Friday, February 9, 2018

Weekend Art Challenge 020918 - xenocry

Click through to see the requirements for your design test, 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.



Design a card to match this art. If you want bonus points, try to have it comply with the GDS Design Challenge. If you're designing to that challenge, announce it in the comments, and you're barred from designing a card that matches the rarity, card type, and color pair of a previously announced response.

As always, have fun.

91 comments:

  1. Going first makes it a lot easier to comply with the design challenge. I'm gonna make something that's not BR and leave that to someone else.

    Skaarg Infusion (uncommon)
    RG
    Instant
    Target creature gets +3/+0 and gains indestructible until end of turn.

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    1. Perfectly reasonable uncommon combat trick. From a design perspective, can we justify it being in red more? +N/+0 is red more than green, but if it's regenerating, the toughness becomes meaningless anyway. That said, I wouldn't be at all surprised to see this printed at that exact cost. Butcher's Glee was mono-B, and a solid trick in the set.

      Delete
  2. No idea how to make a non-red card from this art, so I'll do a different red pair and let judge Zefferal pass sentence.

    Ask for a Raze (common)
    2BR
    Sorcery
    Target creature gets +2/+0 and gains menace until EOT. Whenever it deals combat damage to a player this turn, he or she sacrifices an artifact or land.

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    1. My restriction was not clear enough. Sorry. There can be multiple rakdos cards, just no more than one rare rakdos creature. So up to twenty different rakdos cards (or any other guild)(each type at each rarity in those two colors).

      Delete
    2. I'll not sure how I feel about this card at common. Hard land destruction is fine at common, but not especially useful in a draft, barring some type of land-matters theme. But when tied to a reasonable combat trick, I get the feeling that this will be in demand in draft, which could make for a very unfun draft. It could be fine since it's limited to rakdos, but my inclination is to push it to uncommon.

      Delete
  3. Wake of Flame (common)
    (b/r)
    Enchantment - Aura
    Enchant creature
    At the end of your turn, if enchanted creature attacked this turn, ~ deals 3 damage to target player.

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    1. I want to be able to attach this to my opponent's creature, so it should check at the end of each turn. It's a nice hybrid space to play in as well. Very nice.

      Delete
  4. Doing the challenge, Used free online tool -https://www.befunky.com/create/- to create a non red card art (thought someone can try a very agressive crop)

    https://imgur.com/a/X7LeD

    Arbroth, Smoking Cold (Mythic)
    2UB
    Legendary Planeswalker Arbroth
    3
    +1 target creature gets -1/-1 tap that creature it doesn'tuntap during its controllers next untap step
    -2 target player reveals their hand, you choose a non-land card from it and exile it.
    -5 Return all nonland permanents to thier owner's hands then draw 3 cards and each opponent discards three cards.

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    1. Cool art shift! Solid blue black abilities, though they don't tie together much aside from their color.

      Delete
    2. Creative approach to my poorly communicated restriction. Each of those abilities is a good one for a Planeswalker in each other's those slots, but none of them really belong on the same PW. At least two and ideally all three should have synergy between them. Since the latter two are the more novel ones there, what could you do to better tie the first ability to one of them?

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    3. +1 target creature gets -3/-3 until end of turn if that creature would die this turn return it to it's owners hand instead?, the the -2 discards cards from hand.

      Delete
  5. Letting my imagination take hold...

    Croven, the Arisen (Rare)
    3BW
    Planeswalker - Croven
    +2 - Create a 2/2 Flying Tortured Spirit with, "At the beginning of your upkeep you lose 1 life"
    -3 - Put a creature with CMC 3 or less from a graveyard into play under its owner's control. That creature gains, "At the beginning of your upkeep, you lose one life."
    -8 - Target opponent gets an emblem with, "At the beginning of your upkeep, you lose 1 life for each creature in play"
    5

    My mind is saying it is basically a tax collector who raises those who he had to collect to further work for him, and they don't like it. Has tinges of red in there, but I think the life loss should help.

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    1. Welp, as I wrote this up another popped up and invalidated it for the actual competition rules.

