun15

    http://pencilmyfriend.deviantart.com/art/Ravana-145888994
    by pencilmyfriend

    http://the-blackat.deviantart.com/art/rama-and-ravana-133364046
    by the-blackat

    Feedback most certainly appreciated.

    ReplyDelete
    Replies
    1. Is he meant to be Vorthos to the point of Goblin Test Pilot? At 8 mana, and with a downside ability, I'm not sure he's doing enough for to excite Timmy (and he's not on Spike or Johnny's radar).

      Immunity from any creature that could beat straight up is nice, but he's still vulnerable to removal (though not as much as normal, being black and having 10 toughness). Mostly I just don't want to see him with 5+ -1/-1 counters on him.

      Delete
    2. Could we make him 10/5 then? What would that cost?

      Delete
    3. I like 10/5 better. That makes pro:Humans a lot scarier. Does he still need reverse-Wither in that mode?

      Delete
    4. It was supposed to be picking off one of his 10 heads, but as a 10/5 that doesn't make sense anymore. But if it's just:

      costs 8
      pro non-Humans
      10/5

      I don't know how legendary that it honestly. Powerful sure. But it feels like it's missing something. How about:

      Ravana, the Demon King
      6BR
      Legendary Creature - Demon God (M)
      Protection from non-Human creatures
      When Ravana, the Demon King dies, each creature gets -10/-5 until end of turn.
      10/5
      “Fight me puny mortal! I am your death, swift and powerful, come to claim my reward.”

      Any suggestions?

      Delete
  13. Fire Tyrant {5}{R}{R}
    10/5 Dragon (rare)
    Flying, pro: red

    ReplyDelete
    Replies
    1. Barring cards that are nearly impossible to cast I don't like having both evasion and 10+ power because of how much it can invalidate the previous part of the game. A 9 power creature will still kill in 2 turns if you've done almost anything, but a 10 power one does it all on its own. The extra turn to race or kill something that kills in 3 attacks actually makes a pretty substantial difference as far as giving the opponent time to set up so they still feel like they're in the game.

      Delete
    2. In theory, Shivan Dragon deals more damage sooner.

      Delete
    3. It's certainly not unprintable, I was just noting a personal development stance and the reasoning behind it. Sorry if I came off as sounding like "this is wrong."

      Delete
    4. Is protection from red trinket text here? Red doesn't have many tools for dealing with 10/5 flyers as it is.

      Delete
    5. It's a flavor thing. Agreed, it doesn't impact play much.

      Delete
    6. You've nothing to apologize for, Jules. Your point makes perfect sense. It's fascinating to me that Shivan Dragon flies in the face of it yet has never been a Constructed contender (though it has certainly closed its share of Limited games).

      Delete
    7. in order for shivan dragon to do this you need to A) be playing mono red, which pretty much excludes you from ramp. and B) spend all of your mana after you play it.

      Delete
    8. If I cast Fire Tyrant on turn 7, it deals 10 on turn 8 and 20 on turn 9. If I cast Shivan Dragon on turn 6, I need to spend 5 {R} over three turns to deal the same amount of damage. Or I can spend 10 {R} over two turns to win a turn earlier.

      In both cases, I can ramp with red rituals, Nykthos, or Sylvan Caryatids and Cultivates.

      Spending all/most of your mana to pump Shivan isn't irrelevant, but at +1 cost, I honestly don't think Tyrant is much more tournament-viable.

      Delete
  14. Take One:
    Justiciar of Retribution 6RRWW
    Creature-Incarnation (M)
    Whenever a creature attacks you or a planeswalker you control, you may cast a spell targeting that creature from your hand without paying its mana cost.
    6/10

    ReplyDelete
    Replies
    1. The P/T would be fairly arbitrary, but trying it to the mana cost was clever, and it does fit the card theme. The ability is just awesome.

      Delete
    2. It's my opinion that almost all casually-aimed big creatures should sync up P/T and CMC. The P/T is pretty arbitrary anyway so you don't help balance, but things like Sylvan Primordial just feel wrong.

      Delete
    3. The 6/10 body already says "don't attack me"; do you really need a "don't attack me" ability on top of that?

      Besides, a 10-drop(!) should push momentum heavily in your favor, not merely discourage your opponent from attacking. This is a neat ability but it's on the wrong CMC and body.

      Delete
    4. I'm not sure there's a problem with reinforcing a message, but you're definitely right about the momentum thing. I don't think this ability can cost much less than 6 without being totally busted, but I guess we should start it there to mitigate the issues with games not ending.

