Friday, November 28, 2014

Weekend Art Challenge 112814—MaliciaRoseNoire

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.


Design a red card for this art. For additional challenge, make a common or uncommon with a new twist on burn.

97 comments:

  1. Burn the skies XR
    Instant (Uncommon)
    Whenever a creature enters the battlefield this turn, CARDNAME deals X damage to it.

    Red counterspell! :) Based mainly on the art.

    ReplyDelete
    Replies
    1. Tricky and still very red. I like it.

      Delete
    2. I like this, though the text is circuitous enough (particularly with the timing) that it feels Rare to me. I particularly like how this interacts with tokens.

      Delete
    3. This is pretty cool. You could probably get away with a fixed damage version (1R for 4 damage?) which would make it feel more uncommon to me, if that's an issue (personally this also feels OK at uncommon).

      Delete
    4. Hm, I think this would be ok at either uncommon or rare, but tilts slightly towards rare. Aura's idea is a good one, but I'm too tired to decide the right mana cost/damage trade off (primarily thinking about what will make this interesting in the occasional cases it catches a mass-resurrect spell or similar).

      So, ok, the official submission is as the original submission, but rare.

      Delete
  2. Blazing Augury 1R
    Instant (U)
    Discard any number of cards, then draw a card. Blazing Augury deals damage equal to the number of cards discarded in this way to target creature or player.

    ReplyDelete
    Replies
    1. This is hard to parse. Would "then draw that many cards" be too much? I think that makes this feel like one effect instead of three.

      Delete
    2. I'm not sure how I feel about this card for new players in general, but the lenticular mode of just cycling is pretty cute.

      Delete
    3. At like 4 or 5 mana, drawing the same number is probably fine. I had that in the text originally, but decided to push it a little bit mana-wise and went down to drawing only one card (plus enabling the cycling mode). It would def. be cleaner as a "draw that many" though.

      Delete
    4. I don't think "discard and draw that many" is overwhelmingly powerful, although I know from experience that most players will hate resolving it.

      Delete
    5. Discard 2, draw 1 is a pretty awful Shock, and it doesn't get much better from there. I support the "draw that many" version.

      Delete
    6. This card is going to be painful to play, even with the rider, when your hand has cards you like in it but you want to use it for the burn version. I feel tying these effects togther, while clean designwise, is going to lead to some pretty unfun gameplay.

      Delete
    7. You also get those hands where you topdeck it holding 3 lands after flooding out, which makes it a pretty strong play. It is one of those cards which reads pretty badly to new players, but I'm not too adverse to that.

      Blazing Augury 3R
      Instant (U)
      Discard any number of cards, then draw that many cards. Blazing Augury deals damage equal to the number of cards discarded in this way to target creature or player.

      Delete
    8. Oh it surely has situations where it will be good, I've just found in a lot of playtesting of my game that this sort of mass looting effect is very unfun, even to me as an experienced player.

      Two development comments in opposite directions:

      -) I think 4 mana is way overcosting this. I think the right cost is probably 1R, though it could be R, as long as you agree with my next change.

      -) I don't like that this can hit players. That leads to some scary possibilities where you do really degenerate things in constructed with some sort of Prosperity-esque non-sense. I'd prefer to close that loophole.

      ----------------

      A very different, but more fun to resolve version, would be:

      Prophetic Bolt (not the Invasion one) URX
      Instant - (R)
      ~ deals X damage to target creature. Draw X cards, then discard X cards.

      I might tweek my submission to be this instead.

      Delete
    9. As much as we should try to avoid X in text boxes, I think with three variables being set, this card would benefit from it.

      XR
      Discard X cards. If you do, draw X cards and ~ deals X damage to target creature or player.

      Delete
  3. Sky Flame 3RR
    Enchantment (U)
    Whenever a creature is dealt combat damage, Sky Flame deals 3 damage to that creature

    ReplyDelete
    Replies
    1. 3 seems like a bit much. How different is this from "Creatures have deathtouch."?

      Delete
  4. Phoenix's Revelation URRX
    Instant - (M)

    ~ deals X damage to target creature or player. Scry X.

    Reveal the top card of your library. If it is an instant or sorcery card with converted mana cost X or less, you play it without paying its mana cost.

