Friday, December 20, 2013

Weekend Art Challenge 122013—ChrisCold

Weekend Art Challenge
Click through to see this weekend's art and the design requirements for your card submission, due Monday morning. Every submission warrants feedback, which I will try to provide, and which everyone is welcome to provide as well.

If you choose, you may use that feedback to revise your submission any number of times. I will post and review the most recent submission from each designer some time on Monday, life permitting. To help ensure I recreate your design accurately, please use CARDNAME instead of ~ in your submissions.


Design a mythic rare card for this art. Bonus points if its neither black nor an artifact.



123 comments:

  1. Hold Back the Night [3WW]
    Enchantment
    When CARDNAME enters the battlefield, exile all red and black creatures until CARDNAME leaves the battlefield. (Those creatures return under their owner's control.)

    ReplyDelete
    Replies
    1. Oooh. Temporary Wrath:

      Seal Away [2WW]
      Enchantment
      When CARDNAME enters the battlefield, exile all creatures until CARDNAME leaves the battlefield. (Those creatures return under their owner's control.)

      Delete
    2. I fully expect to see Jay's design one of these days.

      Delete
    3. Agreed. And the original design is a clever way of conveying the BR feel of the art without putting the card in those colors.

      Delete
    4. I hadn't originally intended Seal Away to be my submission, just a response to Bass's. It's too similar to his.

      Delete
  2. Attempt #1:
    Drag Through Hellfire XRRR
    Sorcery (M)
    Target player reveals cards from the top of his or her library until he or she reveals X creature cards, then puts those cards on the bottom of his or her library in a random order. CARDNAME deals damage to that player equal to the number of cards revealed this way. X can’t be 0.

    ReplyDelete
    Replies
    1. 4-mana immediate kill versus many control decks, but you won't hear me complaining about that (especially since they can always counter it). I don't think you need the last sentence, since you can always reveal zero cards from the top of your library and be sure that you've revealed zero creature cards. Overall, I like the design-- if this were just "2X damage to target player" it would surely see Commander play, and only rarely will it be worse than that.

      Delete
    2. If your opponent has ten creatures in her deck, this deals 20ish damage for seven mana. Seems ragequit-inducing to me.

      Delete
    3. Yeah, even though it's less thematic (tortured souls) this probably ought to count lands so that it's less swingy.

      Take 2:
      Drag Through Hellfire XRRR
      Sorcery (M)
      Target player reveals cards from the top of his or her library until he or she reveals X land cards, then puts those cards on the bottom of his or her library in a random order. CARDNAME deals damage to that player equal to the number of cards revealed this way.

      Delete
    4. I really appreciated the thematic-ness of the first version, and creature-counting a really novel and exciting effect. I take Havelock's point, but if an opponent with 25 noncreature spells hasn't combo-killed you or taken over the game by the 7th turn, I'm kind of wondering what their deck is supposed to be doing.

      One potential way to make this fairer would be to have it hit all players (including yourself). That way it starts to care about your own deckbuilding, not just your opponents', and when you cast it for a bunch it might blow up in your face.

      Delete
    5. Sure, it might be fine for tournaments. But the vast majority of Magic takes place at kitchen tables, where it is perfectly normal for a creature-light deck not to win by turn seven. The original card sends the message to casual players, "If you brought a low-creature deck today, you can just pack up and go home."

      Delete
    6. Pretty sure you do need the "X can't be 0" text, if not for functionality (which I think is necessary but whatever), then to avoid having newer players be really really confused:

      "There, I revealed 0 lands." "You didn't reveal anything!" "Exactly, and so I revealed 0 lands" "But you didn't 'reveal' 0 lands, you 'didn't reveal' ANY lands!" Etc.

      Delete
    7. Good point, Havelock. What if it cost XXRR to cast? Then it's still a hate card vs. creatureless decks but isn't as oppressive against creature-light decks.

      Also, I stand totally corrected on "X can't be 0". It is the correct template for this effect (as seen on Mind Grind, for example). Thanks for the correction, Ben!

      Delete
    8. Possibilities:
      • Opponent reveals cards until she reveals a creature card, then takes damage equal to its CMC.
      • Deal X to target creature. Put X counters on ~. At controller's upkeep, remove a counter and deal 1 to her.