      If I'm continuing with this basic ability for the challenge,
      Take 2:
      Justiciar of Retribution 4RW
      Creature-Incarnation (M)
      Whenever a creature an opponent controls attacks or blocks, you may cast a spell targeting that creature from your hand without paying its mana cost.
      8/1

      but now the power is completely arbitrary (the one toughness lets you keep saving it in combat with its own ability).

      Delete
    5. Well now I want it to omit "attacks or"

      No art?

      Delete
    6. For art let's go with: http://fc01.deviantart.net/fs71/f/2012/052/4/b/alyna_sunshower_by_mr__jack-d4qkiri.jpg
      by Luke Mancini

      As for the ability. I agree that the aggressive bent fits a bit better, but then the ability hardly does anything and I still think it's a pretty good fit as is, but I'd be interested to hear more opinions on the matter.

      Delete
  15. Eternity 3WBG (Rare)
    Creature - Incarnation
    Vigilance
    Whenever a creature you control dies, exile it instead.
    You may cast cards exiled with Eternity.
    4/10

    Art: http://www.deviantart.com/art/Elemental-Rhino-372735896

    Some possible ways to make the ability less bonkers:
    "You may cast cards exiled by Eternity this turn."
    "You may cast the last card exiled by Eternity."
    "3WBG: Put a creature card exiled with Eternity onto the battlefield tapped."

    What do ya'll think?

    ReplyDelete
    Replies
    1. It doesn't hit the flavor spot-on, but I'm tempted to toy with something like "When Eternity attacks, you may cast a card exiled by Eternity. If you do, that creature enters the battlefield attacking." Makes the Vigilance seem more connected to the ability.

      Delete
    2. Or, another, Incarnation route:
      "Whenever a creature you control dies, if Eternity is in your graveyard, you may cast that creature or Eternity from your graveyard as though they were in your hand." Could be mono-green.

      Delete
    3. I really like the attacking trigger. That also lets it be less color-loaded. Perhaps:

      Eternity 5WG (Rare)
      Creature - Incarnation
      Vigilance
      Whenever a creature you control dies, exile it instead.
      When CARDNAME attacks, you may cast a card exiled by CARDNAME. If you do, that creature enters the battlefield tapped and attacking.
      4/10

      Delete
    4. Although, does that work? I think you need a Flash clause or it will just say "You *can* cast this card, but you also *can't* unless you also control Vedalken Orrery."

      Eternity 3WBG (Rare)
      Creature - Incarnation
      Vigilance
      Whenever a creature you control dies, exile it instead.
      When CARDNAME attacks, you may cast a card exiled by CARDNAME as though it had flash. If you do, that creature enters the battlefield tapped and attacking.
      4/10

      Also, I changed my mind. This card doesn't make sense when it isn't black.

      Delete
    5. You don't need the 'flash' part; it's implicit in the timing of the trigger.
      Why does this card need vigilance?
      The name 'Eternity' really makes me think of the Wonder cycle and this really doesn't fit that mold at all.

      Delete
    6. It's quite intentionally named and typed as an Incarnation.

      However it's more of a multicolor extension of the Lorwyn Incarnations than the originals, so it's a giant Elemental (oh dear, totally forgot to make it an Elemental or put in the Shuffling clause... boo...) with a replacement effect, but its ability needs to be used instead of just flat changing the rules of the game.

      All of the Incarnations categorically have a Keyword ability, Eternity never wavers, so it doesn't need to tap to attack? I don't know, it makes sense to me, does anyone know of a better keyword?

      Eternity 3WBG (Rare)
      Creature - Elemental Incarnation
      Vigilance
      Whenever a creature you control dies, exile it instead.
      When CARDNAME attacks, you may cast a card exiled by CARDNAME. If you do, that creature enters the battlefield tapped and attacking.
      When CARDNAME is put into a graveyard from anywhere, shuffle it into its owner's library
      4/10

      Delete
    7. Wedge-Elemental-Incarnations are believable for a wedge block. I'd point out that Genesis gives us precedent that they don't need a second ability, and Guile, that it doesn't have to be a keyword.

      The card right now is too long - I don't know that a new version of Incarnations would have a nonreanimator clause. After all, the Titans didn't, and this is no Titan.

      "Vigilance
      When Eternity attacks, you may cast a creature card in your graveyard as though it were in your hand. If you do, that creature enters the battlefield tapped and attacking."

