Friday, April 3, 2015

Weekend Art Challenge 040315—JB Casacop

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.


Oh yeah! Design a surprising card… without treading on any of the mysterious designs from two weeks ago. Bonus points for being more common.

131 comments:

  1. Hellsteed Rider {5}{R}
    Creature - Devil (C)
    Haste
    ~ can't be blocked except by two or more creatures.
    4/2

    ReplyDelete
    Replies
    1. Common, clean, surprising, fits the color pie, fits the art.

      Delete
    2. I like this a lot. Seems like a good way to close a game out.

      Delete
    3. For whatever reason, the art makes me wish that instead of Goblin War Drums it got "double" Ashmouth Hound (i.e. 2 damage to each blocker).

      Delete
  2. Furious Charge 2R
    Instant (uncommon)
    Target creature gains trample and +X/+0 until the end of turn, where X is 2 times the number of creatures blocking it.
    "All he wanted was to kill the king. These soldiers kept getting in the way."

    Is 2R a fair price for this?

    ReplyDelete
    Replies
    1. Probably more than fair! If one creature blocks it this is Rouse the Mob minus Strive that only works on blocked creatures.

      There is potential for fun where your opponent piles 5 1/1s in front of your 5/5 and loses out of no where, but even at R, I think this card is probably unplayable in limited.

      Templating wise, I think WOTC tends to use the word "twice" instead of "two times".

      Delete
    2. You can eliminate the X and the doubling with

      "Target creature gains trample and gets +2/+0 for each creature blocking it"

      Delete
  3. Siegebreaker Rhino RRR
    Creature - Rhino (u)
    When ~ enters the battlefield, target creature you control gets +6/+1 and gains trample until end of turn. At the beginning of the end step, sacrifice that creature.
    2/3

    Am I kidding myself that this could be at uncommon? Very open to suggestions for casting cost/P/T.

    ReplyDelete
    Replies
    1. That's too crazy at uncommon, yeah.

      Delete
    2. I wonder if Ball Lightning could be uncommon today... I feel like it probably could. Not that much better than Lightning Shrieker.

      What if this were something like:

      Siegebreaker Rhino
      RRR
      Creature - Rhino (U)
      When ~ enters the battlefield, you may have target creature you control get +2/+0 and gain trample and haste until end of turn. If you do, sacrifice that creature at end of combat.
      4/1

      So it can be Ball Lightning, or something else gets to be Ball Lightning.

      Delete
    3. Ball Lightning is a 3cmc spell. Lightning Shrieker is a 5cmc spell. That is a big difference when the goal of a mono-red aggro deck (especially one that spews card advantage) is to kill them before they can play anything meaningful.

      I think creature power level has advanced far enough that Strictly Better Ball Lightning is ok, but it should be rare.

      Delete
    4. I appreciate the reference to Ball Lightning, but I'd far rather have a more forgiving mana cost than RRR.

      Delete
    5. I think you're right about the mana cost, Tommy. As for granting haste/getting to choose, I think needing a partner/rider helps make the card more varied/fun - and keeps the power level down. The next question is whether, when it whiffs, it should have to target/sacrifice itself. Probably not? But I'd love to hear otherwise.

      Siegebreaker Rhino 1RR
      Creature - Rhino (u)
      When ~ enters the battlefield, another target creature you control gets +6/+1 and gains trample until end of turn. At the beginning of the end step, sacrifice that creature.
      2/3

      Did you know that Ball Lightning's third printing was at Uncommon? If it's not a direct reference to Ball Lightning, should the bonus just be a safer +5/+0? I want it to be fun, and surprising still, if at all possible.

      Delete
    6. I think +3/+0 and trample is plenty good with those stats.

      Delete
    7. "Did you know that Ball Lightning's third printing was at Uncommon?"

      In what set? Gatherer's showing it only at rare.

      Even at rare, I think +6/+1 is way too dangerous -- even throwing it on a random Goblin token gets you somewhere between a 7-point Fireball and a Cruel Edict, for the cost of, what, half a mana more than an efficiently costed vanilla? If you insist on sticking to uncommon, I like Tommy's suggestion, with the caveat that I'd around the p/t so the +3 lines up with the Rhino's 3 power.