      Delete
    9. Take 3:
      Drag Through Hellfire 6RR
      Sorcery (M)
      Target player reveals cards from the top of his or her library until he or she reveals a creature card. CARDNAME deals damage to that player equal to the total converted mana cost of all cards revealed this way. Then that player puts the revealed cards on the bottom of his or her library in a random order.

      Delete
    10. @Havelock - Realistically, how many creature-diminished bad combo decks are kitchen tablers making these days? I support Jules' initial design in the grounds that it has the best flavor, and if it hurts the feelings of Mirror-Mad Johnny Peterson so be it.

      Delete
  3. Shrine of the Flamelich (mythic)
    WBR
    Legendary Enchantment
    Whenever a creature dies, exile the top card of your library face down.
    If you would lose the game, instead sacrifice CARDNAME. If you do, you can't lose the game this turn and your opponents can't win the game this turn. Turn face up all cards you own exiled with CARDNAME, then cast any number of instant or sorcery spells from among them without paying their mana costs.

    ReplyDelete
    Replies
    1. Wow! Whatever the opposite of 'win-more' is, this certainly falls into that category. It's clever that the main ability is triggered rather than activated, to prevent abuse, and it's totally conceivable that this could get you back in the game, or even win it for you immediately. Opponents might actually be wary of killing you with this out, waiting to build up their own resources just in case. (Nice call on the Legendary, by the way-- multiple copies of this would be very oppressive.)

      That said, I don't understand why this only triggers on creature deaths on the front side, and only gets you instants and sorceries on the back side. Is there some design reasoning behind those decisions, or is it just a power level thing?

      Delete
    2. Design reasons: Killing creatures is an easy enough goal that you can do it multiple times in a game but hard enough that you can't just throw this thing down on the board and expect it to do work on its own. When it goes off, it would feel somewhat anticlimactic to give you a bunch of permanents you probably can't use because you're probably getting killed on your opponent's turn, so it just gives you instants and sorceries.

      Flavor reasons: You fuel it by killing things. Once it breaks open, it explodes in a single blast of power that either saves you or it doesn't.

      Delete
    3. Is it bad that the first thing I thought of to do with this card was "generate infinite sac loop, 'draw' entire deck, combo-kill opponent on next draw step"?

      Delete
    4. It's great how epic this is, but it's also kinda schizophrenic. It cares about creatures dying, players losing, cards exiled, and free sorceries and instants. Any way to focus it?

      Delete
    5. Changing the trigger to instants and sorceries might help.

      Shrine of the Flamelich (mythic)
      WBR
      Legendary Enchantment
      Whenever a player casts an instant or sorcery spell, exile the top card of your library face down.
      If you would lose the game, instead sacrifice CARDNAME. If you do, you can't lose the game this turn and your opponents can't win the game this turn. Turn face up all cards you own exiled with CARDNAME, then cast any number of instant or sorcery spells from among them without paying their mana costs.

      Delete
  4. First attempt:

    Gate of Chaos 5RR
    Sorcery (Mythic)
    Each player chooses five permanents he or she controls and exiles the rest. For each permanent exiled this way, its controller may exile cards from the top of his or her library until he or she exiles an instant or sorcery card and cast that card without paying its mana cost.

    Feedback welcome and appreciated.

    ReplyDelete
    Replies
    1. Inspired by yours:

      Warp Reality 5RRR
      Sorcery (M)
      Each player shuffles any number of permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player may play any number of cards revealed this way without paying their mana costs, then puts all cards revealed this way that weren’t played on the bottom of his or her library.
      http://i.imgur.com/srgU7JS.jpg

      Delete
    2. Giant symmetrical "lots of randomization" spells are typically rare, not mythic. To make it mythic, I would recommend adding a built-in way to make this work in your favor when you cast it.

      Delete
    3. I figured choosing which permanents you keep (just as he did) was the answer. That way you can play it when you have board supremacy.

      Delete
    4. Gate of Chaos is easier to abuse than your average Warp World because (1) it gives you control over what permanents get exiled, (2) it gives players with more permanents a disproportionate advantage, and (3) it lets you build your deck to take advantage of the instant/sorcery effect. Evan's point is a fair one, but considering that Worldfire is mythic there's no reason (in principle) that a Warp World variant couldn't be.