    ReplyDelete
    Replies
    1. I suppose if this wants to be a direct reference, it should really cost UURX.

      Delete
    2. I know Sphinx's suffers from this problem too, but I don't really get why the burn is attached to the rest of this card.

      Delete
    3. I think there always needs to be a tie between the abilities on cards, but I do't think that tie always has to be thematic.

      Delete
    4. Here's a slight revision from earlier discussion:

      Phoenix's Revelation URX
      Instant - (M)

      ~ deals X damage to target creature or player. Draw X cards, then discard X cards.

      --------------

      This feels a lot cleaner, and more in line with the original card in the cycle.

      Delete
  5. Torch the Heavens 1R
    Sorcery (C)
    CARDNAME deals 1 damage to each untapped creature.

    ReplyDelete
    Replies
    1. I like the effect, though I don't see how the name connects to it. Would be much nicer as an instant so you could cast it during the declare attackers step.

      Delete
    2. I actually like this as a sorcery, since you are then incentivized to attack with all your guys and cast it post-combat.

      Delete
    3. This is pretty cool. I like the way that it secretly gives all your attackers an extra power if blocked, among other benefits.

      Delete
  6. Pyromancer's Burst R
    Sorcery (U)
    Pyromancer’s Burst deals X damage to target creature or player, where X is 2 plus the number of red instant and sorcery spells you cast this turn.

    ReplyDelete
    Replies
    1. I do like the idea, but I don't think it are the right numbers. This is very similar to a grapeshot, only then for 1 mana and starts at 2. I think this is to powerfull

      Delete
    2. except this only counts red spells (not blue card draw). does add another counter for the storm player to keep track of though.

      Delete
  7. Skies Aflame 2RR
    Enchantment (U)
    Whenever a creature with flying dies, Skies Aflame deals 2 damage to target creature or player.
    It gives a whole new meaning to crash and burn.

    Feedback appreciated as always.

    ReplyDelete
    Replies
    1. Whoops. Correction:

      Skies Aflame 2RR
      Enchantment (U)
      Whenever a creature with flying dies, Skies Aflame deals 2 damage to target creature without flying or player.
      It gives a whole new meaning to crash and burn.

      So it doesn't self-combo and wipe someone's whole board at once. Also for more flavor.

      Or for a slightly different flavor:

      Skies Aflame 2RR
      Enchantment (U)
      Whenever a creature with flying dies, Skies Aflame deals 2 damage to that creature's controller.
      It gives a whole new meaning to crash and burn.

      Delete
    2. I so love the flavor! I don't think it's an uncommen, though. This shouldn't be multiples in a draft

      Delete
  8. Flare of Inspiration R
    Sorcery (C)
    Flare of Inspiration deals 1 damage to target creature or player. Exile the top card of your library. Until end of turn you may play cards exiled this way.

    ReplyDelete
    Replies
    1. Smart making it a sorcery. I like it as long as it ends up being a 23rd/24th card in limited, and stays out of constructed entirely. This is the sort of card that is fun if it is doing random cool stuff sometimes, but I wouldn't want a format defined by it.

      The textbox is complicated enough I think this wants to be Uncommon.

      Delete
    2. I almost feel like they should keyword the "exile-draw", just so cards like this don't read as weirdly. If we can have deal 1 damage, scry 1 at common in Theros, which no-one bats an eyelid at, we could have "Deal 1 damage. Rush 1" (or whatever keyword) easily. This individual card seems cool.

      Delete
    3. I think exile draw is far too rarely used to keyword. There are not a lot of designs that can use it well, and we're forever blocked off from most of them because of the existence of storm.

      Delete
    4. I think the Jeskai Ascendancy deck would love this, as a one-mana "cantrip" in Standard. (If it was in Standard with KTK, of course.)

      Delete
  9. I've been playing against a bunch of elves lately...

    Leyline Ire (UNC) R
    Instant
    Leyline Ire deals 2 damage to target creature. If it activated a mana ability this turn, Leyline Ire deals 2 damage to that creature’s controller.

    Another thought was that it let's you loot if you kill a mana creature, however, I went with damage to keep it clean.

    ReplyDelete
    Replies
    1. "If that creature is tapped"? Stronger effect, but the board tracks it by itself rather than worrying whether a creature was tapped for mana, for convoke, for attacks, etc. I've in the past designed burn spells that hit tapped creatures harder than untapped, and I think it's a decent space to play around in.

