Friday, October 3, 2014

Weekend Art Challenge 100314—kokoszkaa

Weekend Art Challenge
Greetings, artisans! Click through to see this weekend's art and the design requirements for your single card submission, due Monday morning. Every submission warrants feedback, and everyone is encouraged to give feedback. You may use that feedback to revise your submission any number of times, though only the version rendered will be included in the review, if someone volunteers to render the cards.


This weekend, the challenge is to make a Magic card using this rather peaceful, character-free art. If you need more challenge than that, make it a blue, black and/or red card.

92 comments:

  1. Morning Dew U
    Enchantment (R)
    At the beginning of your upkeep, sacrifice CARDNAME
    Whenever a land you control becomes untapped, add U to your mana pool

    ReplyDelete
    Replies
    1. I think this is totally broken. It is like a Dark Ritual with Suspend 1 except that it can be better. Imagine casting Frantic Search with this in play.

      Delete
    2. The broken thing there is not this card, it's Frantic Search.

      This still might be overpowered, because a nerfed, situational High Tide is still a High Tide variant. But it would not be the most broken part of that two-card combo.

      Delete
    3. I get that this is a High Tide variant, but that's not a blue effect anymore, even with the untap condition. This should be red, or maybe green if you stretch it.

      Delete
    4. Yea its definitely a fun high tide variant. Not intended to go into any current sets. Just thought it was a cute effect.

      Delete
  2. Prismgrass

    Land

    1, T: Add one mana of any color to your mana pool.

    2, T, sacrifice Prismgrass: Add WUBRG to your mana pool.

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    Replies
    1. I think I like Crystal Quarry better (T:1,5,T:WUBRG). This is basically a ritual, which doesn't get printed much these days.
      I do like the idea of a good Shimmering Grotto though

      Delete
    2. They do still make rituals, they're just dangerous, but I agree with Zachariah that Crystal Quarry is a better bet. Having lands that tap for multiple mana or don't tap for mana on their own adds a lot of board complexity because it desynchronizes the number of untapped lands a player has from the amount of mana at their disposal. We can do it if there's a good enough reason, but I don't think this is it when there's an easy alternative.

      Delete
    3. And here I was worried that this might be too good; I think a non-spell ritual is potentially extremely powerful.

      I do think Crystal Quarry is better in most decks, and this would largely get played in decks like Balancing Tings where the sacrifice is a benefit. But it's an interesting variant.

      Delete
  3. End of the Rainbow 1G
    Enchantment (R)
    Whenever a land enters the battlefield under your control, put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”

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    Replies
    1. I like this a lot, though it is a little bit weird to have green playing nice with artifacts outside of Mirrodin (I assume).

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    2. Very cool. For the record, this is potentially a lot stronger than Lotus Cobra - that doesn't put it out of the question, but it's in the running. If this was a part of the set's core setting/story, I could definitely see this contending for mythic.

      The flavor wouldn't quite match up, but mechanically I'm confident this would still be maindeckable at BG and costing you a life per token.

      Delete
    3. Agree with Pasteur-- probably better than Lotus Cobra since it reliably ramps you to 6 mana on turn 4. My preferred solution would be to up the cost. This is still plenty interesting, and might still be broken, at 2G.

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    4. Perhaps it could also have "Lands enter the battlefield under your control tapped." so that you aren't netting mana but rather netting flexibility.

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    5. Alright, let's send it to 2G.

      Delete
  4. Chromatic Veil U

    Enchantment - Aura

    Enchant permanent

    When Chromatic Veil enters the battlefield, draw a card.

    Enchanted permanent is all colours.

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  5. Sunset
    BB
    Enchantment (R)
    Multicolored cards are colorless instead. (They still require colored mana to cast.)

    ReplyDelete
    Replies
    1. I get the whole absence of light thing, but mechanically this doesn't feel black and Ghostflame isn't exactly precedent this far out. I'd vote blue.

      Delete
    2. Coming from the other direction, I'm very satisfied with this in black. Flavorfully it's sound, and while "give you a color" might ring blue, "take away all your colors" feels plenty black. I also liked Darkest Hour, though.

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    3. There doesn't seem to be any significant historical precedent, and it does sorta hearken back to Ghostly Flame at the least.

      The biggest issue for a design such as this is that there isn't much utility for such an effect, no matter how quirky of a deck builder you are. Protection is no longer much of a thing (good riddance) and black no longer has to deal with restrictions on the colored creatures it can kill.

