Friday, August 24, 2018

Weekend Design Challenge 082418 - What's in the Box?

Click through to see the requirements for your design challenge, due by Monday morning. Every submission warrants feedback, which you may use to revise your submission any number of times. I encourage you all to revise your designs at least once in response to feedback. I will review the most recent submission from each designer, or whichever submission you specify you wish to have reviewed.

For this weekend's challenge, somewhere in the text box for your card try to fit the following:

1) the letter "z"
2) a word starting in "as"
3) a word ending in "ing"
4) at least two different mana symbols
5) at least one colon (":")
6) at least one color word (white, blue, red, green, black, colorless)
7) at least one card type (instant, sorcery, land, creature, artifact, enchantment, planeswalker) (yes, I am intentionally leaving off tribal)

Bonus points if you can fit 5 of 7. Major props if you can fit 7 of 7, especially if it's not obviously contorted for the challenge.

79 comments:

  1. Izzet Weirdsmith {2}{U}{R}
    Creature - Human Wizard (R)
    Flying
    {U}{R}, {T}, Exile an instant or sorcery card from your graveyard: Create a 2/2 blue and red Weird creature token with “As long as you control a Wizard, this has hexproof.”
    2/4

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    Replies
    1. I'm pretty sure those Weirds aren't threatening enough. Perhaps they should gain menace, or even become unblockable, as long as they have a Wizard helping them out.

      Delete
    2. Why does the Weirdsmith have flying while the Weirds don't?

      Maybe either both have flying, or ground the Wizard and give the Weirds unblockable (putting more of the card's power into the buold around). I don't know how useful hexproof is in the all spells deck anyway.

      Delete
    3. Should the tokens have "wizard=hexproof" or should Wierdsmith have "weirds get flying"?

      Delete
    4. Jay, "Weird creatures you control have flying" doesn't have the "as" I need, unfortunately.

      I think removing flying and granting it to the weirds would be best, but I could also just give them both flying.

      Delete
    5. I actually quite like the card just the way it is. It's a little strange that the tokens are the ones that have hexproof, since the Wizard is the one that usually will have the target on its back, but the difference in toughness is enough that there will be times that this will strand a Bolt in their hand, so it's far from trinket text. I don't mind the Flying creature creating grounded tokens - that's something that I'm sure Creative can sort out. The effect is concise enough and interesting enough to me to warrant the effort.

      Delete
  2. Zaad, The Fickle Flame
    UBR
    Legendary Creature - Djinn
    Flying
    When Zaad enters the battlefield, shuffle all exiled cards you own into your library.
    {1}{U}{B}{R}, {T}: Each opponent chooses a different card type. Search your library for a card of that type and exile it. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal)
    You may play cards exiled with Zaad.
    1/3

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    Replies
    1. Could you expand on why you added the ETB trigger?

      Seems like a fun EDH card. Really quite powerful, but also fragile enough to draw hate from other players soon enough, so you need to invest some resources to protect it first.

      On the edge of the spirit of the challenge there, including card type names in the reminder text :P

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    2. The ETB trigger is to reset exiled cards if it dies and is cast again from the command zone.

      Delete
    3. This is meant to be a multiplayer card for commander so the second time it's cast I wanted to reset the cards you search for before. It's also an easy way to avoid confusion about whether you can cast cards you exiled the first time you played it if it dies and you recast it.

      Delete
    4. It seems really bizarre that this is a Grixis card will end up ramping you a land in 1v1 most of the time. Could it be restricted to a few types? (I like artifact, instant, and sorcery to reflect the color pie, and as a build-around signpost.) It also fits the challenge conditions better.

      Delete
    5. Yeah I considered limiting it to card types though I like the fact that it gets better in multiplayer and isn't really all that in 1v1. I also was thinking of turning to temur as a callback to guided passage which was a bit of the flavor for this card but I liked djinn for flavor and grixis was the colors most associated with that tribe, combined with the fact that black is the king of searching for cards.
      I could definitely see cutting out tribal since that's definitely the most restrictive of the bunch but if you fetch a Thespian's stage/dark depths with the first activation then they're not likely to give you a land on the second search.
      This might be me just making excuses for a card I designed though so I'd love more feedback. Thanks for the comments.