      Delete
    2. That's a very different card. It's fine design, but more maindeckable. I wanted to design a sideboard card that attacks a specific area of the metagame. And since finding a tapped creature to target is more or less a sure thing every game, it would probably make the most sense to word it as a drawback, IE "deals N damage to target tapped creature."

      Delete
    3. Maybe "if it has an activated ability" or "if its abilities were activated this turn"? The distinctions between Llanowar Elves, Deathrite Shaman, and Heritage Druid are neither intuitive nor ones that I think should matter for this card's intended gameplay purpose.

      Delete
    4. I'm going to assume that since there are lots of other Uncommon and Rare cards that reference non-mana abilities, (Azorius Guildmage, Krosan Grip, Squelch, Pithing Needle, Stifle) that this wording is fine.

      Delete
    5. "that activated a mana ability this turn" is unsubtle in a way that I find very unaesthetic. I strongly encourage you to find a more subtle effect that does what you want to do (though I don't know what that is).

      Worse, if your goal is specifically "the red deck is having trouble against the ramp deck, lets give them a tool to fight it" I don't think this is the right way to punish it, as an extra 2 damage to the face isn't going to matter in a lot of games. Depending on how hard you want to punish ramp decks, you might consider something like Simooning their board to clear out other mana elves, making them sac a land (but that would cost more), doing a large quantity of damage to another creature, etc.

      Delete
    6. @Tommy: The aesthetics don't offend me. I'm comfortable with the directness of effect on cards like Grafdigger's Cage, Hushwing Gryff, and Containment Priest, though I understand it's not for everybody. I think a small mix of super specific cards is good for the game.
      I really like the version you pitched of Ire's reward being more damage to a second creature. It helps square the fact that the spell is looking to hit a creature that already tapped for mana.

      Leyline Ire (UNC) 1R
      Instant
      Leyline Ire deals 2 damage to target creature. If it activated a mana ability this turn, you may have Leyline Ire deals 4 damage to another target creature or planeswalker.

      Delete
  10. Enflame the Æther BR
    Instant (u)
    Target a spell an opponent controls. Do X damage to that opponent, where X is targetet spells casting cost.


    I don't know if its to difficult for an uncommen. I even don't know if it's a correct wording, But i think you get the idea.

    ReplyDelete
    Replies
    1. Parallectric Feedback? (Also, it's rare.)

      Delete
    2. ow.... I do like my name tough xD

      Delete
    3. Enflame the Æther 2UR
      Instant (u)
      Counter target spell. Deal x damage to target Creature of player, where x is the counterd spell mana cost

      Delete
    4. Ooh, spicy. It's like Orim's Thunder. Very similar actually. Potent two-for-one, but only if you leave 4 mana up. (Like Dismiss in that respect.) I'd probably make it hit only creatures.

      Delete
  11. Stormfire (uncommon)
    XRR
    Instant
    Choose one -
    - CARDNAME deals 3 damage to target creature or player.
    - CARDNAME deals X damage to target creature or player.

    ReplyDelete
    Replies
    1. I like this card from a Melvin/Spike standpoint, but I wouldn't be surprised if it didn't test well with newer players. If it's printable, it's a clever idea - I'd be curious to see a mirror or cycle.

      Delete
    2. Yeah, I hope the X mode wouldn't be misinterpreted as "3+X."

      Delete
    3. This feels like it should just be a split card.

      Delete
  12. Flame Aurora 1R

    Instant (Common)

    Deal 2 damage to target creature, or if that creature has been dealt damage this turn, deal 2 damage to every creature.

    ReplyDelete
    Replies
    1. This design is fine and compelling. Wording is not very accurate, it should be:

      Flame Aurora deals 2 damage to target creature.
      If that creature has been already dealt damage this turn, Flame Aurora deals 2 damage to each creature instead.

      Also, this should be Uncommon both for comprehension and power level issues.

      Delete
    2. I disagree, this is neither powerful nor particularly complex to read, this could be common. Your wording is more accurate, though.

      Delete
    3. I think this is supportable at common, with PfP's wording.

      Delete
    4. No, this isn't common. Not only is it wordy but it can also generate a huge card advantage. Breaking two different Red Flags.
      A limited environment with this as a common would be a warped place.