      Inanimate's Warp Reality appears to work in a similar way. I'm not completely clear on what the card does, though. are players making their own choices about how many, and which, permanents to shuffle away? Or do you make those decisions for everyone? I'm inclined to think that the second option is the more awesome one, but it's also much easier to abuse.

      Delete
    5. If you already have more permanents than your opponent by the time you have gotten to a point where you can cast a 7-mana spell, do you really want your spell to potentially screw you over by giving your opponent a better board state than you? Worldfire is not a safe comparison here because the results of that spell are known; presumably you're casting it because you have a way of winning the game immediately after (like Enter the Infinite.) I don't think a spell that can put you in a significantly worse position after using it should be mythic.

      Delete
    6. Gate of Chaos seems perfectly abuseable. My concern is whether it feels too... calculating, or restrained perhaps. I understand the choose-5 avoids resetting the game Armageddon style, but it doesn't feel red to me, and this card wants to feel uber-red, not just red enough. What about just "all non-land permanents?"

      Inanimate, is this your submission, or just an inspired reaction?

      Delete
    7. The 'all but 5' clause was inspired by the impression the art gave me of a gateway into an enclosed area-- the planeswalkers having the duel are somehow confined. But looking at it again, both choose-and-sacrifice and exile are solidly white effects, so I agree that this needs changing.

      "All non-land permanents" is the most straightforward fix, and I would also consider "All permanents" period-- it makes the card that much more epic, and Worldfire shows that red still gets Armageddon when necessary. Another option is to re-concept the card using white mana: Enclosed Inferno 5WR, with the same text as above.

      I'm not sure which of these would work best. Any suggestions?

      Delete
    8. If you go with "all permanents," maybe the non-spell cards should go into player's hands, or straight to the battlefield.

      Delete
    9. I just remembered another reason to stop at 5 permanents: that way, removal spells that get revealed may still have targets. So here's my official submission:

      Enclosed Inferno 5WR
      Sorcery (Mythic)
      Each player chooses five permanents he or she controls and exiles the rest. For each permanent exiled this way, its controller may exile cards from the top of his or her library until he or she exiles an instant or sorcery card and cast that card without paying its mana cost.

      Delete
  5. The real-world solution to this challenge is to have a chat with the producer and ask why R&D was told "nonblack" and art was told "black".

    ReplyDelete
    Replies
    1. Agreed. Also, this art is *really hard* to design for, in any color. But hey, restrictions breed creativity...

      Delete
    2. Nonblack isn't a requirement...

      Delete
    3. The Gateway {4}{B}{B}{B}
      Legendary Artifact (mythic)
      T: Destroy target creature.
      When The Gateway leaves the battlefield, return each creature card in each graveyard to the battlefield under its owner’s control.

      Delete
  6. Impassion 1R
    Sorcery
    Double the loyalty counters on target planeswalker you control. Sacrifice that planeswalker at end of turn.

    http://tinyurl.com/impassionmtg

    ReplyDelete
    Replies
    1. While this card would lead to epic moments, I don't think it should be mythic for the same reason Rush of Blood isn't: it's not the focus of the epicness. Of course, Lotus Cobra argues otherwise, so what do I know?

      Delete
    2. Cards that only work when there's a planeswalker on the battlefield are generally too narrow to print, especially as mythics. Is there any reason you couldn't change 'planeswalker' to 'permanent'? Jules's critique still has to be addressed (and I think Maro may have said somewhere that Lotus Cobra at mythic rare was a mistake), but if you can find a concept that works with 'permanent' that will be a big step in the right direction.

      Delete
    3. I like "double a permanent."
      Would "sacrifice a planeswalker you control. If you do, activate its last ability" be mythic?

      Delete
    4. Any card that's useless without a planeswalker is not a good mythic. Imagine you're a newish player who doesn't own any walkers and you crack one of these. Sweet, you opened a Mythic Rare! That you can't play with because you're too much of a noob! "Ha ha," says Magic, "this card is for more privileged players. Invest more money in me, and only then can you use it." Feels too much like a paywall with the words Premium Content on it...

