Friday, July 1, 2016

Weekend Art Challenge 070116 — smolin

Greetings, good morning, and good afternoon! Your friendly neighborhood Pasteur has arrived with a new Weekend Challenge. Click through to see this weekend's art and the design requirements for your single card submission.

Your submission will be due Sunday evening. 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.

Looks like we've got a hidden sword, and a sleepy dragon. I'd like to see what you can do with such classic mythological ideas - the art will allow us to focus on the sword or the dragon exclusively, or the pair together.

Design a card that fits an interpretation of this art. See if, in mechanical text or flavor text, you can tell some of the story residents of the plane might know about such a scene.


  1. This comment has been removed by the author.

  2. Slumbering Guardian 1RR
    Creature - Dragon (R)
    Flying, trample
    CARDNAME can't attack or block unless an opponent controls an artifact you own.
    Whenever a creature deals combat damage to you, that creature's controller gains control of target artifact you control.

    1. Cute design. It'd be fun to build something around this weird artifact-donator

  3. Honored wandering a 1GW
    Sorcery (U)

    When you cast HW choose thief or hero.
    If you chose thief draw two cards. If you chose hero creatures you control get +2/+2 until end of turn.

    Put a 3/3 red dragon onto the battlefield under your opponents control.

    1. While it makes sense flavorfully to sell the card's story, anchor words actually do matter somewhat mechanically on Sieges as the choice is ongoing. On a non-permanent, they just eat up card space.

      Beyond that, I get the card draw, but the hero mode doesn't really seem to have much to do with the artwork. I'd cut that mode entirely.

      How about something like this:

      2GG Sorcery
      Until end of turn, whenever one or more creatures you control deals combat damage to a player, you may draw two cards and put two +1/+1 counters on each creature you control. If you do, target opponent puts a 4/4 Red Dragon creature token with flying onto the battlefield.

  4. Grave Vigil WB
    Enchantment - Aura (U)
    Enchant creature
    Cast Grave Vigil only if a creature died this turn.
    Enchanted creature has defender.
    At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.

    I knew the story I wanted to tell from the start, but this went through a lot of iterations before I found something I felt good enough about to post.

    1. Oooh, I really like this take on the art. I've been having a hard time with it, but this angle is really interesting!

    2. This tells a really great story. However: it took me a little while to get it and before that point the mechanics felt pretty disparate.

    3. I commented in the review thread but it's a little more relevant here: would you consider, instead of the Morbid requirement, either "When Grave Vigil enters the battlefield, exile target creature card from a graveyard" or "As an additional cost to cast Grave Vigil, exile a creature card from a graveyard"? I think it works with the flavour and gives the card a little more oomph, power-wise.

  5. OK, let's go top-down with this thing...

    Wyrm-Guarded Sword 2
    Artifact- Equipment (Rare)
    Equipped creature gets +3/+3 and has vigilance, haste, and hexproof.
    When CARDNAME enters the battlefield, if you cast it from your hand, target opponent puts a 3/3 green Wyrm creature token with "This creature must block if able" onto the battlefield. Exile CARDNAME until that creature leaves the battlefield.
    Equip 2

    1. I'd like to see this as a DFC. That might tell the story without so many words.

      Wyrm-Guarded Sword. #
      Art- equip
      When CARDNAME enters the battlefield, if you cast it from your hand, transform it and target opponent gains control of it.
      Equipped creature gets [stuff].
      Equip- #
      Guardian Wyrm
      Cre- Wurm
      When CARDNAME dies, transform it and it's owners gains control of it.

    2. It seems like Mike George's version would be a little cleaner laid out like this (with optional clause in [square brackets]):

      Guardian Wyrm #
      Creature - Wyrm (Rare)
      ~ must block if able.
      When CARDNAME enters the battlefield, target opponent gains control of it.
      When CARDNAME dies, [if its owner doesn't control it,] transform it and its owner gains control of it.
      # / #


      Wyrm-Guarded Sword
      Artifact - Equipment (Rare)
      Equipped creature gets [stuff].
      Equip #

  6. If you need to make two cards to flesh out the mythos, feel free to supply the second. If you don't want to tell a story at all, feel free to ignore the prompt and just design from the art.

  7. Igneous, the Final Test 4RR
    Legendary Creature - Dragon (M)
    Pay R: Igenous get +1/+0 until end of turn.
    When Igneous dies, put a legendary artifact equipment token named Excalibur with, "Equipped creatures gets +4/+4 and gains vigilance," and "Equip: 2," onto the battlefield under your control.

  8. Tombbound Guardian (Rare)
    Creature - Dragon
    If a card left an opponent's graveyard this turn, you may cast ~ as though it has flash for {1}{R} from your hand or graveyard.

    1. Seems too easy to trigger on exiling cards from a graveyard, otherwise interesting mechanically - maybe it should only trigger if the card goes somewhere very good for your opponent, like into their hand or onto the battlefield

      ... or onto the stack, hmm

      "If an opponent cast a card from their graveyard or put a card from their graveyard onto the battlefield this turn"

      (Especially with the Dragon-flashbacky effect, this is realllly powerful)

  9. Relic-Watcher Trap 5RR
    If an opponent activated an equip ability this turn, you may pay R, rather than pay CARNAME's mana cost.
    Put a 5/5 red dragon creature token with flying onto the battlefield.

  10. Valley of Repose
    Land — Forest
    {T}: Add {G} to your mana pool.
    When you're attacked, sacrifice ~. If you do, put a 4/4 red Dragon creature token with flying onto the battlefield.

    // Probably not very green. Thought about making it {C} and not a Forest, but this works better for the art. Also, a Dragon would totally destroy a Forest over any other kind of landscape.

    // Balance thoughts: early-game, the Dragon is crazy good but losing a land is very painful. Late-game, getting the Dragon is not quite as super powerful but losing the land doesn't hurt nearly as much (especially in green). In either case, you're at a bit of a disadvantage as your opponent has control (unless you conspire to Provoke them or something like that, which sounds like fun).

  11. Late, but:

    Guard the Relic {1}{W}
    Enchantment (rare)
    Whenever an opponent destroys or takes control of an artifact you control, put a 3/3 white Dragon creature token onto the battlefield with flying.