Friday, April 28, 2017

Weekend Art Challenge 042817—RadoJavor

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.

http://radojavor.deviantart.com/art/Trafalgar-160414370

Design an uncommon non-creature card for this art.

31 comments:

  1. Broadside
    1R
    Sorcery - Uncommon
    Deal 3 damage divided as you choose between target creature and it's controller.

    ReplyDelete
    Replies
    1. I like this design, and it would depend on the set, but it feels perhaps closer to common to me? Interestingly making it 4 damage for 2R would feel more uncommon (because it's more obviously pushing the power level boundaries?).

      Delete
    2. I don't think I agree - see for example Char and Exquisite Firecraft suggesting yours is rare, and Incendiary Flow, Arc Trail, and Searing Blood suggesting mine is probably uncommon.

      Delete
    3. Mockup: http://i.imgur.com/gBTN6Cy.jpg

      Fun! I'm not too familiar with the rules regarding division of damage, would you be able to assign all of or none of the damage to the targeted creature?

      Delete
    4. I think current rules say you couldn't but I would want you to be able to. Might need to explicitly spell it out?

      Also I'm embarrassed that it took me until the mock-up to realize I used the wrong "its". -_-

      Delete
  2. Passing Assault G
    Instant (U)
    Target unblocked creature fights target creature the defending player controls.

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/6jscpSM.jpg

      Love seeing these simple, yet fun looking, effects on cards.

      Delete
  3. Explosive Revolution
    4RR
    Instant - Uncommon
    Each creature deals damage equal to its power to its controller.

    I think it is a rare effect, but overcosting it a bit, it could have sense. It is an anti stalling effect, that seems powerfull but very situational.

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/oqmLODL.jpg

      Yeah, this definitely seems on the rare side. We did have Rakdos Charm as an uncommon which had a similar, less powerful effect for a cheaper cost so maybe it's fine? I'm a little concerned about how often this could be used to force draws in stalled limited games.

      Delete
  4. Bedlam's Gamble 2R
    Sorcery - UC
    Flip a coin. If you win the flip, deal 1 damage to target creature player. If you lose that player deals 1 damage to target creature or player instead.

    Repeat this process until 5 damage has been dealt this way.

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/x1SUjEq.jpg

      One issue I see with the text as written is if there's some kind of damage reduction on all legal targets, the spell would never resolve and you'd have a tied game.

      Delete
  5. Opening Salvo 2R
    Sorcery (U)
    As an additional cost to cast Opening Salvo, tap any number of creatures you control.
    Each creature tapped this way deals damage equal to its power to target creature an opponent controls.

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/PxkrRFG.jpg

      A board sized (limited) Soul's Fire seems a bit strong to me at uncommon, but it's definitely an exciting card.

      Delete
  6. Ship Fight 1G
    Sorcery (U)
    Up to one target Vehicle becomes a creature until end of turn.
    Target creature you control deals damage equal to its power to target creature an opponent controls.

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/PPi5vmp.jpg

      Fighting vehicles is definitely the first thing I thought of when I saw the art and the challenge, and you came up with something way better than the things that were dancing around my head. Seems like a cool enabler when and if vehicles come back.

      Delete
  7. Exchange of Broadsides 2R
    Instant (Unc)
    Each attacking creature deals 2 damage to target blocking creature of its controller's choice.
    Each blocking creature deals 2 damage to target attacking creature of its controller's choice.

    I had a few other ideas, but the broadside was irresistable. I tried several other possibilities. I wasn't sure if this should be one-sided or two-sided. Or what damage it should do (2? 3? 1? equal to power?) in order to be useful if you were behind not only if you were ahead.

    ReplyDelete
    Replies
    1. Hmm.. this seems hard to use effectively, for what reads like a cool combat trick.

      Maybe
      "Choose one -
      Each attacking creature deals 2 damage to target blocking creature.
      Or
      Each blocking creature deals 2 damage to target attacking creature."

      Delete
    2. Mockup: http://i.imgur.com/kDJlAU1.jpg

      Seems like it's best used on defense when double or triple blocking, which isn't very intuitive. I think having a card that you have to figure out its use is fine on an uncommon though. I'm concerned on how complicated the effect can be when making the decisions on how to assign the damage knowing the other player is going to counter assign.