      Delete
    5. I'm not sure I agree with all the arguments being made here, but I can see that trying to narrowly focus on planeswalkers (due to the art) is missing an opportunity for a more fun card.

      Swell R
      Sorcery
      Double the number of counters on target permanent. At end of turn, remove all counters from that permanent.

      or:

      Flameswell RR
      Sorcery
      Double the number of counters on each permanent. At end of turn, remove all counters from all permanents.

      Delete
    6. It certainly wouldn't make a good common.
      Does it actually fit at uncommon or rare?

      Delete
    7. Swell could be uncommon.
      Flameswell, on the other hand, is conceivable at mythic.

      Delete
    8. The latter works for my submission. Not immediately exciting for everyone, but the opportunities are sufficiently endless and the card can be devastating coming or going. There are probably some Planeswalkers that are particularly fun to play with this (+, untap, Flameswell, ult), and at the end of the day there's Dark-Depthsy combos to perform too.

      Delete
  7. Portal to Explodia 8RRR
    Sorcery
    CARDNAME deals 20 damage to target player.

    ReplyDelete
    Replies
    1. What should it cost? NO IDEA

      Delete
    2. Should it have anti-cheat clauses tacked onto it?

      Delete
    3. It should deal 19. As for cost, maybe 9RRRRR?

      Delete
    4. Just popping in to say I love this name.

      Delete
    5. "If you cast CARDNAME from your hand, it deals 20 damage to target player. Otherwise, it deals 20 damage to you."

      I'm not sure how much cheating this prevents, but it's at least an option (following the Phage the Untouchable template). And since resolving Enter the Infinite is an immediate win in any Legacy or Modern deck that runs it, I'm guessing that this could be printed at 8RRRR (or 10RR if you want to be clever with the cost).

      Delete
    6. I believe that it's important to the mythicness of the card for it to deal 20. It's not a card that deals obscene amounts of damage, it's a card that kills a starting life total. You guys may disagree, but I feel that's the dream of the card when you open it up.

      Would resolving Enter the Infinite not usually be an immediate win in any case? I'm not super familiar with how that card is usually abused.

      Delete
    7. Assuming that you've somehow resolved Enter the Infinite and don't have further mana to spend this turn, I think the most straightforward win condition is: exile 3 Simian Spirit Guide, cast Lightning Storm, discard 9 lands, you're dead. If you don't have that available, then you probably can't kill the opponent until your next turn.

      I'm with you on the 20 damage. 19 would just be disappointing. If you're looking for another approach, you could say "target player's life total becomes 1", which (weirdly) is in red's color pie because of Master of Cruelties and Worldfire.

      Delete
    8. The life total becoming one is cool, but it definitely doesn't seem to fit the art.

      Delete
    9. I'm not a fan of a card that essentially says "if you resolve this, you win the game" in 99% of cases (a deck that is running enough red to afford {R}{R}{R} is probably not letting its opponent gain enough life to be above 20 by the time this goes off.) Cards like Omniscience, Enter the Infinite, or the Eldrazi at least make the player do some amount of setup to pull off the win.

      Delete
    10. AFAIK, no one actually hardcasts Enter the Infinite in Legacy or Modern. Typically the Legacy Omni-Show deck cheats Omniscience into play, free-casts ETI to draw infinite counter backup, then kills the opponent some other way.

      Delete
    11. It could deal 21 damage and cost 20R.
      Regardless, I think Ipaulsen's clause is necessary.
      (Also, Enter the Infinite doesn't auto-win in Limited, where this would.)

      Delete
    12. Mutual Annihilation RRRR
      ~ deals 20 damage to each player.

      Delete
    13. Whether or not they cast it by paying its mana cost is irrelevant; a spell that says "you win the game" is boring. A spell that says "if they didn't gain any life this game, you win the game" is barely less boring. "Life total becomes 1" creates drama because getting that extra 1 damage in is not a gimme.

      Delete
    14. It's definitely not a clever card, but I enjoy the blunt hugeness of it in a way that clever cards can't. I suspect it's basically worse than any X red spell in normal gameplay, but getting to point the nuke at somebody invokes the Ur-Timmy.