      Less unique flavor, but stronger, and successive Eternities don't nonbo with each other. Alternatively, each of the Wedge-Incarnations could have some effect that exiles and casts cards, and the third ability could be "cast a card exiled by an Incarnation".

      Delete
    8. The card does look bloated now. I wonder if there is enough space for five cards that all exile and cast cards? Whatever, that sounds suuuuuper sweet.

      Eternity 3WBG (Rare)
      Creature - Elemental Incarnation
      Vigilance
      Whenever a creature you control dies, exile it instead.
      When CARDNAME attacks, you may cast a card exiled by an Incarnation. If you do, and that card is a creature card, it enters the battlefield tapped and attacking.
      4/10

      Delete
    9. perhaps it would be better to make it only able to cast creatures exiled this way, not for power reasons but to cut 7 words off your card and a whole embedded clause.

      I think that would fit into the "junk" colors better anyways. I feel like if you were casting any card it needs to have some blue in the mix.

      is 6 mana to little for something that is nigh unkillible? and has a sweet ability (I think this should cost 7, because it is sweet)

      Delete
    10. Looking better. Agree with TehWERR.

      Delete
  16. Critical Mass {G}{G}{G}{G}{G} [total guess, may be wildly incorrect]
    Creature--Saproling Horror (Mythic)

    Haste, Trample

    CARDNAME gets +1/+1 for each other Saproling you control.

    When CARDNAME dies, put X 1/1 green Saproling tokens onto the battlefield, where X is equal to its power, then return CARDNAME to your hand.

    1/-6



    We could have gone with some of the saner P/T ratios, but when you put down a challenge like this, it's go weird or go home.

    ReplyDelete
    Replies
    1. And honestly, there's only one plant picture for this job: http://static.neatorama.com/images/2008-04/kudzu-covered-house.jpg

      Delete
    2. This card is VERY Melvin, which doesn't necessarily make it unprintable, but even so the -6 seems completely arbitrary. If you keep the rest intact the best values would be -1 time the CMC or maybe -3 trying to hit a bit of resonance with the old Thallids.

      Delete
    3. The -6 makes it so you'd have to cast it by itself 3 (or 4, I forget) times before it explodes. It could be any other number along its geometric progression at any sort of "eventual toughness" though, you're right.

      Delete
    4. There are no non-token Saproling creatures in the entire history of the game, to the point that I feel it has become integral to the Saproling identity. To me, this should be a Fungus Horror, as per other precedents.

      Delete
    5. Suppose I do manage to get three Saprolings out before I cast Critical Mass. It enters as a 4/-3 and dies, giving me four more tokens for that five mana. In Limited, I've already gotten my money's worth. Then I cast it next turn and it's an 8/1. If it dies, I get eight more tokens AND my giant creature / army generator back.
      I like the core idea, but this grows too quickly and has no escape clause, not even Day of Judgment.

      Delete
    6. Critical Mass {2}{G}{G}{G}
      Creature -- Fungus Horror (Rare)
      Haste, Trample
      CARDNAME gets +1/+1 for each other Saproling you control.
      When CARDNAME dies, put X 1/1 green Saproling tokens onto the battlefield, where X is equal to its power.
      Whenever a Saproling you control deals damage to an opponent, return CARDNAME from the graveyard to its owner's hand.
      1/-6

      I tried making a more Devour-esque version, but that lost the growth factor of the original, and only gave it a weakness to bounce. He no longer slowly builds up to a Saproling explosion, but given a choice between keeping the slow buildup and keeping the explosion, things seemed straightforward.

      Unfortunately, I'm really not sure how to add the regrowth function to it. Should I scrap that part entirely and focus on just having it make a supreme impact just by entering once? Any better ideas for activating/triggering the regrowth?

      Delete
    7. I could even see this as a legendary creature.

      Delete
    8. It's 9 lines as-is. If nothing else, I'd remove the keywords, neither of which add to it's identity.

      Removing the last ability leaves us with an exciting Johnny/Timmy card: Sometimes it just makes Saprolings, and sometimes it swings for 7+ before making a whole bunch of Saprolings.

      Delete
    9. I'm down with scrapping the regrowth.

      Delete
    10. Making it Legendary would be fun, but I don't know if it can really support that flavor. As some named local force of nature?

      Delete
  17. Godthresher 3RRG
    Creature- Wurm [M]
    11/5
    "The Threshers gnaw at the edges of our ever shrinking world. When they get here, the world will end."

    here is a vanilla creature that is more or less guaranteed to be a two for one. also what would a vanilla mythic look like? probably something like this.