      Delete
  8. High Seas Combat 2RG
    Sorcery - Uncommon
    Target creature you controls fights target creature you don't control, then, deal damage to target player equal to your creature's power.

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/Toq5ur9.jpg

      Love it, I'm surprised it's not a card yet.

      Delete
  9. Death at Sea BB
    Enchantment - (u)
    Whenever a creature card leaves the battlefield, exile it and put a burial counter on ~.
    B, Pay 2 life, remove a counter from ~: Draw a card.


    Designed as a recursion hoser in black; envisioning a format with a lot of value gating effects.

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/cgoIHpZ.jpg

      What happens if you blink a creature while this is out? Do you get a counter and it still comes back?

      Delete
    2. I think this combos with blinks as value kill spells. Probably a combo that you can develop & balance for in standard, and be a cool/sweet interaction for cubes. Maybe.

      Delete
  10. Ships' End 2BB

    Sorcery

    Destroy target creature

    Ships' End can be cast as though it had flash and for 2 less if you cotrol an island




    removal spell just above standard curve with an island solid in limited without and has a colour requirement particulary destinctive to uncommon

    ReplyDelete
    Replies
    1. Mockup: http://i.imgur.com/fvrxhGG.jpg

      If we see the return to stronger removal spells, I could see this being printed.

      Delete
  11. One of the first things that came to mind when seeing the art is a pirate world, adventure on the high seas. What immediately followed was a UB pirate mechanic called "plunder" where you'd steal resources from an opponent and use them in some way. I played around a little with stealing small artifacts, but I'm not sure a hypothetical set would want to have a mechanic that depended so much on the makeup of an opponents deck (even if we incentivized players to play with those tiny artifacts). I remembered cards like Gonti, Praetor's Grasp, Ashiok, and wanted to play with that space.

    ============================================

    Raiding Party {1}{B}

    Sorcery - U

    Target player loses 2 life.

    Plunder 1 (To plunder 1, exile the top card of an opponent’s library with a plunder counter on it, then you may cast a plundered card with converted mana cost less than or equal to the number of cards you have plundered without paying its mana cost)

    Mockup: http://i.imgur.com/mkwUmL3.jpg


    ===============================================

    I don't think this is the best way to word the ability, but I hope it's clear enough. I'm not sure what the best way to describe cards plundered with your cards would be (while also avoiding stealing cards plundered by other players in multiplayer).

    I tried to reduce the power level, and memory issues, by letting you only cast a card with CMC less than or equal to the number of cards you have plundered currently in exile. I doubt I made that clear. Mentioning mana cost twice in the reminder text feels a bit awkward.

    The reminder text just feels way too long for the effect, and the effect seems a bit hard to balance since not only is a critical mass of cards with "plunder" on it needed to make it work, you'd also need to want to cast your opponent's cards.

    I decided to post the card here anyway even if I'm a bit critical of it, since it might get someone's creative juices flowing.

    ReplyDelete
    Replies
    1. I like Plunder! I just wonder if we could do away with the free casting part. Maybe like:

      Plunder (Exile the top card of an opponent's library. You may cast that card. If you don't, create a Gold artifact token with "Sacrifice Gold: Add one mana of any color to your mana pool.".)

      That way you're still getting that stealing feeling, but there's less to track and it makes Gold tokens really relevant for casting off color plundered spells. Which is a flavor win in a pirate set.

      Delete
    2. Oh I love the Gold token implementation of plunder a whole ton. That's an amazing mechanic both in terms of flavor and potential gameplay. Imagine a rare with Plunder 3 and how awesome that could be!

      Delete
    3. That's a sweet alter to the mechanic!

      Delete
  12. Thanks for the renders, Axxle!
    Working on the review post now.
    If you do render all the cards again, putting them in a single place would be even better.

    ReplyDelete
    Replies
    1. For sure. I'm probably going to be unavailable to do these this month but I'll be sure to do that next time I can mock them up.

      Delete