Friday, September 16, 2016

Weekend Art Challenge 091616 -- CristianAC

Weekend Art Challenge
Greetings, Artisans! Go ahead and click through to see this weekend's art and the design requirements for your 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 if there's any ambiguity as to what your final submission is, I'll make my best guess when doing the renders.




Design a card with a new keyword or ability word. Bonus points if it riffs off of an existing keyword that hasn't been used in a long while. 

Good luck, have fun, and enjoy your weekend.

67 comments:

  1. Filigree Knight
    1W (unc)
    2/2
    Shield 3 (Prevent all damage dealt to ~ by creatures with power 3 or more.)

    Playing of skulk and protection. I'm not sure if it resolves any of the problems with those or not.

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    1. On an individual card at least, this seems like it would play pretty well. Can you think of a cool way to use this keyword at rare?

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    2. @pasteur: Shield 1 on a 4/4 angel

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    3. @jack: should this effect be inverted?

      Shield n (prevent all damage that would he dealt to this from creatures with power n or less)

      That way the bigger the number, the better the ability. Also, multiple instances of Shield would stack positively.

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  2. Hold Fast
    1W
    Instant - Common
    Prevent the next 2 damage that would be dealt to target creature this turn. For each 1 damage prevented in this way, put a +1/+1 counter on that creature.
    Chain (Look at the top 4 cards of your library, then reveal any number of cards with the same name as CARDNAME. Put any cards revealed this way into your hand and the rest on the bottom of your library in any order.)

    An attempt at fixed Ripple/Cascade.

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    1. Minor note: damage prevention is very infrequent at common anymore. Even though during play adding counters will usually be immediate, sometimes it isn't. This introduces a possible memory issue they tend to avoid at common.

      Otherwise, this is a cool take on ripple (under rated IMO).

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    2. It's a good point - I mainly wanted it at common for limited to make the ability more likely to hit.

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  3. Knowledge Flame R
    Instant
    ~deals 2 damage to target creature.
    Scrycling 2 (2: Draw a card, then put this card from your hand on top of your library)

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  4. Knowledge Flame R
    Instant
    ~deals 2 damage to target creature.
    Scrycling 2 (2: Draw a card, then put this card from your hand on top of your library)

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    1. Oh, that's interesting. I must have seen it before somewhere, but don't remember. It will mostly be annoying, delaying for a turn won't gain you that much. But if you can afford it, you can choose to keep putting it off until later.

      Although maybe it would be better on a late-game card? Shock is always useful, but is usually going to get less useful as the game goes on.

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    2. Good point.

      Sunrise Elemental 6WW
      Creature - Elemental (R)
      When ~ etb, return all creatures from all graveyards to the battlefield under their owners control.
      Flying
      Scrycling 1
      7/6

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    3. Is the elemental the energy coming off of the shield? I'm struggling to place it in this art.

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    4. Paying mana to exchange a card in your hand with the top of your library seems like it falls into the "more interesting than fun" category. What do you do if you have these in your hand? Adding an additional cost to draw a fresh card seems tedious.

      Unless you plan on bringing back kinship and clash, this doesn't really add much.

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    5. ^^ What do you do in you have *two* of these in your hand.

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    6. Also as-is you can stack the triggers (Pay 6: Draw three cards, then put this one card on top of your library three times), but there's probably a templating that gets around that, probably using "exchange" wording.

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  5. Stalwart Composure 2W
    Enchantment - Aura
    Endow Creature (When this enters the battlefield, choose a creature and attach this to it. When attached creature dies, destroy this.)
    Endowed creature gets +2/+2 and vigilance.

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    1. I'm clearly not understanding this correctly as I can't tell how this is different than normal Auras - help?

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    2. The most important difference is that normal "enchant X" Auras die if enchanted creature is returned to its owner's hand or something like that. I suppose this could also be cast safely without a creature on the battlefield to target, and it can go on creatures with shroud.

      I'm still a bit confused, though, because outside of Theros block it barely matters that the enchantment doesn't die for lack of a target-- instead it just sits on the battlefield doing nothing. Was there supposed to be a way to attach it to a new creature if the old creature leaves the battlefield without dying?

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    3. The goal of this is to clean up the way they ETB - if I have two creatures and want to power-up one, you can kill one while this is on the stack to limit my options, but I still get to use the boon, at least.

      Changing the second line to "When attached permanent leaves the battlefield, destroy this" is probably the right choice; I wasn't trying to necessarily single out dying. "When attached permanent leaves the battlefield, this follows it" would be awfully cute, however.