      Delete
    6. I had assumed it was to avoid confusion, but that felt a bit unnecessary to me (just exile them under Zaad, then when he dies exile them proper)

      Resetting in a longer game makes more sense though :)

      @Jenesis: If you play a land from exile, it still counts as your land for the turn, so no ramping there.

      Delete
    7. Especially in the context of edh, it also removes the sadfeels (Zaadfeels?) of exiling a bunch of sweet 1-ofs, then your commander dying before you get to cast all of them and leaving them gone forever. Same reason why Mairsil and later Karn use that convoluted wording about counters.

      Ok land ramping wasn't the right word, but land tutoring is still firmly a green effect. I was thinking of a scenario where you use brainstorm et al. to draw as many nonlands as possible so the djinn is letting you hit land drops you might otherwise miss. Of course Magic lets you hack this by getting lands that are spells in disguise, but what's the alternative, saying "yeah go ahead, get a spell"?

      Delete
    8. Welcome Kevin! (and separately, hi bro.)

      I think that due to R&D's stated policy of no longer printing cards that rescue cards of yours that your opponent exiled, we'd want to swap the ability around so it only affects cards Zaad pulled. Fortunately, there's an easy way to do this without the Karn counter technology by switching this to a death trigger, like so:

      Zaad, The Fickle Flame
      UBR
      Legendary Creature - Djinn
      Flying
      1UBR, T: Each opponent chooses a different card type. Search your library for a card of that type and exile it. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal)
      You may play cards exiled with Zaad.
      When Zaad leaves the battlefield, shuffle all cards exiled this way into your library.
      1/3

      The concept of it being stronger in multiplayer tracks with current Commander product philosophy, so this would be a good fit for that specific supplemental product. I worry that Tribal will make this ability a little obnoxious, but generally speaking "draw 3ish cards" is a fine ability to have. It definitely hearkens to Guided Passage, so I could see this being bumped to another color, or potentially 4 or 5 color, as this effect is fairly color-agnostic. (Which is hard to find!)

      Delete
  3. Restless Lammasu
    WU
    Creature - Lammasu (uncommon)
    Flying, hexproof
    Eternalize 4WU (4WU, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Lammasu with no mana cost. Eternalize only as a sorcery.)
    1/1

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    Replies
    1. We need more Lammasu!

      The standard form seems unexciting unless you can chuck some Auras on it. When you do, it gets out of hand real quick though. Hexproof is dangerous imo because it creates these race conditions, especially on cheap creatures.

      I like the 4/4 flying hexproof for 6 on the eternalize though. At that point it feels much fairer to have a difficult to remove threat.

      Delete
    2. 4/4 flying hexproof for 6 is a pretty scary uncommon in limited, and not one I'd be happy to pass in draft unless the format is lightning fast. That you also get a Silhana Ledgewalker in the early game is just icing.

      Delete
    3. Additionally - +1 for using eternalize as the "Z" word!

      Delete
    4. +1 million for having a single ability encompass 5 of the challenge requirements

      Delete
    5. v2:

      Restless Lammasu
      WU
      Creature - Lammasu (uncommon)
      Flying, hexproof from red
      Eternalize 4WU (4WU, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Lammasu with no mana cost. Eternalize only as a sorcery.)
      1/1

      Delete
    6. Six, it also includes the word "as"!

      Delete
    7. This comment has been removed by the author.

      Delete
    8. I like the updated version a lot. Hexproof from the enemy color of White and Blue makes a lot of sense. The power level seems good to me. Ship it! (and as others have said, major kudos for finding a six-word textbox with existing keywords & reminder text that fulfill so much of the challenge!)

      Delete
  4. Mummy Overseer 2WB
    Creature - Zombie (u)
    White Zombie creatures you control have vigilance.
    Each black Zombie creature you control has deathtouch as long as it's attacking.
    4WB, T: CARDNAME gains indestructible until end of turn.
    3/3

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    Replies
    1. I like how the static abilities work together with the activated ability, without being a dead giveaway.