      Delete
    8. Renaissance! :D

      No, really, though, you're probably right. +3/+2 and 3/2 with a mandatory sacrifice is strong, but a lot less "break things open" dangerous. Sold on that change.

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

    ReplyDelete
    Replies
    1. Siegebreak is intended to be common - sorry, forgot the symbol.

      Delete
    2. Oops, there were a bunch of random errors. I just deleted the post rather than bother correcting all of them. Here is the revised post:

      Hellforged Rider {2}{R}{R}
      Creature - Devil (C)
      You may have Hellforged Rider enter the battlefield with a +1/+1 counter on it. If you don't, it has haste.
      3/2
      "Go to hell!" is a lot more literal for devils.

      This common design goes for the simplest possible execution of surprise - haste. I tried to put a little spin on it, to give it a bit more 'uncertainty' for the opponent. Do they prepare for a 3/2 with haste, or a 4/3? Which one?

      I know Hellforged Rider is a little pushed. The numbers and stuff can change.

      -

      Here's an idea I got while pondering about 'surprise' in red:

      Siegebreak {3}{R}
      Instant (C)
      Until end of turn, target attacking creature you control gets +3/+0 and other attacking creatures you control get +2/+0.
      "I'll lead the charge!" - The last words of over one hundred devils

      I liked the idea of a Trumpet Blast that forces through a teensy bit more damage, and gives you a 'vanguard' of your attack. Sounds super flavorful and super fun! :D

      -

      For the purposes of this challenge, I think I'll tentatively submit Hellforged Rider, as I find it a fun and interesting design. But I'd like to hear some feedback from the other artisans before I make a final decision. (:

      Delete
    3. I think Hellforged Rider is definitely cute. I think I'd rather go up a size so that you choose between a 4/3 haste or a 5/4 (at a higher mana cost) because often 3 toughness to 4 toughness is the critical switch between "trades with one thing" and "requires a double block.

      I misread Seigebreak originally and thought it only hit two creatures. Was going to suggest making it "Up to two target attacking creatures you control get +3/+0 until end of turn" which I quite like.

      This version I'm a little less fond of, that one extra point feels so insignificant, I'd much rather +3/+0 and +1/+0 to make it feel like it matter which creature you choose.

      The biggest concern here is that this wording leaves you totally vulnerable to any sort of interaction just countering the whole spell, and since it only works on attackers you have no choice but to play into it. This is because this spell has one target, so if that target is removed, it is countered.

      Generally I find that rule bad, but given it exists, I think it is best to design cards that don't lead to very unpleasant new player moments (see, for example, Dune Blast, where they did this correctly).

      Here there is no obvious fix that isn't ugly: "Target attacking creature you control gets +4/+0 until end of turn and any number of other attacking creatures you control get +2/+0 until end of turn." just looks awful.

      Delete
    4. I didn't want to make Hellforged Rider too big, because then it wouldn't feel like a devil. I did consider exactly what you suggested.

      I like your suggestion - the up to two thing - a lot!

      I like the +3/+0 and +1/+0 suggestion. Would that be {2}{R} or {1}{R}? I'm thinking {1}{R} given the precedence of Banners Raised, but {2}{R} would be safe.

      The blowout potential is real. Sigil Blessing was printed, but that was also a different time. However, we still see cards printed that can 'fizzle' - cantrips being a noticeable example.

      Delete
    5. I don't mind spells being able to fizzle, I mind when the mental version of what the spell is is "it buffs my team and also this guy gets bigger" and then this part that I might well not even have cared about makes it stop working. I'm a little less scared of the blow-out potential with +3/+0 and +1/+0, though I'd rather avoid it if I could.

      Delete
  5. Masticator of the Meek
    2RR
    Creature - Orc Berserker (U)
    5/2
    Haste
    Creatures with power 1 or less must block CARDNAME if able.

    ReplyDelete
    Replies
    1. Ooooh, this is a really neat design. I love the unique restriction on it - this feels so out of the box, in such a good way!

      Delete
    2. This is aimed so squarely at walls, I'd almost rather say power 0 or less. Take that Archer's Parapet!

      Delete
    3. Yeah, I though about that, but I want there to be the slightest bit of tension to it. Sometimes you don't actually want a couple of 1/1s to be forced to block this, whereas you never have that concern with an array of 0-power Defenders.