    ReplyDelete
    Replies
    1. oh and
      http://maxd-art.deviantart.com/art/Worms-Ballet-87119151

      Delete
    2. I don't think this card is better than Ruination Wurm, which was common. I cannot imagine this being a Mythic. Also, for what it is worth, Ruination Wurm was nearly unplayable.

      If I were to make a Mythic vanilla, I'd hand Fusion Elemental to development and say "How far can we push this?"

      Delete
    3. The informal definition of mythics is that they are 'awesome' and exciting. Vanilla creatures just aren't interesting enough to satisfy that-- and even if they were, you'd have to cost this a lot more aggressively. 13/7 might (might!) get me interested in playing this.

      Delete
    4. Ruination Wurm was sweet. Godthresher is better (anything that kills a player in two hits deserves some respect, even if it's slow or vulnerable), but missing that point of toughness really is a big deal.

      Not every mythic has to be tournament-viable. If they're awesome for one player group, they're good enough for mythic. 11 power for 6 mana is pretty impressive. I do have to agree that I'd really like a 12/6 for six at mythic.

      Delete
    5. When (not if) we see a vanilla 3/3 for 1, I could see it as mythic. Not sure any other vanilla could count, but Tommy's right on point that Fusion Elemental+ is the best place to start.

      Delete
    6. this could be a rare... I guess.
      but for a little context (vanillas like this one need lots of context) this card was designed for my custom card cube project where the key p/t is 2/3. with a high standard deviation. this means that, baring removal (much of the removal cannot hit this because 5 is outside the range of all burn spells) this can only be killed by either gang blocking this (making this at min. a two for one.) or blocking with an equally expensive (or more so) bomb card. that means that even though it looks like it has low toughness, it actually doesn't trade down very easily.
      also in the environment there is very little evasion granting buff cards, meaning that this actually needs to push through the opponent's board, but does a lot of damage on the way.

      Delete
  18. Kozilek, Great Unraveler (Mythic Rare)
    8
    Legendary Creature - Eldrazi
    14/14
    ~ gets -X/-X, where X is the number of cards in each player's hand.
    Trample, absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
    Whenever Kozilek deals combat damage to a player, you may draw up to that many cards.
    No single mind could defeat It. Only Zeitgeist.

    ***

    It's scary to revisit Eldrazi design, but I really wanted to make a 14/14. And I didn't want to redo the shuffle your yard effect, so it's got a slight downsize mechanic, to balance reanimator play. Also, I swapped out annihilator for absorb, which I know Maro said was too good to reuse, but it's only on a few Legendary Eldrazi, I bet he'd change his mind.

    ReplyDelete
    Replies
    1. How does the downside mechanic work? Does it count *all* the cards in everyone's hands? Does it count the hand that has the most cards?

      I really like the interplay between drawing cards and keeping your threat relevant, but I don't know how often you'd really see that side of it. How often do you cast an 8 drop and need to draw a ton of cards afterwards? How often can you a win a game where drawing 8 cards is better than attacking for lethal next turn?

      Delete
    2. http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/arcana/321
      Michael Komarck

      The downside mechanic counts all cards, so in a traditional 2-player game, if each player has a full grip, It'd be a 0/0. Usually It'll come into play as an 8/8 or better. Once you connect and draw some cards It'll shrink, but hopefully you can cast a bunch of spells before It's next attack.

      Delete
    3. Lots of neat stuff here.

      I love the idea of finding a mechanic that naturally limits Kozilek's size to mitigate reanimation. Counting both players' hands every turn might get annoying, though I suppose you only need to know 'big' except when it's actually hitting.

      Absorb is strong, like Annihilator, and it's even better on something with a big toughness, so it's not a terrible replacement, although it makes Eldrazi much less threatening or inevitable.

      Both of those changes do make them more vulnerable to removal (in that the game will go longer, giving your opponent more chances to Doom Blade them, and then you don't get them back via reshuffle).

      The last ability is awesome, but shouldn't go on a creature it will kill; thematically, the Eldrazi aren't very willing martyrs; in game play, there are easier ways to draw lots of cards—the player wants to keep their fatty.

      Delete
    4. I agree with Jay, mechanically I'm into the last ability. I could see it on a psychic elemental card that gorges itself on thoughts until it explodes, but the flavor feels counter intuitive.

      The Eldrazi are meant to be secret and otherworldly, so I think its pretty sweet that as we gain knowledge, it weakens their grip on our reality. Clutch.

      Instead of drawing cards when it hits, which weakens it for your benefit, what if it took cards away? Not only does that jive with the Eldrazi more but it also gives Cosi the TOUCH OF MADNESS!!!