      Delete
    2. You're still good, as far as I can tell. It's sharing a color pair, type, AND rarity that we should avoid, not OR.

      Is Tortured a creature type? Granting the opponent an emblem is always fun.

      Delete
    3. That's right. Sorry I wasn't clear in the description. It just can't overlap with all three, it can overlap with any two used on a previous submission.

      Delete
    4. This looks mono black to me. To fit the challenge, I'd make at least one of these abilities gain you life.

      Delete
    5. It leans black but flying isn't something that black gets and reanimation is in both colors. White also gets taxing effects, which normally are Mana but can be extruded to life with the help of black.

      Delete
    6. That's a cool planeswalker design. It's definitely doable in monoblack, but I could see it in orzhov as well. It might be just a little one-note. All of the abilities are related, but the first and third each overlap with the second just a little too much. Planeswalkers are hard, but this is a great launching point.

      Delete
  6. Purifying Pyre (uncommon)
    2WR
    Enchantment
    When CARDNAME enters the battlefield, exile target nonland permanent an opponent controls until CARDNAME leaves the battlefield.
    CARDNAME deals 1 damage to the owner of the exiled card at the beginning of that player’s upkeep.

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    1. The Boros version of Pillory of the Sleepless. I dig it. I could easily see this designed for a commander product, where it let you do it for each opponent.

      Delete
  7. Fireproof Phenotrait UG
    Artifact - Equipment (U)
    Equipped creature has Hexproof.
    You may equip Fireproof Phenotrait any time you could cast an instant.
    Equip 3

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    1. Every card wants flash, but only a few cards need it.

      Also, how disappointing is it that the challenge didn't encourage artifacts?

      Delete
    2. I'm amazed I am the only person who made a creature.

      Delete
    3. I love instant speed equip (but for templating, see Cranial Plating et. al.). I love it significantly less with hexproof. I would hate to be starting this card down in any environment. Endless Intervenes as long as you have 3 mana up is very dangerous.

      Delete
  8. Grixstal, the Unstoppable Executioner- RUB (Rare)
    Legendary Creature-Human Demon
    4/2
    Hexproof, Menace
    B, Discard a card, T:Target player discards a card

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    1. Hexproof mixed with evasion is always a neon warning sign. Menace isn't too egregious, especially with the low toughness. I'm not sure what giving him repeated discard does for the card, other than give him something to do when he can't safely attack.

      You don't want cards to be amazing no matter what the situation. This is an aggressive card that doesn't lose steam if you are no longer the beatdown.

      Delete
    2. The discard was more to bring home the unstoppable feel, where oh you think you have an answer well discard it, but when I was thinking it over it does seem bad for the gameplay. Maybe it would have been better with just firebreathing.

      Delete
  9. Not sure if this fits the challenge criteria or not by the time I post this:

    Mercy Murderer (Rare)
    1BR
    Creature - Ogre Soldier
    3/2
    When Mercy Murderer enters the battlefield, it deals 3 damage to each creature you don't control that was dealt damage this turn.
    "After a difficult battle, it is merciful to put down enemies who we cannot take prisoner. Plus, it's really fun!"

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    1. Inflame on a stick is fine with me, although Is the fact that it's asymmetrical what's making it Black? If so, I'd change the language only slightly to just outright destroy each creature dealt damage this turn. I'd probably also up the CMC by at least 2.

      Delete
  10. I've missed out on the bonus challenge, but that's okay. I workshopped one of the planeswalkers I improvised for the design constest open thread and he works very well with this image.

    Fulmer, Rebel Hellspawn (Mythic Rare)
    2RB
    Planeswalker – Fulmer
    0: Sacrifice a creature. Put X+1 loyalty counters on CARDNAME, where X is the creature's power.
    -2: All creatures lose hexproof and indestructible until the end of the turn. Then, CARDNAME deals three damage to target creature.
    -5: Until end of turn CARDNAME becomes a 5/5 demon creature with menace and first strike. He's still a planeswalker.
    Loyalty: 3

    I think this guy has two mechanical rules timing issues that keeps him from operating the way I intend, but I'll wait for some feedback to see if I'm correct.