      Delete
    4. If you don't want the 1/1s to block it, they almost certainly will any way without being forced. I think adding a bit of tension rather than making the cleanest version of the card is almost always a mistake.

      Delete
    5. Sure, but the flipside of this is that sometimes Red decks really would love a creature that can eat all of the opposing 1/1 soldier tokens; greater risk for greater reward. Whereas only be able to force 0-power creatures to block is a much more narrow and marginal effect.

      Delete
    6. Ahh, so you're imagining eating 5 1/1s.

      Delete
    7. I'm a fan of "power 1 or less", here. Mostly-upside, until-it-isn't is good for making different games play differently.

      Delete
    8. It is essentially impossible for it to not be upside. If you attack and your opponent blocks and you don't want them to they're not blocking because of your ability. Giving your opponent fewer choices is either good if it changes their choices or neutral if they make the same choice they would have.

      Delete
    9. What Tommy said.

      Very cool design, by the way.

      Delete
  6. Ghor-Clan Devil (uncommon)
    {BG}{R}
    Creature - Devil
    Bloodthirst 2, unleash
    2/2
    Watermarks: Gruul, Rakdos

    ReplyDelete
    Replies
    1. I think 5/5 is a bit big for two mana.

      Delete
    2. I like the premise a lot. One issue and a suggestion:

      If you get the bloodthirst counters you'll always take the unleash counter too. It won't be able to block either way so the choice is made for you. So it will generally play as "bloodthirst 3 and can't block"

      The suggestion: {R/G}{B/R} gets the "dual guild" theme across more clearly and still doesn't break any hybrid norms

      Delete
    3. Mike: It kinda does break 'norms'. They tried double-hybrid in Alara, and it's INCREDIBLY confusing. In fact, they found that even this kind of hybrid was too weird to be worth it for most players.

      Delete
    4. Hybrid is probably the most overused mechanic by the Artisans by comparison to WOTC.

      Delete
    5. Oops! You're right, of course, about the anti-synergy between unleash and bloodthirst. I forgot that unleash didn't care about where the +1/+1 counter came from.

      Sunhome Devil (uncommon)
      {WB}{R}
      Creature - Devil
      Unleash
      Tactics - Whenever you cast a spell during combat, CARDNAME gains first strike until end of turn.
      2/2
      Watermarks: Boros, Rakdos

      As for hybrid, lots of people do overuse it. I feel it works here. This design (and the one above it) were inspired by Jesse Mason's Return to Ravnica review, exploring a hypothetical Ravnica where you play two guilds instead of one.

      Delete
    6. I'd prefer just making it an Unleash, First strike for three.

      The Tactics ability you have is actually incredibly narrow. For example, if your spell is a Giant Growth effect (the typical combat spell) then this only does something if you are attacking with at least two creatures and at least two of those creatures are blocked.

      If you attack with this alone, and it is blocked, and you Giant Growth it, sure it gets first strike, but you probably didn't need that.

      The scenario of attacking with two or more creatures and having two or more blockers doesn't sound that unlikely, but it actually happens much less than you'd think because of the way boards build out.

      Delete
    7. Okay, so that's one example. Tactics doesn't just trigger off combat tricks, though - it makes every instant and flash spell in the game into a combat trick. Cast something like Congregate or Anticipate during combat, and boom - extra effect. Or, if you want to be more direct, you can just Shock their creature that isn't blocking and trigger tactics for the 2-for-1.

      Delete
    8. In an environment with fewer than the average number of combat tricks and more than the average number of other playable instant-speed spells, I buy it. Though in that environment, I think all but the most desperate opponents treat this as a 3/3 first strike.

      Beyond the scope of the challenge, obviously, but do you have ideas for Tactics abilities that aren't 2-for-1s?

      Delete
  7. At first I thought this art would be great for a cleaned-up version of Through the Breach, but Wobbles already did a card for the "mysterious" challenge in the same design space. So, for something completely different:

    The Rift Opened 2BBB
    Legendary Enchantment (M)
    During each time you search your library, you may cast one creature card from your library.

    Unsure if it needs "as though it had flash." Panglacial Wurm doesn't.