      Delete
    5. Also, is it just me or would:

      "~ gets -X/-X, where X is the total number of cards in ALL players' hands'."

      be more clear?

      Delete
    6. why is my 8 mana dude so small? this guy is actually tiny. heck without the other stuff I would feel comfortable printing this at 1 or 2 mana

      Delete
  19. Lesser Atuant 5UG
    Creature - Leviathan (c)
    CARDNAME can't attack players unless they control an island.
    7/8

    Common enough?

    ReplyDelete
    Replies
    1. This could probably be printed at common in a set that needs bigger creatures than average, but it could just as easily be uncommon. Nice and clean though!

      Delete
    2. You could easily drop the restriction and just make this a vanilla creature. Green gets Kindercatches and Axebane Stags at common all the time.

      Delete
    3. Well, not all the time, Ipaulsen. Once each, actually. But it does suggest a trend.

      The green half confuses me. Blue gets big creatures with island-lazy. What is green about Lesser Atuant?

      Delete
    4. It's even bigger. I know that sounds like a cop out, but I would almost never be okay with this at common if it were mono blue, and a vanilla 7/8 is definitely uncommon in mono green.

      Delete
    5. I agree, blue wouldn't get a 7/8 at common (except in an exceptional set and with a huge drawback), but this wants to be uncommon, anyhow.

      Delete
    6. Art: http://fc02.deviantart.net/fs70/f/2010/081/a/b/Sea_monster_by_artozi.jpg

      Flavor text: Something something Kiora something ironic statement about size.

      If Axebane Stag, Ruination Wurm, and Ulamog's Crusher are viable (if not everyday) commons, this is too. (I'm only defensive of this point because I'm running out of reasonable ideas to beat this challenge with a common.)

      Delete
  20. Hungering Planehunter 2RRRRR
    Creature - Spirit Avatar (MR)
    Double Strike, Haste, Protection from Planeswalkers.
    10/1

    The point obviously being that this can kill you in a single round of combat. You are a planeswalker. Etc. I imagine it as having some sort of "spark-vision" instead of "heat-vision" and as such being unable to properly locate other creatures, hence it is extremely vulnerable (though still very dangerous in combat).

    ReplyDelete
    Replies
    1. What does haste offer this?
      Should I be able to block with it?
      'Planehunter' sounds like it hunts… planes.

      Delete
    2. Things that kill in one hit without a ton of work are bad for the game because they make everything that happened leading up to the end feel irrelevant. This might be printable without haste so that they get to block, but I would probably still only give it 8 power and it would cost more.

      Delete
    3. Planehunter sounds like it hunts aircraft or worlds. Try "Sparkhunter". That also become a pun, too - spark, get it?

      Delete
    4. I actually had Sparkhunter there before settling on Plane. I guess we can go with that. And Haste could be Trample instead, I guess. The power's not changing though. Jay asked for a justification for the P/T and the "one-shot dream" is mine.

      Delete
  21. I hoped to come up with something more inspiring, but for the moment:

    Twinfist Titan 6RR
    5/10
    Double strike
    When ~ is blocked by no creatures, it deals combat damage to the defending player.

    I couldn't find any appropriate creative commons art, alas, so no mockup.

    ReplyDelete
    Replies
    1. There's something I don't get, what does the ability mean?

      Delete
    2. "Whenever a creature would die, put it into owner's graveyard."

      I like the first half, but that last line is a mystery.

      Delete
    3. It's supposed to kill them in one hit. This is a rules rabbithole you don't want to go down. Let's just say that if it were easy to make combat damage work outside of combat, fight would already do it. You could get the same effect by granting +5/+0 or giving an extra combat step, but as I mentioned under Hungering Planehunter, I really don't think "one hit kill" is a fruitful path to pursue.

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

      Delete
    5. I don't think anyone so far has understood the ability correctly. The idea is that if this kills all its blockers with its first-strike damage, it can assign its normal combat damage to the defending player-- sort of a discrete-trample effect that removes a feel-bad aspect of double strike.

      This sort of thing is fine as an effect, and it has definitely been done on Magic cards before. I think the template should be:

      If CARDNAME is blocked and there are no creatures blocking it, it assigns combat damage as though it weren't blocked.

      Delete
    6. Apart from trample, I don't think that's been done before.
      Why not just use trample?

      Delete
    7. On this card, it's a difference of as much as 4 damage per turn (if the blockers have 1 or 6 total toughness). I'm not saying the ability is necessarily a good design in general, but if it belongs anywhere, it's here.