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    1. That ult seems very sad. Since he remains a planeswalker he will die for having zero loyalty.

      Delete
    2. Yeah, that's mechanical timing issue number one. I was thinking of having him lose his planeswalker status and wondered whether that would bring up other issues. He's not indestructible like Gideon so it's not like he can't be taken care of.

      Delete
    3. Problem 2: second ability target is illegal when it is announced; you can’t choose a target based on the loses hexproof at resolution.

      Delete
    4. Yup. That is mechanical problem two. I am wondering whether there's a way to word the ability around that. My original version of him was a sort of sacrifice trick where your opponent picked a creature he or she controlled and he dealt damage to it without actually targeting. That felt deeply unsatisfying and far too weak.

      Alternatively I thought about having him deal a set amount damage to all creatures after removing those abilities. But that feels antisynergestic with his only way of gaining loyalty counters.

      Delete
    5. Some tweaking to make him feel more usable and powerful while still making him feel like a high-stake and much more disposable planeswalker than others.

      Fulmer, Rebel Hellspawn (Mythic Rare)
      2RB
      Planeswalker – Fulmer
      +1: Sacrifice a creature. Put X loyalty counters on CARDNAME, where X is the creature's power.
      -3: Until end of turn CARDNAME becomes a 5/5 Demon creature with menace, haste, and first strike.
      -6: All creatures lose hexproof and indestructible until the end of the turn. CARDNAME deals three damage to all creatures.
      Loyalty: 3

      Delete
    6. I really like where you ended up with the design. I do wish the ultimate ability was a little more impactful, as it seems a little too swingy at just three damage. If it only impacted your opponent's creatures, or if the scale of damage was higher (or both) it would feel more on par with other PW's ultimates. Also, of note, is that if the damage is boardwide, the losing hexproof is less necessary. It could still be useful, but it does send some conflicting messages.

      I also wish the first ability at least drew you a card, or some other upside, other than the quick escalation to an ultimate.

      Play Design would definitely need to tweak the numbers on this, but that's true of everything we make on this site, especially Planeswalkers.

      Delete
    7. So, I was going to say that I wanted the hexproof to stay so that a RB player could pick off other creatures with spells and a damage/control deck.

      Then that made me realize that the first ability is just wrong. This isn't for a sacrifice deck. This is for a spells deck. Instead it needs a discard cost, which would combo well with lots of red/black spells and would allow for card draw in red's color pie, as you suggest.

      So for the first loyalty ability..

      +1: Discard a card. Put X loyalty counters on CARDNAME, where X is the discarded card's converted mana cost. Draw a card.

      Delete
  11. Var, Bringer of Ash (Mythic)
    3RR
    Legendary Creature - Human Shaman
    3/2
    When Var, Bringer of Ash enters the battlefield, destroy all artifacts.
    Whenever an artifact is put into a player's graveyard from anywhere, Var deals 2 damage to that player.

    I went with the artwork's description of a barbaric conqueror in a futuristic city to get to this point. Futuristic city seemed most easily represented by artifice, so a barbaric conqueror with artwork of devastation and flames would probably be best represented by heavy artifact hate. And so, this.

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    1. Very fun. I especially like the "from anywhere" clause, as it encourages you to build around Var more.

      I would suggest moving this to 3RG for a few reasons.

      First, the challenge did want you to design to multicolor, and RG Mythic creature was still open.

      More importantly, it's unclear if Shatterstorm is still a red ability. Up until Aether Revolt, the last mass artifact destruction was Creeping Corrosion, and the two before that were green as well (Consign to Dust and Fracturing Gust). After a few years without printing one, Aether revolt had two, Release the Gremlins and Indomitable Creativity, followed by By Force. Each of the Red versions of this in recent memory is an X spell, but straight up Wrath of Cogs is more likely to be Green.

      All that said, this would make a cool commander, and those are almost always better as two colors instead of one.