    ReplyDelete
    Replies
    1. Why Black? (I'm not disagreeing, but it is neither the precedent color, nor the color that would be my first or second instinct.)

      Delete
    2. The two colors that fit the art are black and red. The two colors with the best library manipulation are black and blue, with green being the precedent color for this particular effect. Given that, I decided to make the card black as a nod to black's former heyday of unrestricted tutoring. Creature restriction is there because it fits the art and I'm pretty sure allowing other card types would be far too good. I did specifically make it legendary and mythic (completely disregarding the bonus challenge) to emphasize that this probably works better as a bleed justified by a set's flavor and not as part of black's core.

      Delete
    3. Taking inspiration from Aura, I did a search and realized that somehow this exact double scoop French vanilla has never been done before:

      Savage Vanguard 4(R/G)
      Creature - Beast Knight (C)
      Trample, haste
      4/2

      Might actually want to change my submission to this...

      Delete
    4. An excellent find. Green doesn't get Haste at common, though. I think this is just Red.

      Delete
    5. Green gets it tertiary, and hybrid can generally push the envelope when it comes to tertiary effects. It has to remain something green can do, but it can do things green rarely does, or do them at slightly different rarities.

      For example, we saw Giant Solifuge and Boggart Ram-Gang.

      Now, I know that hybrid is oft misused as multicolor - and I do agree that this is a troublesome design, since haste is tertiary and not common in Green - but if you absolutely had to, this would be doable as a hybrid red/green, I think.

      Delete
    6. I think the problem they had with Shadowmoor is they did a lot of things they "absolutely had to" in order to get the volume of hybrid cards they needed, and then regretted it. Note that WOTC almost never uses Hybrid anymore (though us Artisans sure seem to like it).

      You could absolutely do this in hybrid Red/Green at uncommon. Or just make it cost 2RG. Or just make it mono-Red. There are many options that aren't even a little bendy that capture the same idea.

      PS: Neither Bogart Ram Gang nor Giant Solifuge were commons.

      Delete
    7. I'm not a huge supporter of hybrid as a mechanic, but you're coming across as awfully judgmental about amateur designers using it. And it's a bit of overstatement to claim WOTC hasn't been using hybrid, considering we've now had it in Shards block, RTR block, and Khans block; admittedly they have applying it as a "spice", but they clearly appreciate its value in designing the game.

      Delete
    8. There are a lot of natural biases that come out when making cards for one off challenges like this. The most obvious being the desire to design things that are more powerful rather than less powerful. Hybrid, of course, makes cards strictly more powerful, so it shows up a lot. This is also why Rares are surely overrepresented here. And why cards tend to be so aggressively costed.

      Apologies if you feel I come across as judgmental, all I said in this case is "RG hybrid can't do this at Uncommon but can at Common."

      Delete
    9. Err, the other way, can't do this at Common but can at Uncommon.

      Delete
    10. Somehow I managed to miss Gerrard's Irregulars multiple times going through Magiccards.info.

      Sticking with the original card.

      Delete
  8. Ruthless Hellrider {2}{R}{R}
    Creature - Devil Warrior
    3/2 (Common)
    Haste
    When CARDNAME enters the battlefield, creatures with power 3 or less can't block until end of turn.
    [Flavor Text] "I think we lost them" - famous last words.

    When you finally stabilized the board against mono-red, and are about to finish them off... surprise!

    Thoughts? Is it too powerful? Should it be 2/2?

    ReplyDelete
    Replies
    1. Not common, but a fine Uncommon I think. A baby Markov Warlord.

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

    ReplyDelete
  10. Devil May Cry 2R
    Enchantment
    Attacking creatures you control get +1/+0.
    If a source an opponent controls reveals CARDNAME from your hand, you may put it onto the battlefield.


    Or

    Tibalt's Inquisitor 3R
    Creature- devil
    Haste
    If a source controlled by an opponent reveals CARDNAME from your hand, you may put it on to the battlefield.
    4/1
    "I love this guy! No one expects him" --Tibalt, the fiend blooded

    ReplyDelete
    Replies
    1. The inquisitor is cute, though it's hard for me to imagine a situation where both the haste and the reveal clause are relevant. Most reveal effects happen during casting a discard spell.