      Delete
    15. fairness aside this card hits the all of the points that it's trying to hit at the same time as is. it is a) hat trick card b) has a huge wow factor c) is easy to understand.

      Delete
    16. Just want to point out, "life total becomes 1" already is a red mythic: Worldfire.

      Delete
    17. Inevitable Combustion
      Sorcery
      Color Identity: Red
      Suspend 6 - 3RRR
      CARDNAME deals 20 damage to target player.

      Delete
    18. With Violent Outburst / Demonic Dread, that would be a reliable turn 3 kill in Modern. But if you give it an unreasonable hard-cast cost (e.g. 10RRRR), I like this version as a yet-more-giant Shivan Meteor for players.

      Delete
  8. Fateful Omen (Mythic Rare)
    7
    Sorcery
    Gateway (Search your library for up to three cards with the same name, exile them, then shuffle your library. Copy this spell for each card exiled this way. You may choose new targets for the copies.)
    You may choose a card you own from outside the game and reveal it. If it shares each color of mana spent to cast Fateful Omen, put it into your hand.
    Exile Fateful Omen. (Exile is not outside the game.)

    ReplyDelete
    Replies
    1. Now there's a bit of reminder text that I never thought I'd see!

      It appears that copying a spell doesn't copy its "colors of mana spent to cast this" attribute, so as things stand you should be able to get any card with the copies. (See, e.g., the rulings on Cankerous Thirst.) If that isn't what you intended, you might want to try some kind of templating work-around.

      Delete
    2. Oh bother. I have NO idea how to fix the mana colors as intended. The strategic complexity of choosing how many copies to exile with Gateway is part of the design. Like not making the choice automatically all three copies.

      Delete
    3. Does Gateway exile any three matching cards, or three cards that match the Gateway spell?
      Is exile not outside the game, technically? What about the spirit of the law?

      Delete
    4. I don't think their is any strategic complexity is choosing between a wish, two wishes, three wishes, or four wishes for the same cost. you would pretty much take the 4 wishes 103% of the time.

      Delete
    5. @Jay Gateway only thins out three cards that match the name of the Gateway spell. If I can find a short way to make that clearer I will update my submission text. Otherwise you could exile basic lands and no one wants that nonesense.

      @Teh I think if I have 3 red cards in my sideboard and one green Spell I need now, I would tutor up only that green one rather than the red spells that are less important at the moment. But maybe the choice is less interesting than it plays out in my head. You're probably right that this card would force players to homogenize their sideboards as much as possible.

      Delete
    6. I don't see Gateway working as a keyword in general. Just writing "Search your library for up to three cards named Fateful Omen" etc. should help clean up the template.

      Delete
    7. I think it's a keyword with a lot of potential. Imagine a Giant Strength, Shrivel, or red Dark Ritual with Gateway. Plus it would make for an interesting Limited experience. Again the goal would be to use it in ways where exiling the maximum number of copies isn't the only correct choice.

      Jay, here's the updated keyword wording.

      Gateway (Search your library for up to three cards with the same name as this spell, exile them, then shuffle your library. Copy this spell for each card exiled this way. You may choose new targets for the copies.)

      Delete
    8. I'm fairly certain that the only way one would use this is to tutor a combo out of your sideboard.

      and also I fully believe that the only thing this mechanic brings is that it lets you copy this spell up to three extra times. and might as well just say that.

      gateway (As you cast this you may copy it up to 3 times)
      this has way less text.

      Delete
  9. Phoenix's Passion
    7RRR
    Enchantment (M)
    You may cast instants and sorceries from your graveyard.
    Whenever you cast an instant or sorcery from your graveyard, exile it as it resolves.
    Some spells refuse to be forgotten.

    In a block with flashback, this would read "Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to its mana cost," but this is built for another set presumably. Feedback always appreciated (especially on name and flavortext for this one).

    ReplyDelete
    Replies
    1. One nice thing this implementation has over "Instant and sorcery spells in your graveyard have flashback" is that it's immune to counter spells. You only have to exile if the spell resolves. It's also cool that it lets you recast spells of any color. I wish the name were as iconic as Omniscience. (Persistence?)

      Delete
    2. That's awesome. It used to be black. Is it red now?

      Delete
    3. This could be either red or blue, but I like it best as is.