      Vigilance doesn't feel very zombie-like to me though, and it's subtly complex and powerful enough to warrant being a rare.

      The activated ability could probably be cheaper, since not blocking is an option.

      Delete
    2. The Overseer is a callout to the white zombies on Amonkhet, which are specificaly noted for being soldier-like - precise, diligent, obedient - as they go about their tasks. A bunch of "mummies" also have abilities that tap and untap. I think vigilance fits in fine.

      What I really wanted was to have "white zombies = vigilance, black zombies = deathtouch if CARDNAME is attacking," to play up the "leader" flavor, but unfortunately the rules don't allow for that.

      v2:

      Bontu's Overseer 2WB
      Creature - Zombie (R)
      As long as CARDNAME is untapped, white Zombie creatures you control have vigilance.
      As long as CARDNAME is attacking, black Zombie creatures you control have deathtouch.
      WB, T: CARDNAME gains indestructible until end of turn.
      3/3

      Delete
    3. Definitely agree with the bump up in rarity. I suspect that the change in the first clause is a mistake, however, as this should very rarely be activating its last ability before combat (and so is effectively the same as the old version, just more wordy). Definitely like how the combo of abilities works and I suspect this is subtly very powerful, albeit a Hill Giant in base stats.

      Delete
  5. Aspiring Stitcher (Uncommon)
    {1}{U}{B}
    Creature - Human Wizard
    {U}{B}, {T}, Exile two creature cards from your graveyard: Create a 2/3 blue and black Zombie creature token.
    2/3

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    Replies
    1. Oh blast, names don't count as part of the textbox...

      Delete
    2. Aspiring Stitcher(Uncommon)
      {1}{U}{B}
      Creature - Human Wizard
      When Aspiring Stitcher enters the battlefield, put the top three cards of your library into your graveyard.
      {U}{B}, {T}, Exile two creature cards from your graveyard: Create a 2/3 blue and black Zombie creature token.
      2/3

      Now it self-enables a bit. Still ok, or pushing power-level too much?

      Delete
    3. Why is the token unique?

      I think the 2:1 conversion, plus "randomly splashes into blue for setting-flavor reasons", makes it fine power level wise.

      Delete
    4. Main reason was it just felt right.
      Secondary reason was that the aspiring stitcher isn't yet creative enough to create anything but a representation of himself.
      Tertiary reason is that most skaabs (the blue stitched zombies from Innistrad) have higher toughness than power.

      Delete
    5. I think the Zombies being blue and black as opposed to straight Black helps to sell the idea of a differently sized token. I didn't get the secondary reason at all from the card; however, one could imagine art that helps get that story across. Nevertheless, it's a clean design. It doesn't tread a ton of new ground, but not every design has to!

      Delete
    6. Yeah the secondary reason was just a creative thing in my head, and in hindsight isn't really that important for the card.

      Delete
  6. Here's a weird one:

    Zzimizz, Spellmorpher
    2RU
    Legendary Creature - Weird Wizard
    As Zzimizz enters the battlefield, name a red instant card.
    2R, exile a card with the chosen name from your graveyard: Create and cast a red instant named Lightning Bolt. It has, “Lightning Bolt deals 3 damage to any target.”
    4/1

    So... token spells. Probably unnecessary - this could just be an activated ability ('cause a set where every color interacting with the stack sounds exhausting), but I imagine it could specifically work with a fair mechanic like Surge.

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    Replies
    1. I've experimented with this exact same wording, I think it has promise, as long as the cards are extremely iconic or you use reference tokens in the packs.

      Delete
    2. What would the benefit be of creating a token copy of a spell though?

      If it's a very iconic spell, you could say flavour, but if it's that iconic to begin with a regular ability would be homage enough.

      The only thing I see is that this counts as casting a spell, and as a different source, which could be useful in some context.

      It's a fair bit more convoluted for seemingly little gain, but maybe I'm missing some important advantage it gives us over the traditional templating.