      Delete
    2. This interacts really awkwardly with things like Thoughtseize. For example, your opponent sees the card, and they can take it, and then you don't get to put it into play. I think that gameplay is too poor to print something like this.

      Delete
    3. "If ~ is in your hand and would be revealed by an effect an opponent controls, you may put it onto the battlefield instead"?

      Fixes the gameplay problem Tommy points out.

      Delete
    4. Good call Szynski, with a minor tweak

      "If An effect controlled by an opponent would reveal CARDNAME from your hand, put it on to the battlefield instead."

      Now, the creature or the enchantment?

      Delete
    5. I vastly prefer the creature to the enchantment, as Orcish Oriflamme is not very exciting to begin with, and even less so when it comes into play off your opponent's discard spell and just sits around being a blank until their turn ends.

      Delete
    6. FWIW I don't think the original is that bad. Yes, it forces the opponent to choose it for a discard spell, but that means they're not taking your bomb or X-for-1 removal spell!

      Delete
    7. The problem is: What percentage of players (or even pros) would know how this card interacted with Thoughtseize?

      There is also some awkwardness with the fact that this doesn't trigger off of Gitaxian Probe.

      I think the underlying idea here is great, but it doesn't fit super well into black bordered Magic rules. In silver border you might be able to get away with something like "whenever your opponent looks at ~, they lose 2 life" or something.

      Delete
  11. The biggest difference between Mystery and Surprise is not having the card sitting in play telling you it's going to do something. So I made a spell. It's a simple variant of Act of Treason for a multicolor focused set.

    Rewire 2UR (COM)
    Sorcery
    Gain control of target creature until end of turn. Untap that creature. It gains haste and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.
    “Be it man or machine, if it runs on electric impulses, it’s mine to command.”

    EDIT: Since the creature is getting Unsummoned at end of turn, it doesn't need to grant Haste "until end of turn." I'm following the Dash rules wording.

    ReplyDelete
    Replies
    1. So the "...until end of turn" clause only applies if the bounce trigger is Stifled? Very clean design otherwise?

      Delete
    2. What? I mean I changed it from:

      "It gains haste until end of turn and it's returned from the battlefield to its owner's hand at the beginning of the next end step."
      to
      "It gains haste and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step."

      because granting haste until end of turn doesn't matter when the creature's just going to be Unsommoned. And this is what they did with Dash's wording.

      Delete
    3. "Gain control of target creature until end of turn..."

      Why "until end of turn" here, but not in the haste clause?

      Delete
    4. Oh, I see what you're saying. I was trying to cut down superfluous words to make the card read more simply. But I didn't consider that instance of UEOT. If the rules manager came back during design and said removing UEOT from gain control, I'd be fine with doing so, so long as it doesn't cause new players to become confused with the full effect of the card.

      I think "Gain control of target creature until end of turn" is preferable though. I want the card to clearly say "this is a Threaten effect, not a Control Magic." I don't see the sliver of value in giving Legacy players a reason to Stifle the effect. I think the corner cases where Rewire doesn't bounce the creature and it just has haste for the reset of the game is negligible.

      Delete
    5. This is super clean, and I like it. I'm guessing it would end up at Uncommon because this will be frustrating enough to play against that people won't want to see it all the time, but sweet design!

      Delete
  12. Reckless Ransacker {3}{R}

    Creature - Demon Knight (Common/Uncommon)

    If an artifact or land was put into an opponent's graveyard from the battefield this turn, you may pay {R} rather than pay Reckless Ransacker's mana cost.

    Haste

    5/1

    ReplyDelete
    Replies
    1. Feels uncommon to me. 4/1 haste for 3R (Lightning Elemental) is the standard for this kind of thing at common, and Reckless Ransacker is strictly better in two ways.

      Delete
    2. This would be uncommon in most sets but could be common if wanted; it's a souped-up version of a card that's usually terrible.

      Also, Lightning Elemental hasn't been printed for a few years, so I'm not sure how great a precedent it is. And Slash Panther is almost as recent.

      Delete
    3. The clause is probably too complicated for common. Uncommon feels right.

      Delete
    4. I'm not feeling optimistic about the environment where LD shows up in decks often enough to make the cost reduction mechanic relevant.