      Delete
    4. I would argue that an effect of this scope would have to be both red and blue.

      Delete
    5. Of course, what is blue about this, or Omniscience?

      Delete
    6. Omniscience? Nothing. This? It's in blue's pie for the same reason that Snapcaster Mage and Call to Mind are.

      Delete
    7. I'm really going off of Past in Flames and Recoup here. I totally think this is in red's pie and maybe blue's. Better name anyone?

      As for the being good against counterspells thing, I'm not entirely sure I WANT that, but I don't know how to word what amounts to flashback without being disgustingly wordy and taking away from what I consider to be a badass simple card.

      Delete
    8. Agreed on the textiness, though this could just be saved for the next time Flashback returns to avoid that.
      As for names:
      Dying Embers
      Ash of Ages
      Rekindle
      From the Ashes
      Undying Love

      Delete
  10. Extinction Charm 5RB
    Instant
    Choose one --- Destroy each creature of the color of your choice; or each player discards their hand; or ~ deals 9 damage to target player.

    ReplyDelete
    Replies
    1. What reason is there for this to be an instant?

      Delete
    2. All charms so far have been instants. But I don't see a mechanical reason for this to be an instant either.

      Also, why 9?

      Delete
    3. I love the idea of a massive charm, though I'm not seeing a great deal tying these three effects together on this card.

      Delete
    4. All three of you make good points. Here is a better card:

      Extinction Charm 5RB
      Instant
      Choose one-- ~ deals 9 damage to each creature; or each player discards 9 cards; or ~ deals 9 damage to each player.

      Delete
  11. Kairon, Gate from Finality - 8
    Legendary Artifact
    You may cast cards in exile.
    Good or evil, magic cannot truly be eradicated.

    ReplyDelete
    Replies
    1. This is a good fit for the art, but I hope that this never, ever sees print. Once you can bring cards back from exile there's absolutely no reason to have both that zone and the graveyard.

      Delete
    2. Rules are made to be broken. Misthollow Griffin sparked a lot of people's imagination. Both it and this card are mythics, so this is not a line we are regularly stepping over. I don't see a problem with blurring lines like this on a card or two.

      I didn't, however, factor how this card interacts with suspend. I guess the text should be: "You may cast cards in exile as if they were in your hand." Therefore, it will enable you to hardcast spells you already suspended and disable you to try to cast Ancestral Visions for 0 while it is still suspended.

      Delete
    3. From a design perspective I get the appeal, but what kind of hijinks does this enable on the play side?

      Delete
    4. Let's see...
      Flashback, unearth: You can chain them forever, I suppose. For example, as long as you had 3UU you could cast Think Twice 2 times a turn. Same applies to unearth.

      Haunt, imprint, cipher, etc.: Imprint with this card is a nonbo for something like Isochron Scepter. Cipher and Haunt are pretty good though, you can cast them repeatedly (if you had a sac outlet for the haunt creatures).

      Flicker effects: Delayed flicker effects are irrelevant; if you cast the creature you just Mistmeadow Witched, it won't try to return it to the battlefield at the end of the turn.

      Some ridiculous cards with it: Ancestral Knowledge, Leveler, Parallel Thoughts, Selective Memory, Thought Lash, basically cards that can exile a lot of cards from your library at once. Obviously makes exile removal like Swords to Plowshares pretty good too.

      I think 8cmc make this an appropriate wall for those trying to combo with it (it is very easy, just need some fast mana and a wincon).

      Delete
    5. I don't believe this would let you cast a suspended spell any cheaper than if it were in your hand. You have to pay a spell's mana cost to cast it.

      Delete
    6. Right, let's say you have 4 mana and you suspend Giant Dustwasp. The next turn, you draw a land. You could decide to hardcast the Dustwasp for 5 mana with Kairon out.....I think. :P

      Delete
  12. Gate of Naar Isle 1RRR
    Enchantment [M]
    At the beginning of your upkeep, put a 2/1 red elemental creature token with haste onto the battlefield.
    At the beginning of your end step, CARDNAME deals 1 damage to you for each elemental you control.

    ReplyDelete
    Replies
    1. you could probably get away with it, and 3/1 haste is already a token. so that is probably fair. the fact that this is an enchantment rather than a creature al-la raka maar makes this so much harder to deal with.