      Delete
    3. I think the weirdness of this is trying to justify itself a little too hard. Consider the following card:

      Zzimizz, Spellmorpher
      2RU
      Legendary Creature - Weird Wizard
      As Zzimizz enters the battlefield, name a red instant card.
      2R, exile a card with the chosen name from your graveyard: Deal 3 damage to any target.
      4/1

      Is that Legendary? I don't really think so. Is it a Weird? Again, not really, despite the stats being strange. I believe that the ability casting a spell instead of being straightforward could be done, but this package isn't all-in-one enough to be a good ambassador for *why* we'd want to do such a thing. I would like Isao's question of "what advantage it gives us over the traditional templating" to be answered by the card itself (because most players will not understand, and to me, that's the bad kind of complexity that Magic doesn't need more of).

      Delete
  7. Abzan Pressgang 3B
    Creature - Orc Warrior (r)
    {1}{GW}, T, Reveal a green or white creature card from your hand: Put it onto the battlefield if its power is less than CARDNAME’s. Otherwise, put a +1/+1 counter on CARDNAME. Activate this only as a sorcery.
    There is always a greater power.
    2/4

    I think I got 6 out of 7! This could check for green or white creatures with flying to simulate impressing Dromoka dragons into service and hit all 7 stipulations, but that narrows the card too much for my liking.

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    Replies
    1. You could give the Press-Gang itself flying? (or banding, or phasing, or fading, or vanishing, or changeling, or...)

      I like the card, but I'm not sure the flavor matches the Abzan clan. It might as well be a green/white hybrid card with a different "recruiter" flavor, and you're not playing this as a vanilla 2/4 outside of a base green/white deck anyway. (Come to think of it, this is actually a pretty nifty hybrid space.)

      Was stealing the flavor text from Cruel Ultimatum intentional?

      Delete
    2. This seems incredibly powerful. It's a fairly sturdy creature, and for just 2 mana I can flop a Tishana, Voice of Thunder or Cloudblazer into play (and that's just in Standard). On top of that it grows and improves its flopping ability if you don't happen to have such creatures available.

      I feel like this would be an interesting ability at a later stage of the game, at a higher mana cost.

      Delete
    3. I was thinking about Elvish Piper as a baseline for this effect, so I didn't consider that effect + a lot of restrictions to be too powerful at rare, though the body itself is stronger.

      @Jenesis: Interesting. "Abzan Drill Sergeant", maybe? Or if we do take the black out of this entirely (though I do really like the impetus to play this in a WB or GB deck), "Vitu-Ghazi Cultivator"? 1WG 2/2, "We must grow, that we may grow together."?

      I do try to slide that Cruel Ultimatum text in whenever possible. It's so versatile!

      Delete
    4. I think comparing this to Elvish Piper, it's in a good place. There aren't a ton of 1/X creatures that are very expensive to cast, and it will take several activations before you're saving mana (and converting time into mana generally is not super profitable: see e.g. the lack of success in Standard of Pyramid of the Pantheon).

      The important devil in the details is that at least one player (Isao) misread the effect, as did I at first glance. "Less than" vs "less than or equal to" is a difficult thing for players, and I suspect it will lead to several judge calls. I'm not sure how to fix that without blowing up the scaling ability, though. :/

      Delete
  8. Blazing Hydromancer 2GU
    Creature- Elf Wizard
    Blazing Hydromancer has +1/+1 and flying as long as you control a red instant and a blue sorcery in your graveyard.
    R exile a blue sorcery from your graveyard T: Blazing Hydromancer deals three damage to any target
    2U exile a red instant from your graveyard T: Counter target spell that targets a spell or permanent you control, unless its controller pays 2.

    ReplyDelete
    Replies
    1. What's the reasoning behind red instant and blue sorcery when Magic has done the reverse association for most of its history? (cf. Nucklavee)

      Why is this randomly a green Elf instead of, idk, a red Goblin?