      Delete
    5. It also triggers on artifacts? Definitely agree about not loving the trigger.

      Delete
    6. I definitely expect it to be a minor upside most of the time, but in an artifact-heavy format it could be relevant. The land part is there because red could plausibly trigger it, and it fits with the art better than just artifacts.

      Thinking about it again, though, lower alternate costs are USP-unfriendly, so probably that's not going to get complexity points at common except in a very specific format. So leave this as officially uncommon.

      Delete
    7. The haste is pretty misleading, since most of the time in an artifact heavy format the way artifacts will go to your opponent's graveyard is by them blocking.

      Also, 3R is probably too cheap for a 5/1 Haste with upside.

      I like the "trap cost" element of this, but am still unhappy with the trigger.

      Delete
    8. I know where Czynski is trying to go with this and I think the idea of pushing otherwise-filler cards by making them play better with good cards is an interesting one. What would it take to make someone maindeck a Demolish?

      Sort-of-joke riff:

      Reckless Ransacker 3R

      Creature - Demon Knight (Uncommon)

      If you cast a spell named Demolish this turn, you may cast Reckless Ransacker without paying its mana cost.

      Haste

      5/1

      Delete
  13. Bursting Devil {3}{R}{G}
    Creature - Devil Knight (Uncommon)
    Flash, haste
    4/2

    ReplyDelete
    Replies
    1. Flash Haste is a bizarre combination because the abilities have essentially complete anti-synergy. I get the idea of "this has every surprise mechanic built in" but I think it leads to a muddy card.

      Also a 4/2 with Flash is kind of lame.

      Delete
    2. Instead of haste, what about this:

      If you control any attacking creatures, CARDNAME enters the battlefield tapped and attacking.

      Delete
    3. Isn't that rules weirdness just to be rules weirdness?

      Delete
    4. Thanks for your thoughts.
      @Lpaulsen:
      Your change is certainly very interesting and clever, and I honestly don't know if it would prove more or less confusing than mine. I was just trying yo make an elegant solution to the required feeling.
      @Tommy:
      What do you mean by rule weirdness? I don't see any.
      Haste and flash do not have any particular synergy, but they aren't anti-synergistic as you say either. They instead offer more options of play (I know this does not always make good designs, but it is seldom acceptable): you can use it as surprise blocker, surprise attacker, and both.
      Also, I made it 4/2 for power level concerns. I would make 4/3 in a heartbeat if that would not prove to oppressive.

      Delete
    5. Oh the rules weirdness was in response to Ipaulsen's suggestion, not to your design. I should have put an @ for clarity.

      Delete
    6. Fair enough. My thinking was that flash can normally make a surprise blocker, but not a surprise attacker, and the art shows a surprise attacker. But yeah, the templating for that turned out to be pretty complex and confusing.

      Delete
    7. Sometimes you want flash and sometimes you want haste. Wizards has been printing creatures with reach and trample lately even though those abilities are never relevant at the same time.

      Delete
    8. Versatility can definitely be sexy, and it has its place. I think most of the time, though, designs benefit from more unity, and if they are going to do two things, they should do them at least averagely well.

      My versatility version would be:

      2RG
      Creature
      Flash, Haste

      When ~ ETBs it gets +2/+2 until the end of the turn.

      2/2

      For the record, WOTC prints lots of cards I think are poorly designed, Archweaver definitely being among them. It is important to remember that WOTC is on a really tight timeline, they are basically shoving these things through a tightly tuned production line. In an ideal world, sets would get an additional design/development cycle.

      Of note, there are two Haste/Flash creatures. Izzet Staticaster (which doesn't count, because he only has Haste to activate his ability when he is flashed in) and Raging Kavu.

      Raging Kavu is a lot like this design (a 3/1 for 1RG), though the numbers make it more balanced between using the Haste or the Flash. It is also inexplicably a Rare, because it is from a really old set.

      Delete
  14. Smash the Gates
    1R
    Instant - Common
    Destroy target blocking Wall. Creatures blocked by that Wall gain trample until end of turn.

    ReplyDelete
    Replies
    1. This could cost R. I'm down either way!

      Delete
    2. Without context, this seems like a candidate for perennial 14th pick draft fodder.