      Delete
    5. I think Mizzium Mortars, Cyclonic Rift etc show us that cards with two modes, where one mode is common and the other is uncommon/rare, have to take the higher rarity of the choices. Pyroclasm definitely isn't common so I don't think this can be.

      Delete
    6. This cannot be a real Pyroclasm in the situations where Pyroclasm is dangerous for common, so I would leave it at common. I also do not consider it wordy.

      Delete
  13. Imbued with Flame R
    Enchantment- Aura (uncommon)
    Enchant creature you control
    When enchanted creature leaves the battlefield, CARDNAME deals 3 damage to target creature or player.

    ReplyDelete
    Replies
    1. Reminds me of Galvanic Arc. Being harder to use (and much harder to recur), giving the damage later, rarer, and not giving first strike, are all reasons for this to be cheaper... but they're also reasons I might prefer Galvanic Arc apart from the mana cost.

      Delete
    2. This reminds me of fate foretold...

      What if it has an etb trigger and a matching death trigger?

      Delete
  14. Drifting Thunder
    Sorcery, 1R, uncommon
    ~ deals 1 damage to each creature.
    If you control an Island, ~ deals 1 damage to each creature.
    If you control a Plains, ~ deals 1 damage to each creature.

    Inspired mainly by the art, which is surprisingly polychromatic for a typical burn spell. This would be the Pyroclasm variant for a set like Apocalypse or Khans of Tarkir.

    ReplyDelete
    Replies
    1. Wild Nacatl is one of my favorite cards, so I really like this design, both in concept and execution.

      Delete
    2. Note: Pyroclasm effects have moved out of uncommon and up to rare, and seem to have moved up from two mana to three. Though I think I like this better at 2R with caring about the mana colors you spent to cast it.

      Delete
  15. Incandescent cloud
    Enchantment (R)
    At the beginning of your upkeep, put a time counter on CARDNAME. Then CARDNAME deals 1 damage to target creature for each time counter on it.

    I've strictly no idea how much it should cost. I feel like it could be very powerful in Limited, but probably not playable in Constructed... What do you think ?

    ReplyDelete
    Replies
    1. You made this Rare, so you don't have to concern much about limited. As it stands, I guess 1R or 2R should be fine.

      Delete
    2. Magmatic Core cost 4 and needed you to pay mana each upkeep to keep it around. But it was uncommon.

      Delete
    3. Thanks !
      So we've got :

      Incandescent cloud 2R
      Enchantment (R)
      At the beginning of your upkeep, put a time counter on CARDNAME. Then CARDNAME deals 1 damage to target creature for each time counter on it.

      Delete
  16. Fiery portent R
    Sorcery (U)
    As an additional cost to cast Fiery Portent, discard a card.
    If a land card was discarded this way, draw a card. If a nonland card was discarded this way, Fiery Portent deals 3 damage to target creature.

    ReplyDelete
    Replies
    1. The 'discard 2: draw 1' mode here is pretty terrible, and so is the 'discard 2: worse Flame Slash' mode. Remember to count the spell itself for card-advantage purposes!

      Delete
    2. Mmm, you're right; maybe this?
      Fiery portent R
      Sorcery (U)
      As an additional cost to cast Fiery Portent, discard a card.
      If a land card was discarded this way, draw two cards. If a nonland card was discarded this way, Fiery Portent deals 2 damage to target opponent and 2 damage to up to one target creature.

      Problem is: comparing this Tormenting Voice, is this to powerful?

      Delete
    3. Compared with both Lunge and Tormenting Voice, I think this is a little too cheap, yes. 1R would probably be fine, as you won't always be able to discard quite what you want.

      Delete
  17. Gathering Storm 3R
    Sorcery (R)
    Reveal the top card of your library. You may play that card without paying its mana cost.

    ReplyDelete
    Replies
    1. Even though Elkin Bottle ability is now red (and I full embrace that), the fact that you added "without paying its mana cost." no longer makes it Red to me. Compare it to Unexpected Results.

      Delete
    2. There's plenty of precedent for Red getting to do this with instants and sorceries: a quick Gatherer search turned up Epic Experiment, the Chandras, Mindclaw Shaman, Oracle of Bones, Sunforger, and Galvanoth. For casting *any* spell free, the best precedents I could find were Possibility Storm and Wild Evocation.

