Friday, February 24, 2017

Weekend Art Challenge 022417—Jennifer Miller

Click through to see the illustration and design requirements for your single  card submission, due Monday morning. Every submission warrants feedback, which you may use to revise your submission any number of times. I will aim to review the most recent submission from each designer.

What's going on here? Card me.


  1. Unlikely Allies
    Enchantment - Rare
    As CARDNAME enters the battlefield, choose a creature type.
    Creatures you control have +1/+1 as long as you control a creature of the chosen type and a creature not of the chosen type.

    1. This is a variable-tribal Glorious Anthem that requires you to have at least two types of creatures in play at the same time.

      For instance, you could build a Human deck that splashes a Spirit, a Bird, and a Construct, cast Unlikely Allies and choose Human. Then whenever you have Humans in play alongside non-Humans, all of them are bigger.

      You could make almost make an unrestricted Anthem for {G}{W}, so I think you could either make this easier to cast or remove the choice and just turn on whenever you have any two creatures without identical subtypes.

      (I originally misread this as only pumping the chosen creature type. I might not be the only one, given the significance of choosing.)

  2. Ally Hatchery
    Land - uncommon
    -TAP: Add one colorless to your mana pool
    -2GTAP: put a 1/1 creature token onto the battlefield. it's color and creature type match a color and creature type of a creature you control.

    1. Comparable to Cube-regular Kjeldoran Outpost. Strictly better than Vitu-Ghazi, the City-Tree.

      I'm not 100% sure what it's doing. Do you choose when you create your token what color and types it permanently gains, or does it constantly match all your creatures?

    2. Maybe "Choose a creature you control. Create a 1/1 creature token that is that creature's color and creature type"? That's cool enough as an effect, but designing for most sets you could just pick "elf" or "sliver" or their relevant type, and if you're putting it in a Commander-style product with lots of overlapping creature types & tribal rewards, the memory issues of which of your tokens are what could be too much.

      Could this just make a token that's green with Changeling?

  3. Peace Conference 3G
    Instant - Uncommon
    Prevent all damage two target creatures would deal to each other. Draw a card for each 2 damage prevented this way.

    1. That's different.
      This Fog is focused on an attacker and its blocker (or combatants in a fight). And it's a card draw spell. If you save a couple 1/1s from each other, you get one card. If you save a couple 2/2s, you get two, and are approaching conditional value for your mana. If you save a couple 3/3s, you get three cards and are now happy. If you save your 6/6 from being double blocked by a pair of 3/3s, you still kill one of them (not preventing the damage your wurm deals to the other) and gain four cards in the process.

      There's something very novel here, but it needs iteration through playtesting.

  4. Golden Egg Hatchling 2G
    Creature - Drake (U)
    Golden Egg Hatchling enters the battlefield with the shell counters.
    Remove a shell counters, T: Add one mana of any color to your mana pool. If Golden Egg Hatchling has no shell counters on it, put three +1/+1 counters on it and it gains flying.

    1. Guessing "the shell counters" means "3 shell counters."

      A bit awkward that sometimes this has charge counters and sometimes it has +1/+1 counters, and you just have to remember which is which, but you usually will, since this takes three turns to wake, and it becomes a 3/5 green flyer when it does.

      I guess if green's going to get a flier, this is a fun and green way to do it.

  5. A Better Tomorrow 2W
    Enchantment (r)
    When CARDNAME enters the battlefield, shuffle all creatures you control into their owner's libraries, then gain 1 life for each creature that left the battlefield this turn.
    Creatures you control get +1/+1.

    1. When you would lose all your creatures to mass removal, or a combat where they were all chumping, you can cast this. It doesn't save any of them. Or let you recast them (I originally thought this was bouncing them to hand). But it does give you some life to stall with. And it makes any future creatures you cast heartier.

      The life you gain is based on the number of creatures you shuffle away, plus whatever other creatures randomly died or were exiled or bounced before that, which seems random (unless you assume this is specifically an answer card for Wrath effects).

      Or you can play this before you drop any creatures as just an easier-to-cast Glorious Anthem.

      Hmm. There might be a deck that wants this. There could well be some sideboards that do. It's weird, though.

    2. Definitely one of those "the life gain wants to be stronger, but you'd have to be very careful in development of standard to make sure weird things aren't going to escalate it out of control". If Magic were a digital game, I'd make it their combined toughness.

      Probably at home in a set with a LTB-keyword, or something recurring like "When this creature LTB, put out an eldrazi spawn".