      Regardless, seemed like a possible idea for Tarkir, especially as a Sultai card.

      Delete
    4. I'm not sure why multicolored in particular. How about just "all cards are colorless"?

      If this card belongs in any color, black makes sense. I don't really think there's any kind of established color identity for it. Though I'd push for it to be an artifact if that didn't blatantly contradict the art.

      As a Johnny card, this probably wants to have a less restrictive mana cost (e.g. 1B).

      One last thing-- by 'cards' do you mean permanents, spells, actual cards, or all three? I suspect you will want to use the Painter's Servant template.

      Delete
    5. The restriction towards multicolored just seemed natural considering the art, I suppose. That said, I'm not sure it should actually care about cards in the library (like Painter's Servant). So perhaps just:

      Sunset
      1B
      Enchantment (U)
      Spells, permanents, and cards in players' hands are colorless instead of any other color.

      Delete
    6. How does this interact with the first ability of Chandra Ablaze?

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    7. It would seem that it would change her +1 into: Discard a card.

      Delete
  6. Capture the Moment U
    Instant R
    Return all nonland permanents that didn't begin this turn on the battlefield to their owners' hands.

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    Replies
    1. First reaction: "This is a worse Unsummon; kind of weird for a rare."
      Second reaction: "Storm might want this."
      Third reaction: "This is quite possibly broken."

      Why not "entered the battlefield this turn" instead of "didn't begin this turn on the battlefield"?

      Delete
    2. Agreed on the wording. A permanent that leaves the battlefield and returns is considered a new permanent, so there's no problem there.

      I think it's an awesome design, and quite powerful (though probably uncommon rather than rare). Maybe I'm missing something, but I don't see how it's broken or how Storm could want it, given that it (very wisely) says 'nonland'.

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    3. This is a lot like the trapped version of Whiplash Trap.

      I would want to avoid this in a set with too many tokens (the interaction between bounce and tokens being probably my biggest pet peeve in Magic).

      Delete
    4. Good call on the templating, thanks!

      @Tommy Occhipinti: I don't love the interaction either, but it seems like the only remotely intuitive way the interaction could work. What would you propose we do instead?

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    5. "all nonland, nontoken permanents..." ?

      Delete
  7. World of Wonder (rare)
    Legendary Land
    Lands you control are legendary and have "T: Add one mana of any color to your mana pool."

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    Replies
    1. I like this a lot-- quite clever. Might need to ETBT.

      Delete
    2. I think World of Wonder itself doesn't need to be Legendary, so that you can comfortably play 4 of them and not worry, since you are then going to play the fun game of finding 22 different named lands.

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    3. 2 Worlds of Wonder on the battlefield would make each other legendary, so it's moot.

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    4. I'm a bit worried to see this with any kind of donation/bazaar trader effect, but it seems fun.

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    5. That is fantastic. And sad that one of the best uses is donating it.

      Delete
    6. This captures the art quite well. Instead of passing by that boring old plains, it makes you stop and think "Wow, that's one hell of a plains."

      Delete
  8. Rain of Tomorrow R
    Enchantment - Aura (u)
    Enchant land
    At the beginning of enchanted land’s controller’s upkeep, he or she sacrifices it. That player may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.

    ReplyDelete
    Replies
    1. Ghost Quarter on a sorcery for {1}{R} feels like a reasonable card; why isn't this just that? "Enchanted land's controller's upkeep" is kind of cumbersome.

      Delete
    2. Agreed, Evan. I'd even argue that it's fine as a sorcery for {R}-- not that Wizards will ever print it there. Wouldn't want to be too hard on those expensive nonbasic lands.

      Delete
    3. I like it, mandatory crop rotation, but only for basics! I definitely favor the Sorcery version.

      Delete
    4. Thanks for the feedback, guys.

      Reaping Rainbow R
      Sorcery - (u?)
      Destroy target land. Its controller may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.

      At {R}, we could print it in Commander first and Standard after it's become normalized, a la Ooze.

      Delete
  9. Mana Blossom R
    Instant (C)
    For each color among permanents you control, add one mana of that color to your mana pool.

    Bloom Tender callback. Simple enough for common?

    ReplyDelete
    Replies
    1. With a hybrid 1 drop this is a 2-mana ritual on turn 2, and it's not hard to construct a scenario where this card would let you play an 8-drop on turn 3.