      I'd really love for this design to be a thing, but along the lines of what P said, this is somewhat more likely to be a blue effect (assuming that the 'land' half of Unexpected Results is the green half).

      Delete
    3. This is definitely blue (most famously Mind's Desire) not red.

      More importantly, this definitely needs the "shuffle" effect that other cards that do this have, otherwise it is far too easy to Brainstorm an Emrakul on top of your deck and just win.

      Delete
    4. Thanks; Unexpected Results is a good example of how cautious R&D is with this effect. The card is an intentional bleed from blue to red though - it doesn't make sense to me how red gets rituals but blue gets Omniscience.

      Does limiting this to instants and sorceries make it feel more red?

      Delete
    5. I think something like hitting instants and sorceries and something like "If it is an X spell, X is 13" would be exciting.

      Delete
    6. Either noncreature or instants + sorceries with the X=13 rider sounds like a fun card. Very johnny-able.

      Delete
    7. Pretty fun idea Tommy. If renders haven't been put out yet, my submission is:
      Gathering Storm 3R
      Sorcery (R)
      Reveal the top card of your library. If you reveal an instant or sorcery, you may cast that card without paying its mana cost. If that card has an X in the mana cost, you may cast it for X=10.

      Delete
  18. Aurora Summoner RW
    Creature - Human Spellshaper (u)
    When CARDNAME enters the battlefield, tap it and discard a card.
    RW, T: CARDNAME deals 3 damage to target creature or player and you gain 3 life.

    ReplyDelete
    Replies
    1. There's no way Lightning Helix on a stick is uncommon, drawback or no drawback.

      Why not just use the normal Spellshaper mechanic?

      Delete
    2. I have to agree this is too strong for uncommon. I think the twist on discarding is Pasteur's proposed new twist, which seems interesting enough for a revisit of Spellshapers, but this card is crazy strong.

      Delete
    3. I'm not entirely sure what I was thinking, at all.
      If you've already done the renders, Alex, I'll just submit this one to Jay. Hopefully a strong uncommon but not an outrageous one:

      Aurora Summoner 2R
      Creature - Human Spellshaper
      When CARDNAME enters the battlefield, tap it and discard a card.
      2W, T: The next 2 damage that a source of your choice would deal to permanents you control this turn is dealt to target creature or player instead.
      2/2

      Delete
  19. Coastal Pyromancy 2R
    Enchantment (U)
    If a red instant or sorcery you control would deal damage, it deals an additional amount of damage for each colour of mana spent to cast it. (For example, if you spent RRUG to cast such a spell, it would deal 3 additional damage.)

    ReplyDelete
    Replies
    1. Weird! Like Sulfuric Vapors or Pyromancer's Swath, but encouraging a rainbow deck. I love it. I'd build a deck around it.

      Does it have to say "red"? I'd like to be able to cast Orim's Thunder for WUGR and burn something for +4. In the same deck as Blaze Commando, probably.

      I think this is probably niche enough to belong at rare.

      Delete
    2. I felt it could be uncommon in a multicolour block. Fire Servant says things like this could be at uncommon.

      I guess you could remove the red clause from it.

      Delete
  20. Mana Storm
    1R
    Enchantment
    Uncommon
    Sacrifice CARDNAME: Add RR to your mana pool.

    ReplyDelete
  21. Absorbing Rod 1RR
    Artifact- Equipment (rare)
    Equip - Exile a red instant or sorcery card from your hand.
    You may not cast instants or sorceries.
    Equiped creature has: whenever this creature attacks you may have it deal X damage to target creature or player, where X is the number of red instants and sorcery cards exiled with CARDNAME.

    ReplyDelete
    Replies
    1. Whee. A scaling version of Extra Arms. Or of Heart-Piercer Bow. You need to invest at least 2 cards for it to do anything, often 3 or more, but then it's got quite some potential for card advantage. Interesting, and high-impact. Rare is definitely right.

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

    ReplyDelete
    Replies
    1. Shift of Destiny 3RR
      Sorcery (R)
      Each player discards his or her hand then draw seven cards.
      Fateful Hour - If you have 5 or less life, each opponent lose life equals to the number of cards in his/her hand

      Delete