      Delete
    3. It would be much better than Clear a Path at R, and I'm generally not a fan of making limited sideboard cards ultra efficient. As long as there are enough Walls running around I really like this design.

      Delete
    4. My thought process was that the art made me think of both Clear a Path and Ride Down, so I met the two halfway in the middle.

      Is the effect of gaining trample on a (now) unblocked attacker complicated enough that it should be uncommon like Ride Down was?

      Delete
    5. I don't think it needs to be Uncommon. This card isn't going to see a lot of play!

      Delete
    6. It would be uncommon for complexity, not power level... and yes, I think that would be the better call here. Plus, making it uncommon makes costing it at R more reasonable.

      Delete
    7. I think this would rather be a "You can have one in your sideboard if you want one" card which would suggest Common. Again, I don't think the complexity is an issue because as soon as you read the first sentence you just stop reading.

      Delete
  15. Warbrand Crasher 4G
    Creature - Devil Rhino (C)
    Haste, vigilance
    4/3

    ReplyDelete
    Replies
    1. Taking the "average" of Bull Cerodon, color-wise?

      Delete
    2. Green doesn't get haste at common. It's tertiary in the ability, and only uses it at higher rarities for constructed-playable cards.

      Delete
    3. That's part of the surprise. I'm going for something that's more surprising when you open it or read it than when you play it, while still keeping roughly within the realms of the color pie.

      Delete
    4. A secondary *and* a tertiary keyword plus a high power level (substantially better then Sentinel Spider, which was a top Green common) makes me think this belongs at uncommon.

      Delete
  16. Wrecking Frenzy BR
    Instant (Uncommon)
    Until end of turn, whenever a source would deal damage to target creature, prevent that damage and that source's controller sacrifices a permanent.

    I've had this one in my back pocket for a while now. Not sure of cost / rarity / wording.

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  17. Freeze in Place 1W
    Enchantment
    Flash
    When CARDNAME enters the battlefield, exile target attacking creature until CARDNAME leaves the battlefield.

    The art was massively red, so given the stipulation to design a surprising card, I felt obliged to design a white one. However, I tried to make it something that would feel surprising when it's played -- I think this usually should. It's not a perfect fit for the art, but I thought it worked. I also considered an instant-speed attacking-only pacifism but it was a lot more wordy.

    It's not very interesting though, it's a half-way between "Journey to Nowhere" and "Rebuke", I assume there's a reason white hasn't combined these before. If I can think of a more interesting card for the art I might replace this submission before Monday.

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    1. Extra-conditional white removal? Sure! White's a color that could definitely use more non-overpowered cheap removal. Also, I like the flavor on this a lot.

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  18. Hellborn Rider 2BB
    Creature-Devil (R)
    Haste
    Whenever ~ attacks, return target creature card from your graveyard to the battlefield tapped and attacking. Exile it at end of combat or if it would leave the battlefield.
    4/2

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    1. You remember my friend Griselbrand from my Research earlier don't you?

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    2. Could we limit the creatures it can target in some way? "With power less than/equal to ~'s power"? Or, if that's too White, pay life = the reanimated creatures CMC? Doesn't stop Griselbrand, but tempers its power level just a little bit.

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    3. I would be totally fine with this if it didn't have haste, but I guess that's the whole point. To Pasteur's point, you could add a mana cost ("you may pay 2B. If you do...") or a tribal limitation (probably Zombie, though I guess that doesn't match the art).

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    4. I like this card if it could be printed directly into Modern - it's a very fair Reanimate. However, doing this every turn seems too good for Standard. Sacrifice itself at end of turn?

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    5. They can very likely block and kill this on the second attack if not the first, but that doesn't mean it's not still too strong. I could see doing a life cost, but if everyone's convinced it's too strong I'd rather just raise its cost. at {4}{B} I'm pretty sure that this is worse than Whip of Erebos for true reanimator and I'm less worried about its power level in fairer decks.

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    6. This is a familiar conundrum: You have a card that is good fun if used fairly, but if handed over to development they have to cost it for the unfairest thing it can do, and that might block out the fair use from being viable.