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    4. Would "sacrifice this" be more appropriate than "destroy this"?

      This is a definite (if technical) improvement to aura technology.

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    5. Yeah, "When attached permanent leaves the battlefield, sacrifice this" is probably right. I think this gives you a window to Boomerang your aura after your creature dies? Which I think is purely a positive interaction.

      Stalwart Composure 2W
      Enchantment - Aura
      Endow Creature (When this enters the battlefield, choose a creature and attach this to it. When attached creature leaves the battlefield, sacrifice this.)
      Endowed creature gets +2/+2 and vigilance.

      Delete
  6. 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. Fireproof Faith W
      Instant - Adornment (c)
      Adorn 3WW (If you cast Fireproof Faith for its adorn cost, exile it adorning the creature it targets as it resolves. As long as it's adorning that creature its effect doesn't end at end of turn.)
      Prevent all damaged that would be dealt to target creature until end of turn.

      Delete
    3. Fireproof Faith is a really good name..

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    4. Would it be simpler in the rules to re-cast it at the top of each turn than to make something not-end-at-EOT? This reads really clearly as-is but I assume there's some behind the scenes reason this isn't done in black-bordered Magic.

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    5. The templating for Haunt can clean this up a little.

      Prevent all damage that would be dealt to target creature or to creatures adorned by this.
      Adorn [cost] (if you cast this for [cost], exile it adorning target creature.)

      Delete
    6. Mike, that effect wouldn't end at end off turn. Add the end of turn clause makes that difficult.

      Pasture, "black" border magic has Riding the Dilu Horse which doesn't end at end of turn. And specifically I was reinventing Mystic Veil-style cards which also plays in this space. It's just that using the cypher wording works better. It could revert every turn, but that leads to awkward shields down moments where they burn your creature in response

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  7. Adamant Paladin 3WW
    Creature- Human Knight (Uncommon)
    2/4
    Vigilance
    Withstand 3 (If a source would deal more than 3 damage to CARDNAME, prevent all but 3 of that damage.)

    Riffing off of Absorb. I don't feel like this mechanic has great gameplay or tons of design space, but at least it's a pretty good flavor match.

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  8. Circlet of Protection 2
    Artifact-equipment u nc
    1: Prevent the next point of damage that would be dealt to equipped creature by a source that shares a color with the mana spent to activate this.
    Equip 0

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    1. If you pay 1 before equipping, does the effect carry over?

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    2. It does.
      Wow, this is going to be a nightmare of precombat math. Could make it equip 1 to help a bit, but still.

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    3. Another Knight WW
      Creature knight (unc)
      Vigilance
      1: Prevent the next point of damage that would be dealt to CARDNAME by a source that shares a color with the mana spent to activate this.
      2/2

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    4. 2W instead of WW? The design feels like it's pulling in two directions at WW.

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    5. Could this be worded as an X card with 'protection from all colors used to cast this card?"

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    6. I wouldn't tie to casting, because that's hard to track, but X could work for an instant or activated ability.

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  9. Keladris Templar 2W
    Creature - Human Soldier (U)
    Shield 2 (While this creature has fewer than two charge counters on it, damage is dealt to it in the form of charge counters.)
    3WW, T, Remove two charge counters from CARDNAME and sacrifice it: Destroy target tapped creature.
    3/1

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    1. This is unique and clean. If this blocks a 3/3, does it die from the extra 1 point of damage or get three charge counters? I'm guessing the latter, but there's a pretty big power differential between the two.

      Pretty great with anything that lets you fight.

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    2. I'm guessing the former, Pasteur.

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    3. A replacement effect would add a few extra words and prevent unintuitive situations.

      If this would be dealt damage and it has fewer than n counters, prevent that damage and place that many...

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    4. I'm pretty sure the current wording implies the latter (excess damage doesn't kill it), but I have no idea which implementation would make for better gameplay. Thoughts?

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    5. I think either could be fine in the right set; if there's enough other moving parts that make sure Shield-chargers rarely if ever stall out the board, then the over-charge version means these guys will get to fire off their abilities more often.

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  11. Paladin Shieldsharer {W}{W}
    Creature - Human Knight [Rare]
    Lifelink
    Teaming (Each attacking creature with teaming, and up to one without, may form a team.)
    Whenever Paladin Shieldsharer attacks, each other creature in that team gets +1/+1 and gains lifelink until end of turn.
    2/2

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    1. Are there cool things you can do with this that are better than just naming "each other attacking creature" or "up to N other attacking creatures"?