      Delete
    2. But... it didn't explicitly say multicolor up there, it just said for bonus points try to do it via the GDS3 restrictions. :(

      Delete
    3. Absolutely. And it's a fine card as it was. I was just discussing a different approach to it

      Delete
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    3. As I continue to fill in my re-try of this challenge, here's a crazy one (in more ways that one). I present... my cast-either-side dissociative-identity Planeswalker DFC!

      Raxer, Schizophrenic Alter (mythic rare)
      1RR
      Planeswalker - Raxer
      (black and red)
      3
      +2: Draw three cards, then discard two cards at random.
      -1: Create a token that’s a copy of target permanent you don't control. That token has haste. Sacrifice it the beginning of the next end step.
      -8: Choose up to five cards in graveyards at random. You may play those cards this turn, and you may pay life as though it were mana of any color to do so. Transform Raxer, Schizophrenic Alter.
      //
      Rexar, Sadistic Alter (mythic rare)
      3BBB
      Planeswalker - Rexar
      6
      (black and red)
      +2: Each opponent discards two cards at random.
      -1: Each opponent sacrifices two creatures.
      -8: Each opponent loses 1 life for each card in his or her graveyard. Transform Rexar, Sadistic Alter.

      This one is probably a bad idea, since people will have to keep looking at both sides figuring out what to cast, and that creates memory issues, issues with revealing hidden information, and problems with sleeves. But I'm just playing with the crazy sauce in the redo because I'm kicking myself for not pushing limits hard enough in my actual submission (we will find out, I guess).

      Delete
    4. It's sooooo frustrating not being able to edit posts on this forum. My usual M.O. is to re-edit a million times to assuage my perfectionism.

      The -1 on the Rexar, Sadistic Alter side should be "Each opponent sacrifices two permanents."

      Delete
    5. There is so much going on here. I'm a big fan of this design, but it definitely wants paring down. I like the idea of casting either side of this PW, but I wonder if that option exists if we should even allow it to transform? I love the mirrored abilities and loyalty costs (although it would be more impactful if the two sides were enemy colors rather than ally), although I think that the design suffered a lot just from twying to make them so closely mirrored.

      Discard at random should be kept to a minimum, especially two cards' worth. As a + ability, that's especially brutal.

      Each opponent sacrificing two permanents is definitely more impactful than just -1. It should be minimum -2. I imagine as printed it would have similar problems to Annihalator.

      On the red side, the + ability generates drawn card advantage, which, no matter how terrible, is usually out of Red's wheelhouse. Goblin Lore hasn't been around since 10th, Desperate Ravings only generates advantage if done with blue mana from the GY, Noggle Ransacker is a hybrid-bleed, and Rowdy Crew is a cantrip, rather than net cards.

      My biggest gripe is with the ultimate on the red-side. 5 cards at random from a Graveyard is not a red ability, but I'll put that one to the side for a moment. The ritual element of it is black/red, and unique, and would be incredibly fun to put on a PW that wasn't already doing two other new and unique things. If the ultimate was just that ability, it may not be a -8 ultimate, but it would still be great and interesting.

      Lots of fun stuff in the design, but too much.

      Delete
    6. Thanks these are great comments and I agree with a lot of them. I did totally overdo it.

      Five cards could be three. I wasn’t sure how strong it was with random. You might hit lands. But yes you’re probably right it’s overkill.

      I wasn’t sure if it should flip. Easy to fix but flavor says he should — he’s got multiple personalities and can switch presumably when traumatized.

      The draw ability my precedent was Chandra Flamecaller — she nets +1 card in a red way.

      The + ability on the back is 6 mana hymn to tourach so maybe it’s okay on power but leaving an 8 loyalty PW behind... yeah. Maybe that side just costs 7? Annihilator 2 might not be so strong at 7 CMC either since they sacrifice a couple extra-at-that-point lands and then attack you and/or him to death.

      I’m kind of a symmetry nut and I overdid it here. I wanted the symmetry to sell that he’s the same guy just suffering from dissociative identities. It’s just really hard to mirror without sacrificing the degrees of freedom to make each side play right on its own merit.

      But thanks for the kind words also.