      I'm hoping that won't be the case here, as this has a nice elegance to it. I do like CMC 5 better than CMC 4. Also, to me this feels BR, so I'd vote for 3BR. Not that I think it can't be done in mono-B, just that it feels BR. If it was Legendary, it would make a neat general.

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  19. This comment has been removed by the author.

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    1. This comment has been removed by the author.

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    2. Devil Mount 1RR
      Enchantment - Aura (C)
      Enchant Creature
      Enchanted creature has double strike and trample.

      Delete
    3. Devil Mount 4R
      Enchantment - Aura (C)
      Enchant Creature
      Enchanted creature has double strike and can't be blocked except by two or more creatures..

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    4. I'm not convinced that double strike should be on an aura at common, not for power level reasons, but because it's so swingy. Too many huge swings make the game feel random so we want to keep most of the game-changing plays at higher rarities.

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    5. http://magiccards.info/jou/en/4.html

      Armament of Nyx was. I imagine this card taking the lava axe slot of a set, so, it could be a bit more swingy

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  20. Jay, heads-up in case you haven't already noticed: Blogger is not only blocking the art on this page, but also the wolf art from last week and all the renders (and for some reason murdering my Internet speed in the process).

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    1. I've re-uploaded the images (for this week and last) and that seems to be working for the moment. Thanks for the heads up.

      Delete
  21. Riot Crusader 3R
    Creature - Devil Knight (Common)
    Spite -- Whenever you cast a spell that targets a creature you don’t control, untl end of turn you may cast CARDNAME as though it had flash.
    4/2

    Spite is anability word like heroic that gives you bonuses for targeting opponent's creatures and would potentially make a nice rakdos ability.

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    1. I take it the ability word on Spite is to indicate the trigger? If so, the common Spite cards would probably be stat and ability bonuses. Granting flash to a card in hand seems a bit complex for common-- what about granting haste instead?

      By the way, I like the Spite trigger-- it's a good fit for Rakdos. I wonder how often you'd cast a combat trick on an opposing creature just to trigger it?

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    2. Sorry this should of been an uncommon.

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    3. Rules issues with the trigger aside (see Traps for how this should be worded), casting a low-toughness vanilla creature as a combat trick doesn't feel like enough of a reward to justify the block of text. Hungering Yeti was a thing, but that was at 5cmc in a format that specifically incentivized you to leave up 5 mana on turn 5 to unmorph things. On this card, in addition to the 4 mana in the creature's CMC, you need to cast an additional spell to trigger it (thus requiring you to leave even more mana open on your opponent's turn). Absent context, I would probably just be hardcasting this most of the time and clearing away opposing blockers on my own turn, rather than trying to get fancy with flash.

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    4. Ditto to Jenesis's comment. This ability is unlikely to be relevant given you have to pay the mana for another spell.

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    5. Ok making the creature smaller should help, also haste then fits better than flash and can be at common.

      Riot Crusader 1R
      Creature - Devil Knight (Common)
      Spite -- Whenever you cast a spell that targets a creature you don’t control, CARDNAME gets +1/+1 and gains haste until end of turn.
      2/1

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  22. Delectable Wall 1R
    Creature - Wall
    At the beginning of each opponent's combat, you may sacrifice CARDNAME. If you do, target creature attacks this turn if able.
    0/5

    While this can be surprising, most of the time it will sit there and announce itself for a few turns. This could probably be blue as well. I guess it's surprising on a meta design level?

    Also, the grey minus sign image problem appears to be quite hard to fix: https://productforums.google.com/forum/#!topic/blogger/GLsCGxqF-oM

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  23. I'll do the renders this week - do we need to find another place to host/link the files, or do we know why some of them stay up and some of them don't?

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    1. Not sure, but I'm now suspecting strongly that I unwittingly broke the images when I tried re-organizing my G+ albums. It looks like Google links the two and intimately, so probably broke hundreds of images here. Sure wish I'd known that. I've 'restored' all those images, but the links seems to be broken anyhow. ARGH!

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    2. Clearing my cache, it looks like restoring the images actually worked. PHEW.

      I still have no idea why it affected some images I've uploaded over the years and not others.

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  24. Barge Uninvited RR
    Instant - Uncommon
    The next creature you play this turn gains flash and enters the battlefield tapped and attacking if played durring your combat phase.

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