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    2. I'm curious, what does everyone think about retroactively altering old abilities? Banding, here. Enchant, above. Or how about phasing?

      What if this was just called banding? What if this is what banding does now? (Did banding ever have reminder text? Because that's the only thing I would say *could* nix implementing changes like this.)

      PforPizza: I like it :)

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    3. @Pasteur: teams you control get...

      ...can't attack in a team.

      Destroy two target creatures in a single team.

      Whenever a team member deals combat damage to an opponent...

      ...can't attack unless it's in a team.

      Whenever a creature blocks a member of this card's team, that creature blocks all of them. You choose the order.

      Sacrifice: other creatures in this creature' team gain...

      As they showed with soulbond, there's quite a bit of space to explore, mechanically. The kicker is the flavor. (I miss banding)

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    4. I'd support fixing old mechanics, as long as it's close enough.

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    5. @Pasteur: I've thought about it. Will this be just a glorified Battalion? I'm not sure, it may be. The flavor and feeling of the mechanic, as Mike George says, is a selling point. The fact you can reference it in neat ways is the other. I guess it should be playtested to understand if these are real points, or if it's more shallow than it should.

      Regarding this simply being called Banding, I think in a far future, when good mechanic names will all be used, it could happen. By the way, I checked, and banding has never been printed with reminder text. There are, however, a lot among those old cards that would lose a good part of their functionality.

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    6. I'd be in support of calling this "banding", or definitely just making Endow the new meaning for "Enchant creature", (pending testing, ofc.) The legend rule has changed enough times that other mostly-behind-the-scenes changes for the good of the game could be wrought, too.

      Phasing is probably not worth trying to fix though, I imagine.

      Delete
  12. Benevolent Order 1W
    Creature- Human Knight (c)
    As long as CARDNAME is a Saint, it gets +2/+2 and has flying.
    Sainthood 5WW (5WW, exile this card from your graveyard: Create a token that's a copy of this card, except its a Saint in addition to its other types.
    2/2

    Initially I wanted sainthood to play around in renowned/monstrous territory, but I ended up with flashback for creatures. I see sainthood being primary in white, but also in blue an green, possibly with white costs.

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    1. Can we use monstrous tech to avoid the token?

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    2. Okay that this is hidden on board combat trick?

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    3. Like Unearth, but very different. Using monstrous tech & taking off the flash:

      Hallow 5WW (When this creature dies, if it's not hallowed, exile it. You may cast it for 5WW from exile. If you do, it becomes hallowed.)

      or:

      Benevolent Cavalier 1W
      Creature - Human Knight
      5WW: Magnify 3 (When this creature dies, if it's not magnified, exile it. You may cast it for 5WW from exile. If you do, put three +1/+1 counters on it and it becomes magnified.)
      2/2

      or Undying tech!:

      Saintly Crusader 1W
      Creature - Human Knight
      Sublime 2 — 5W (When this creature dies, if it had no +1/+1 counters on it, exile it. 5W: Return CARDNAME to the battlefield from exile with two +1/+1 counters on it.)
      2/2

      Delete
  13. Desperate Defiance:
    RW
    Prevent all damage that would be dealt to target creature this turn.
    Last Stand (You may sacrifice a creature when you cast this. If you do, it gains the following effect)
    Desperate Defiance deals X damage to target creature or player, where X is the amount of damage prevented

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    1. Correction:
      Desperate Defiance:
      RW
      Prevent all damage that would be dealt to target creature this turn.
      Last Stand (You may discard a card when you cast this. If you do, it gains the following effect)
      Desperate Defiance deals X damage to target creature or player, where X is the amount of damage prevented

      Delete
    2. A bit odd how the base effect is mono-white but costs RW. Even moreso when the extra effect is arguably white too.

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    3. I think the red comes in that it can be a targeted burn spell (which is normally red). Also wasn't Deflecting Palm Red/White?

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  14. Glimmering Shield-Gallant RW
    Creature - Human Knight UC

    Reject (Whenever this creature blocks or is blocked, at the end of combat deal damage equal to it's remaining toughness to the blocking or blocked creature's owner.)

    2/3

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    1. basically red-white trample. it seems weird, I'm not sure if I had to add, at the end of combat, originally it just said @whenever this creature takes combat damage, deal damage equal to it's remaining toughness to the opposing player@ but that would make blocking any reject creature with more than one creature incredibly stupid, though I'm pretty bad at magic so i don't know exactly how the combat step works anyways

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    2. oops should say creature's controller, not owner

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