      Delete
    7. I have some random free associating, and I don't have anywhere else to put this:

      I did some brainstorming and think that the first cards for which either side can be cast need to be simple creatures.

      But why would one be able to cast either side?

      You know that picture that looks like a rabbit or a duck depending on who's looking? Maybe that's what this is. (Now we're in Unglued territory.)

      What abilities would such a thing have? Hopping and... ducking, of course.

      What would such abilities do?

      For hopping, how about:
      "WW: Remove target creature blocking ~ from combat. ~ is no longer blocked by that creature."

      I can hop over your blocker! It's sort of like unblockable and sort of like the Gustcloak ability, but you have to pay for each creature you want to evade and it creates lots of strategic tension about what should actually block your guy.

      Ducking? How about a reverse flagbearer idea vaguely along the lines of Quicksilver Dragon:
      "U: If target spell has only one target and that target is ~, change that spell's target to yourself or another permanent you control."

      Kind of a weaker version of activated hexproof. I duck your spell. But it hits something else over on my side, of course.

      Thanks for listening to my random ability brainstorming.

      Delete
    8. Kingritz, I think you want the reflection ability I came up with. You have a normal cost for the card in the top right but have an alternate cost for the reflection and if you pay the reflection you get the flip side.
      Demonic Soldier-B
      Creature-Demon Soldier
      Reflection W (If you cast this card for the reflection cost transform it)
      CARDNAME Can't block
      2/1
      ///
      Angelic Defender
      Creature-Angel
      Defender
      1/2
      The idea is from all those alternate reality episodes, so we have the good and the bad side. or could just look at a different timeline, what if Jace's mind sculpting was black instead of blue.

      Delete
    9. Keywording could be a good idea but takes up a lot of space on, for instance, a planeswalker. I think I'd rather have a small light reminder, like the reverse-side P/T reminders on werewolves. Maybe a light back-side mana cost reminder under the front face mana cost, and vice versa? It would be something that would need templating/card redesign ideally, rather than just ramming into the text box. Still, nice convergent design.

      Delete
    10. Well since it would be on commons, could keep the reminder text off mythic rares. I just got on a kick looking at double faced card design space because it is quite large. Since the cards can't flip back it is just a two in one card. Split cards but for permanents.

      Delete
  13. I've lost track of exactly what counted for the contest, but I was trying to think of non-red designs anyway.

    Cost of Conquest WB
    Enchantment - Aura (Common)
    Enchanted creature can't attack or block unless its controller sacrifices two permanents.

    Obviously this is a weaker pacifism, but that's ok now. I wanted to say "when this attacks or blocks, its controller sacrifices two permanents" for the flavour, but I didn't want people to randomly lose for playing a must attack creature.

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    Replies
    1. Other ideas I toyed with:

      GU "Unleash the experiment"
      UW "Prophecied end"
      BR "Lord of Conquest" (creatures you control get ????, when this attacks, defending player sacrifices a non-enchantment permanent for ????)

      Delete
    2. I had to dig deep to find precedent for this one. Volrath's Curse hasn't been in Blue for 20 years. I like the way this works. Two permanents feels about the right cost, although Play Design would test at different numbers. I like your rejected text better. While it may create situations where they may be forced into sacrificing things, that doesn't happen often, and when it does, the games will make for great stories. Plus, that way it lets you built more around it with goad effects.

      Delete
    3. You can always sacrifice the creature itself so that combo just gets an additional permanent.

      Delete
    4. Zach: Oh, good point. OK, I can switch that back.

      zeff: Did I misread your comment, or did you mistake U for B?

      Delete
    5. Neither. I was just trying to find precedent, and all I found was a Blue card 20 years old.