      Delete
    8. Doh! Sorry, yes, IPaulsen has it right. The intended effect is "how this assigns combat damage" not "this deals combat damage constantly all the time whether it's in combat or not".

      I think the template could be:

      "If there are no creatures blocking CARDNAME, it assigns combat damage as though it weren't blocked."

      (IPaulsen is right I need to say 'assign' but having done that, I'm not sure if it needs an additional restriction to when it's blocked.)

      Delete
    9. I want to see this mocked up here's some art:
      http://faraone.deviantart.com/art/Mountain-Giant-325124765

      Delete
    10. @TehWERR Oh yes, that's awesome. Thank you!

      Twinfist Titan 6RR
      5/10
      Double strike
      If there are no creatures blocking CARDNAME, it assigns combat damage as though it weren't blocked.
      http://faraone.deviantart.com/art/Mountain-Giant-325124765
      by Faraone

      Delete
  22. Unstoppable Wurm
    8G
    Creature - Wurm - Rare
    G: Unstoppable Wurm fights target creature.
    8/9

    ReplyDelete
    Replies
    1. So much violence.
      I actually like that the real limit to how many things you can kill in a turn is based on the total power of your targets. Unfortunate that you can do that twice per round thanks to your opponent's turn...

      Delete
    2. Agreed. What about:
      "Whenever ~ attacks, you may have it fight another target creature.
      Whenever a creature dealt damage by ~ this turn dies, you may have ~ fight another target creature."

      Delete
    3. The attack step feels like a weird place for the trigger to happen. What about making the 'original' fight an activated ability that costs {G}, {T}?

      Delete
    4. "At the beginning of your upkeep* step, CARDNAME fights target creature an opponent controls of his or her choice."
      *Could be 'end step' depending on where you want to put the burden of double-checking combat math.

      Delete
    5. Probably the simplest approach is to use the original design but add "Activate this ability only as a sorcery." Or keep as is-- the cost and rarity are high enough that there's no need to make it tricky to use.

      Delete
    6. Ipaulsen's implementation is best. I'm surprised you guys juggled so many weird variations before you got that one. :P

      Delete
    7. I thought about it earlier, but the sorcery speed activation text is both clunky and makes players feel bead because it points out what they player is missing. On something like an upkeep or attack trigger, they never think about using it as an instant.

      Delete
    8. For conditional sorcery speed, there's always Landfall. It's not perfect with a nine-mana creature, but it sure rewards flooding if you get there.

      Delete
    9. I was also thinking sorcery speed solves this problem.

      Delete
  23. Sleeping Vampire B
    Creature - Vampire (R)
    Lifelink
    Whenever a creature dies, put two +1/+1 counters on Sleeping Vampire.
    Sleeping Vampire can’t attack or block unless it has one or more +1/+1 counters on it.
    "Her rest is not disturbed by noises or screams, but the scent of a single drop of blood will make her wake up and come for you"
    -1/1
    Art by Darkest-B4-Dawn
    http://darkest-b4-dawn.deviantart.com/art/Vampire-VelvetRose-At-Rest-380082784

    ReplyDelete
    Replies
    1. Does the second line do anything?

      Delete
    2. In theory it prevents the Vampire from being used as a chump-blocker before another creature has died (which is quite relevant when you draw multiple of them). But I take your point-- that text is probably not pulling its weight in the design.

      My main worry is that this card may be overpowered as currently written (and more so if you drop the last line of text). The base stats are poor, obviously, but the 'dies' ability is miles better than Sengir Vampire's (for example). In Constructed formats it's not uncommon to have several creatures die each turn, so with the lifelink this will often be a must-kill threat after just two or three turns.

      Delete
    3. +2/+2 for every dead creature is massive.

      Delete
    4. Yep I know, that's why it is rare, it has -1 power, and has that line. It looks far worse than it is, it's a sleeper card (pun intended). It's meant to be a Johnny/Spike design.
      That said, maybe the design is better with removing that ability and giving only a +1/+1 counter.
      That is:
      Sleeping Vampire B
      Creature - Vampire (R)
      Lifelink
      Whenever a creature dies, put a +1/+1 counter on Sleeping Vampire.
      "Her rest is not disturbed by noises or screams, but the scent of a single drop of blood will make her wake up and come for you"
      -1/1
      Art above
      It is less powerful, and it could probably be upped to -1/2 or 0/1, but it would cancel the requirement of the design.

      Delete