      Delete
    2. I have to admit, Evan, I'm finding it kind of challenging to construct that scenario. I guess Temple Garden, Arbor Elf into Mountain, Rakdos Cackler, Judge's Familiar will do the trick-- but that's already 5 cards, or 8 once you add Mana Blossom, the 8-drop, and the third land.

      That being said, I agree that this more likely belongs at 1R. Even there, it's very possible that the Goblin Electromancer decks (not to mention the new Jeskai Ascension decks) would run it, and Johnnies would certainly appreciate it plenty.

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    3. Bumped to 1R.

      Certainly safer. Worst-case scenario is worse, so more appealing to Johnny? lpaulsen raises a good point about Modern -- I'm used to Eternal formats, where decks that play rituals tend not to play many, if any, colored permanent spells.

      Delete
    4. There are 3-color 2-drops in Alara Reborn.

      Delete
  10. Peaceful? Character-free? Now *that* sounds like a challenge.

    Light Elemental WUBRG
    Creature- Elemental (Rare)
    0/7
    Flying, lifelink, first strike, vigilance, indestructible
    You may pay WWWWW rather than paying CARDNAME's mana cost.

    ReplyDelete
    Replies
    1. Also, I can do the renders for this week. I'll start at midnight Eastern time on Sunday night as usual.

      Delete
    2. Why would a creature need first strike and indestructible?

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    3. Erm... Infect, I guess? I honestly didn't consider it. Considering that three of his keywords do nothing to start with anyway, surely it's not a major issue to worry about?

      On the other hand, if you want it to matter more, I could always make it double strike. Yeah... I just might do that.

      Delete
    4. The Bringer cycle has the alternate cost reversed (so it's a white card you can cast for multicolored). Maybe make one casting method give it some +1/+1 counters?
      Being 5 color is usually enough of a challenge players shouldn't also need a pump spell.

      Delete
    5. Good point about the pump spell, but I'm not sure I want to be putting on +1/+1 counters. What about 1/1 rather than 0/7?

      Delete
    6. How does this compare with Chromanticore?

      Should we mess with W/U W/B W/R W/G?

      Delete
    7. I like the feel of "All-white OR all-five-colors" better, which hybrid can't capture.

      Chromanticore is bigger and in most cases better, but double strike (new) and indestructible are reasons to play this one if you have ways to pump it.

      Delete
    8. Clearly, play your Chromanticore on this thing.

      Delete
  11. Evaporating Dew
    1U
    Enchantment - Aura - Rare
    Enchant nonland permanent
    Enchanted permanent doesn't untap during its controller's untap step.
    At the beginning of your upkeep, you may pay 1U. If you do, put Evaporating Dew and enchanted permanent on the bottom of their owner's libraries.

    ReplyDelete
    Replies
    1. Interesting, and seems quite powerful (strictly better than Paralyzing Grasp in two ways). What's the flavor?

      Delete
  12. Dewdrop Field 1G
    Enchantment (U)
    At the beginning of your first mainphase, add one mana of any color to your mana pool.

    ReplyDelete
    Replies
    1. Nice Rampant Growth variant.

      Delete
    2. This is very cool, but feels Rare to me, like Birds of Paradise or Utopia Tree. Really cool design!

      Delete
  13. Morning Dew 3UWG

    Enchantment - (R)

    At the beginning of your upkeep, gain 3 life, distribute two +1/+1 counters among creatures you control, and draw a card.

    "Invigorating!"

    ReplyDelete
    Replies
    1. I like that you went for a high CMC, which others weren't doing so much. The design seems solid, somewhat in the vein of Staff of Nin. Plenty of control decks would play it just for the white and blue effects; it would be nice if the green effect were likely to matter as well. (I'm tempted to suggest "put two +1/+1 counters on target creature" to punish decks that don't run any creatures of their own, but that's way too Melvin-y for current Magic design.)

      Delete
  14. Mama Capsule 3
    Artifact (U)
    Return CARDNAME to its owner's hand: Add two mana in any combination of colors to your mana pool.

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    Replies
    1. 10 seconds after I saw this I was building a deck with Etherium Sculptor and Embersmith. Not sure if that's a good sign or a bad one.

      Is the name intentional, or typo'd?

