Monday, March 5, 2018

GDS3 Discussions: Scott Wilson'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 Scott's submission on his official GDS page)


With this challenge, my goal was to innovate and explore new design territory. I focused on translating the spirit of each individual card in fun/new ways.
  1. Palace Sanctuary: It may feel strange for white to pump Beasts/Plants, but it hits the flavor mark as an organized palace wildlife sanctuary. Super fun to build around.
  2. Wizened Arbiter: A Spike-friendly toolbox creature that lets them outplay their opponent by getting the right card for any situation, and by saving cards in hand to potentially exchange later.
  3. Riverborn Transmogrifier: A new take on transmogrification, bouncing rather than destroying/exiling. Can get value on your own creatures, or bounce an opponent's in a pinch.
  4. Wisps Between Worlds: An enticingly breakable enchantment that will get people excited when they interact with previously "untouchable" cards. Dangerous but exciting as a one-of mythic rare.
  5. Bloodrite Vassal: Combines a flavorful delayed sacrifice trigger with an activated ability.
  6. Devourer of the Skies: Wording allows for alternate casting during multiplayer games, or when your planeswalker is attacked. Timmy/Tammy will love surprise-chomping their opponent's Dragon and getting a different-sized Wurm each time.
  7. Hellfire Blessing: Johnny/Jenny will have fun building a deck full of self-mill, self-discard, flashback red spells, and other cards around this. My playtesters certainly did!
  8. Shock Goblin: Combines block-punishment with forced blocking/hugging.
  9. Secret of the Vines: Limited mana fixing/ramp that doubles with other flavorful utility. Felt great to curve a Plant from this into Palace Sanctuary.
  10. Blobification: It oozes with quirk.

1) Palace Sanctuary (uncommon)

Beast, Bird, and Plant creatures you control get +2/+2.
All things grow rich inside the palace, especially the inhabitants of its courtyard.

2) Wizened Arbiter (rare)

Creature — Human Soldier Wizard
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
With just one whirl of his hammer, what would've been a light tap turned into a catastrophic blow.

3) Riverborn Transmogrifier (common)

Creature — Lizard Wizard
When Riverborn Transmogrifier enters the battlefield, return another target creature to its owner's hand. That creature's controller creates a 1/1 blue Turtle creature token.
He helps others come out of their shell.

4) Wisps Between Worlds (mythic rare)

1U: Target player exiles the top card of their library.
3UU, Exile Wisps Between Worlds: Put target exiled permanent card onto the battlefield under your control.
The wind carries whispers from those on the other side. Can you hear them?

5) Bloodrite Vassal (common)

Creature — Human Cleric
1B: Bloodrite Vassal gets +3/+0 until end of turn. Activate this ability only once each turn. Sacrifice it at the beginning of the next end step.
"It is done, my master. My last moments, I relinquish them to you."

6) Devourer of the Skies (mythic rare)

Creature — Wurm
If a creature with flying that an opponent controls is attacking, you may cast Devourer of the Skies for 3BB and as though it had flash.
When Devourer of the Skies enters the battlefield, destroy target creature. When that creature dies this turn, put X +1/+1 counters on Devourer of the Skies, where X is that creature's power.

7) Hellfire Blessing (rare)

Hellfire Blessing deals 10 damage to you.
Whenever you cast a red instant or sorcery spell, if Hellfire Blessing is in your graveyard, create a 2/1 red Berserker creature token with haste.
The baptism of fire is best avoided if possible.

8) Shock Goblin (uncommon)

Creature — Goblin Warrior
Whenever Shock Goblin becomes blocked by a creature, it deals 2 damage to that creature.
2R: Target creature blocks Shock Goblin this turn if able.
"Gimme a hug!"

9) Blobification (uncommon)

Enchantment — Aura
Enchant permanent you control
Enchanted permanent is a 3/3 Ooze creature in addition to its other types.
If enchanted permanent is white, it has lifelink. If it's blue, it has flying. If it's black, it has deathtouch. If it's red, it has first strike. If it's green, it has vigilance. If it's colorless, it has trample.

10) Secret of the Vines (common)

Search your library for a basic land card or a Plant creature card with converted mana cost 2 or less and put that card onto the battlefield tapped. Then shuffle your library.
Vines grow around ancient secrets, ready to share with those who seek them.

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