      Delete
    6. Oh, cool, I see. I hadn't considered looking for that effect specifically, although I assumed something like it must exist: I just saw it as "sacrificing = black, conditional pacifism = white"

      Delete
  14. Slots currently taken for the challenge:

    {R}{G}
    Instant (uncommon)
    {B}{R}
    Sorcery (common)
    Enchantment (common)
    Creature (rare)
    Planeswalker (mythic)
    {U}{B}
    Planeswalker (mythic)
    {B}{W}
    Planeswalker (mythic)
    Enchantment (common)
    {W}{R}
    Enchantment (uncommon)
    {U}{G}
    Artifact (uncommon)

    ReplyDelete
  15. Unblemished Aura 2UW
    Enchantment - Aura (Rare)
    Enchant creature
    Enchanted creature gains indestructible and
    "Whenever a creature you control deals combat damage to a player, you may draw a card."

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    1. This card is sending some mixed messages. One ability affects the creature, the other the whole team. That imbalance would probably result in a lot of rereading of the card. Indestructible and just solo curiosity is rare enough, but the two abilities don't really riff off of each other, and giving your team indestructible is a bit much. Where's the happy middle ground?

      I would like to test it out as just indestructible and curiosity to see how it plays, but I get the feeling it's going to be too frequently neutralized by a superior creature that can and will block it indefinitely.

      Delete
  16. Long time lurker, first time poster.

    Umov, the Hidden Flame
    2RB
    Legendary Creature - Human Nomad
    1/1
    Deathtouch
    Umov, the Hidden Flame is unblockable.
    Whenever a creature controlled by an opponent would take non-combat damage from a source you control, Umov, the Hidden Flame deals one damage to it.

    Feedback welcome.

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    Replies
    1. I like it the idea! I think it might fit the art better/read cleaner of it said:

      "Instants and Sorceries you control have deathtouch"

      Or

      "Any amount of non-combat damage dealt to an opponent's creature is enough to destroy it."

      Delete
    2. Welcome!

      Deathtouch + better Soulscar Mage is a neat space for red + black design. If it were me I'd remove the unblockable since it's not commonly a black ability and it doesn't add much to the card.

      I love Wobbles's "have deathtouch" idea, though it doesn't work with Prodical Pyromancer.

      Delete
    3. First off, welcome, and thanks for posting. Always happy to see new artisans join in the fun.

      I love what you were working with, and Wobbles' suggestion of giving your spells deathtouch is spot on. I don't mind it no longer working with pingers like Prodigal Pyromancer, as the restrictions make it more interesting.

      My biggest critique here is making it unblockable. First off, that's a Blue ability, but more importantly, the card really doesn't need it. Hold him back until you're out of burn spells, then attack (or block) into whatever's left to get rid of one more threat.

      Delete
    4. Thanks. I went back and re-looked at the color pie article and learned that Black is not secondary in "can't be blocked" (hadn't noticed that they no longer say unblockable). I always thought it was, due to fear and swampwalk being so prevalent.
      I know that they have a ton of unblockable-type effects, but it surprised me that there is no secondary color in "can't be blocked".

      I appreciate the feedback a lot. I believe I gave him the unblockable because the art made me feel like he was... I don't know... dexterous I guess? But yes, I agree. The card doesn't need it, especially since it's a bleed (though I guess I would suggest making black tertiary in unblockable if I had the ability to.

      Delete
  17. Ogre Conqueror 3RR
    Creature - Ogre (R)
    Trample
    As CARDNAME enters the battlefield, each opponent may put two +1/+1 counters on it. For each opponent that didn't, when CARDNAME enters the battlefield, destroy target land that player controls.
    4/4

    Alternatively, "Multitribute".

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    1. I like that a lot for a multiplayer-focused set!

      Delete
    2. Very cool. I like that approach. I didn't care for it at the time, but recent GA discussions have convinced me that Tribute should get another look.

      Riffing - the UR version of this could steal the land as tribute.

      Delete
  18. Going for something reasonably simple:

    Aravi Pillager 3R
    Creature - Human Warrior (U)
    Raid — At the beginning of your end step, if you attacked with a creature this turn, CARDNAME deals 1 damage to target creature or player.
    4/2

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    1. I'd make it an Orc, but otherwise a fun twist on a pinger. Right to keep this in mono-red.

      Delete
    2. I'm pretty sure it is a mask in the art, not an orc face.