      Delete
    2. Gate of Naar Isle 1RRR
      Enchantment [M]
      At the beginning of your upkeep, put a 3/1 red elemental creature token with haste onto the battlefield.
      At the beginning of your end step, CARDNAME deals 1 damage to you for each elemental you control.

      Delete
  13. Demonhand’s Possession 3U
    Enchantment - Aura (M)
    Enchant creature
    You control enchanted creature.
    3B, Sacrifice enchanted creature: Each opponent loses X life, where X is enchanted creature’s power. You gain life equal to the life lost this way. Return Demonhand’s Possession to its owner’s hand.

    ReplyDelete
    Replies
    1. Why are we making a spell that's strictly better than Control Magic in multiple ways?

      Delete
  14. Fire's Gatekeeper 5BB
    Legendary Creature - Hand
    Defender, protection from red
    When CARDNAME dies, deal 5 damage to each creature and put a 5/5 dragon with haste into play.
    0/7

    ReplyDelete
  15. Aside from the art, this feels white or red, not black.

    What color is the Dragon? Does it have flying?

    ReplyDelete
    Replies
    1. The dragon is definitely red, has flying, and should probably be legendary and have "protection from black" as well.
      I think red is about as good a fit as black - white is probably a better color though. I'm guessing most guardians are white.
      That also makes it much more difficult to sacrifice, which is probably a good thing. So maybe:
      put a 5/5 legendary red dragon token named "Kingdom's Scourge" with flying, haste, and protection from white into play.

      Delete
    2. Why is a mono-black card producing a mono-red effect and a mono-red creature?
      This could cost less than 7. It's not going to do much dying in combat, so you pretty much have to sacrifice it to trigger it.

      Delete
  16. Replies
    1. I mean, it's black and not mythic, but damn if that art doesn't remind me of old-school magic art.

      Delete
    2. Hmm, I kinda like Diabolic Edict better. You can see the art as either the creature being dragged into the gate or crawling out of the gate. Diabolic Edict matches the creature being dragged in for sacrifice to me at least.

      Delete
    3. Eh, I don't know about that. The art seems more fitting for Terror, or at least, Diabolic Edict just seems like too modern of a card.

      (I really agree with this submission)

      Delete
  17. Geier's Reach (none)
    (red) Sorcery (M)
    CARDNAME deals 13 damage to target player.
    Flashback 4RRR

    ReplyDelete
    Replies
    1. Cool card. I immediately want to abuse it with Demonic Dread and/or Epic Experiment, but that's probably a good sign.

      Delete
  18. Fiery End 1R Enchantment Whenever another card would be put into a graveyard from anywhere, exile it instead. 3, Sacrifice Fiery End: Put a */* elemental token onto the battlefield, where * is equal to the number of cards exiled by Fiery End.

    ReplyDelete
    Replies
    1. Fiery End 1R
      Enchantment
      Whenever another card would be put into a graveyard from anywhere, exile it instead.
      3, Sacrifice Fiery End: Put a */* elemental token onto the battlefield, where * is equal to the total number of exiled cards.

      Changed so it works better in multiples. I like how both the name, art, and card could refer to something being pulled into the fire, or crawling out.

      Delete
    2. Fiery End R
      Enchantment
      Whenever another card would be put into a graveyard from anywhere, exile it instead.
      1RR, Sacrifice Fiery End: Put a */* red elemental token onto the battlefield, where * is equal to the total number of exiled cards.

      Delete
    3. Fiery End R
      Enchantment (M)
      Whenever another card or token would be put into a graveyard from anywhere, exile it instead.
      1RR, Sacrifice Fiery End: Put a X/X red Elemental token onto the battlefield, where X is equal to the total number of exiled cards.

      Last tweak, I swear!

      Delete
    4. Tokens stop existing after they leave the battlefield. They don't hang out in exile.

      Delete
    5. That's the new text on these type of effects (see RIP), it'd used there are no corner cases on graveyard triggers when tokens die. Dying tokens obviously don't pump the elemental.

      Delete
    6. Whoa, that is weird. I wonder why "card or token" instead of "permanent".

      Delete