Monday, March 5, 2018

GDS3 Discussions: Ari Nieh's Challenge 4 Submission

(These posts are being backdated for administrative purposes. They were not disclosed to nor published on this site prior to their publication on the mothership. You can read the judge commentary on Ari's submission on his official GDS page)


In matching cards to art, the biggest factors I considered were the mood, color palette, and compositional focus of the artwork. Here are my interpretations that informed these designs:

  1. Art K – The placid colors and static composition suggest a theme of slowness—"slow" spells, one per turn, and higher toughness than power.
  2. Art B – The crowded battlefield and cloud of smoke make conditional flash a clear choice.
  3. Art A – This merfolk has explored inland and befriended (or perhaps taxidermized?) a variety of non-aquatic wildlife. The set may have a multicolor theme.
  4. Art L – The mage's spells are feeding power to a sinister, quasi-real entity. Terrifyingly, one cannot tell how much of the surrounding landscape is actually part of the monster. Hence the hidden power and toughness.
  5. Art E – The powerful posture and grim facial expression on this cultist demonstrate his willingness to suffer.
  6. Art F – The sadistic glee on this demon's face suggests a reward for inflicting pain.
  7. Art D – Rubble explodes outward as the hellion lunges into the sky.
  8. Art I – These missiles appear to have been redirected to strike the fleet which launched them.
  9. Art J – This creature reads ancient inscriptions found in the jungle, perhaps guiding it to a location once thought to be lost. The set may contain a common cycle of Panorama-like lands flavored as ruins.
  10. Art G – Clearly charging into a fight, hands aglow with green mana. Combos well with Prey Upon, etc.

Many thanks to my insightful playtesters.

1) Shrine of Serenity (uncommon)

At the beginning of your end step, if you cast an enchantment or sorcery spell this turn, create a 2/3 white Dinosaur creature token.
The eldest races know the wisdom of taking things slow.

2) Hammersworn Paladin (rare)

Creature — Human Knight
CARDNAME has flash as long as three or more creatures are attacking.
When CARDNAME enters the battlefield, another target creature you control gets +2/+0 and gains indestructible until end of turn.

3) Kalau River Naturalist (common)

Creature — Merfolk Shaman
When CARDNAME enters the battlefield, if you control a Forest, look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
Despite their best efforts, no Kalau has successfully taught a tortoise how to swim.

4) Whispers of the Unreal (mythic rare)

Whenever you cast a spell, draw a card, then exile a card from your hand face down.
At the beginning of your end step, if five or more cards are exiled by CARDNAME, turn them all face up. Create an X/X blue Illusion creature token with trample, where X is the total converted mana cost of those cards. Sacrifice CARDNAME.

5) Bloodrite Fanatic (common)

Creature — Human Cleric
2, T, put a -1/-1 counter on CARDNAME: Target player discards a card. Activate this ability only any time you could cast a sorcery.

6) Hellfire Oppressor (rare)

Creature — Demon
Whenever CARDNAME attacks, put a -1/-1 counter on each creature defending player controls.
Whenever another creature with a -1/-1 counter on it dies, draw a card.
It feeds on searing pain and terror.

7) Seismic Hellion (uncommon)

Creature — Hellion
When CARDNAME enters the battlefield, you may sacrifice a Mountain. If you do, CARDNAME fights target creature with flying.

8) Reckless Bombardment (rare)

Cast target instant or sorcery card from a graveyard without paying its mana cost. If it targets only a single permanent or player, copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.

9) Seek the Ruins (common)

Choose one:
* Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
* Return target land card from your graveyard to your hand.
"Searching for Ukoya Temple"
—Mugai expression meaning "lost in thought"

10) Brutal Energy (uncommon)

Enchantment — Aura
Enchant creature you control
When CARDNAME enters the battlefield, enchanted creature must be blocked this turn if able.
Whenever enchanted creature deals damage to a creature, add that much G. Until end of turn, you don't lose this mana as steps and phases end.

1 comment:

  1. I personally dislike how the Amphin art clearly shows it doing something to/with a creature (your notes even point this out) but the effect has nothing to do with creatures. Change changing the rider to needing a green creature would work since then the art shows it scrying with a turtle.