      Delete
    3. That's a nice raid card. It's uncommon, so NWO is not especially relevant, but it does complicate combat math if its sitting on the board and things are attacking. For that reason alone I would suggest bumping the damage to 2 and limiting it to players/planeswalkers.

      Delete
  19. Here's a design I considered but didn't use for the actual challenge (as BR) cause I was scared it looked too unfun and it's reasonably mono black. But I think letting the player who killed a land know if their opponent can't do anything would be a good feeling.

    Burn the Mind (Uncommon)
    3BR
    Sorcery
    Destroy target land. That land's controller reveals his or her hand. You choose a card from it. That player discards that card.

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    1. Better add a "nonland" rider to the discard unless you want this to be the ultimate griefer card.

      Other than that, I like this a lot. Very clean, natural design.

      Delete
    2. Lpaulsen's feedback is spot on. It could be mono-
      B (Desecrated Earth), but doesn't at all feel out of place in Rakdos (Pain // Suffering.

      Delete
  20. Orim's Firebrand (U)
    2RW
    Creature - Elemental Warrior
    Destiny - As long as you control another legendary permanent, ~ gains +1/+0 and has First Strike
    Menace
    3/3

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    Replies
    1. Another? Was this card meant to be legendary?

      Destiny is nice. Threshold-1 legendary tribal seems totally reasonable and plays like a broader, Standard-printable version of Lieutenant.

      Menace + first strike and 4 power is just a little too nasty for my tastes.

      Delete
    2. Has someone been peeking at the Dominaria mechanics article? I expect next time we see legendary matters there will be a lot of cards that look like that.

      This could easily be a mono-R card. It's also pretty potent once it turns on. Should it be rare?

      If it were rare, what would be a splashier, Boros destiny ability to put on it instead of a stat boost and evergreen?

      Delete
    3. You're totally right, it could be mono-color, and it's too hard to interact with at uncommon.

      The 'another legendary' was an audience-test to see if it was too weird for people (and since it's an ability word, it's flexible). I'm working on a legendary-Matters set with a couple options in white to make something legendary for limited, so it was pseudo-relevant.

      Let's still try for an uncommon:
      Orim's Firebrand (U)
      2RW
      Creature - Elemental Warrior
      Menace
      Destiny - ~ gains +1/+1 and has vigilance as long as you control a legendary permanent.

      For Zefferal's suggestion, if we were to make it a rare, I think I'd go this route:

      Orim's Firebrand (R)
      2RR
      Menace, Haste
      Destiny - as long as you control a legendary permanent has "whenever ~ attacks, it deals damage equal to it's power to target creature your opponent controls."
      3/3

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  21. For the challenge:
    Keldon Revenger (Uncommon)
    2RG
    Creature - Human Warrior
    Hexproof
    When CARDNAME dies, it deals 3 damage to each creature.
    3/2

    Considered a 4/3 trample for one more mana first, but hexproof felt right for the hood/mask in the art and I think leads to more interesting gameplay with the death trigger.

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    Replies
    1. Interesting. Death triggers like that more often than not just turn into "can't be blocked unless absolutely necessary/death trigger is irrelevant", i.e. strong evasion, which when paired with hexproof is always trouble. I'd want to test this though, as it could prove to be really fun. I'd probably want to bump it to rare, although 3 damage variants of Pyroclasm are frequently uncommon.

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  22. Ruthless Justice 6WU (Mythic Rare)
    Instant
    If a noncreature permanent you control was destroyed by a spell or ability an opponent controlled this turn, create a 4/4 black Ogre creature token for each permanent destroyed this way and take an extra turn after this one. Then, if it isn't your turn, end the turn.

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    Replies
    1. That's just a ton of fun. I question the decision to create ogre tokens, but that's what the art gave you to work with. White and blue don't really do larger tokens, Egyptian Mythic Horses notwithstanding. 3/3 Elementals maybe? I do wish there was some more synergy between the Reparations feel and the extra turn. It's a lot of stuff, that adds up to Mythic, that doesn't feel especially cohesive.

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    2. Considering I just got a Luminarch Ascension in the mail tonight, you'd think I wouldn't overlook 4/4 angels. Go figure.

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