      Delete
    2. Typo definitely - should be Mana Capsule. I was also considering adding "This mana can't be used to cast artifact spells" to prevent players from doing that (or at least make it harder). But it would probably depend on the Standard format.

      Delete
  15. Slumbering Light 1W
    Enchantment (U)
    If a creature you control would untap during your untap step, you may put a +1/+1 counter on it instead.

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    Replies
    1. "Creatures you control have outlast {0}."

      ... Does that sound about right? :-)

      Delete
    2. This seems like a lot of fun decisions, which to me means good gameplay. I'm 100% on board.

      Delete
  16. Prismatic Grass 2
    Artifact (R)
    At the beginning of each player's precombat main phase, that player adds one mana of any color to their mana pool.

    ReplyDelete
    Replies
    1. Interesting to compare with Dewdrop Field, above.

      Bold choice making an artifact from this art. I like it.

      Delete
    2. Yeah, I saw Pizza's submission after I submitted my own. The art really reminded me of something out of Fifth Dawn so I wanted to make something that seems like it could be from there.

      Delete
  17. Fresh Dawn WUG
    Sorcery (M)
    Take an extra turn after this one. Exile Fresh Dawn.

    ReplyDelete
    Replies
    1. Yikes!

      Having thought about this design idea before, I'm pretty confident that (1) it should cost more than 3 mana, and (2) it doesn't belong in white. I'd be inclined to cost it at 1RUG or maybe RUUG.

      Delete
    2. Fine fine, I was debating the Red vs White myself:

      Fresh Dawn RUG
      Sorcery (M)
      Take an extra turn after this one. If you would begin another extra turn this game, skip it instead.

      Delete
    3. With temporal mastery at 2, I'm less worried about this at three as long as you can't recur it.

      Delete
    4. Good point about Temporal Mastery, I forgot about that.

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    5. On the other hand, WOTC developers have said they think Time Warp is too cheap.

      Delete
    6. That said, I really like your drawback!

      Delete
    7. Interesting, as a sort of Legendary spell. Still potentially seems too cheap, even with the drawback, but there are Standards where this isn't broken, and Modern can deal with it if it needs to.

      Delete
    8. I think there could be some cool legendary spells with similar drawbacks.

      Deal 7 damage to target creature or player. For the rest of the game, prevent all damage that would be deal by spells you control.

      Draw four cards. For the rest of the game, if you would draw a card beyond the first card you draw during your turn, instead skip that draw.

      Delete
    9. I really love this idea. I love the flavor of having that one spell you use out of desperation, but can never use again. There have been similar spells with similar feels to them that typically solve this with an exile clause or a "you lose the game next turn" clause. I like that this avoids those and gives you an actual possibility of recovery, but negates future iterations of itself.

      Destroy all creatures. For the rest of the game, creatures opponents control have hexproof.

      Creatures you control get +3/+3 and trample until the end of turn. For the rest of the game, creatures you control can't be the target of spells and abilities you control.

      This design has actually made me giddy. Well done.

      Delete
  18. Delphinium Field
    Land (C)
    T: Add 1 to your mana pool
    B, T: Add BB to your mana pool
    Their seeds become poison in the presence of dark magic.

    Could be of use in a heavy monocoloured set.

    ReplyDelete
    Replies
    1. I could be missing something... but isn't this strictly worse than Swamp?
      Now if the second ability cost 1, T... I could definitely get behind that.

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

      Delete
    3. Yeah that was what I was going for, whoops..
      1, T: Add BB to your mana pool.

      Delete
  19. Late to the party as I usually am (weekends being not a good time for me to get online), but: the first card I thought of for this art to me was naturally blue.

    Contemplate the Details
    Sorcery, 1U, uncommon
    Look at the top four cards of your library. Put one of them into your hand, one into your graveyard, one on top of your library and one on the bottom of your library.

    A slightly-better Telling Time at sorcery speed.

    ReplyDelete
  20. Micro-Wisps G
    Creature- Wisp
    Whenever ~ becomes the target of a spell or ability, sacrifice it.
    Tap: Add 1 mana of any color to your manapool.
    0/1
    "What cruel creator would make such beauty so frail?"

    The idea is a BoP variant with a major weakness. If an opponent is targeting it, its most likely dead anyways. This clause just stops you from giving it swords and auras. I had intended to submit a black wisp, but the art just doesn't seem right to me.

    ReplyDelete