      Delete
    2. The green elf should be a red red creature. I think effreet works. The association was to encourage a burn and draw deck not a counter and burn deck

      Delete
    3. Small rules/templating thing: You can't control cards in your graveyard, so it'd read "as long as you have a red instant and blue sorcery card in your graveyard" instead.

      Delete
    4. Changing the creative and having this be a red/blue Efreet makes sense. I'm not sure how big it is since the P/T is missing; it probably can't be too large due to the strength of the abilities. I suspect that the conflict between the first ability and the latter ones is not a great one - players probably will not want to "turn off" their own creature, even if it means getting a Bolt out of the deal. I might consider focusing the design on one or the other. Also, a small elegance nitpick: having the abilities cost different amounts of mana and also do different "numbers" worth of effects doesn't seem worth it. I would either have the activations both cost the same (1R for 3 damage and 1U for counter unless they pay 1), or have them cost different amounts and result in the same number (R for 3 damage and 3U for counter unless they pay 3). That'll help players remember what it does better.

      Delete
  9. The Lord of cycles 3RG
    Creature-Avatar
    Cycling-1(R/G)(1(R/G):Discard CARDNAME draw a card)
    As long as CARDNAME is in your graveyard you don't lose the game if your life total is zero or less. 8, exile CARDNAME from the graveyard: Create a 2/2 green elemental for each creature in all player's graveyards. Any player may activate this ability. 6/5

    ReplyDelete
    Replies
    1. There are decks that will never (or at least very close to never) get to 8 mana in Modern/Legacy where this is similar to "1(R/G)(R/G): You win the game. This can't be countered". I think having the ability be something strong but not utterly backbreaking would be better. I also don't see how this ability is green - it feels like a red/black card (or even mono-black) as is, due to the emphasis on graveyards. Lastly, it isn't a "Lord" in the conventional sense, so I would swap out the name.

      I think this review skewed a little negative, but I think the idea of a card (or a cycle of cards) that have cycling, an effect while they're in the graveyard, and a universal ability to get them out of the graveyard has promise. That gameplay story sounds interesting! I would iterate on it a lot and try a lot of different numbers, then playtest some promising versions to see which ones are the most fun. There's a very good kernel here; this execution is just not quite right.

      Delete
    2. Making elementals felt green, especially based on creatures in graveyard. In legacy and modern you might just have to bring in your graveyard hate but I agree this was not the best. Had little time but wanted to submit something

      Delete
  10. Crawling Tomb
    Land
    {T}: Add {C} to your mana pool.
    As long as an opponent controls an even number of coloured permanents, Crawling Tomb is a 4/2 Eldrazi creature. It's still a land. (Zero is even.)
    {4}{G}{B}: UEOT, target creature gets -1/-1, loses flying, becomes colourless, and blocks Crawling Tomb if able.

    I need to rework this a bit but I'm not quite sure how. Assuming "colored" counts as a colour word, {C} and {4} count as mana symbols, and mandatory reminder text counts, I *think* I managed to fulfil every condition twice over

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    Replies
    1. I suspect that counting colored permanents will be somewhat tedious. Additionally, even if you can't control exactly when this is a creature, a free 4/2 sounds incredibly powerful. I would look for ways to make the mental upkeep a little easier.

      The latter ability is quite the smorgasbord of effects. Is there a specific creative idea of what's happening there? How does it tie into the first ability? I am not quite sure what the overall story is to this card.

      Delete
  11. Most of the 'ing' words already common to Magic:
    flying cycling blocking attacking beginning defending saproling paying flanking during

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    Replies
    1. The 'as-' words already common:
      assigns, assemble, ask

      Most appear in cardnames:
      Asp, Ass, Assassin, Assistant, Aspir*, Assault, Ascend*, Askari, Adh*, Aspect, Astral, Astrolabe, Ascetic

      Delete
    2. Subtypes with 'Z':
      Wizard, Lizard, Zombie, Eldrazi, Ooze, Azra, Zubera, (Tezzeret & Urza's)

      Delete
  12. Zealous Ring of Ashes
    Artifact - Equipment
    3
    Equipped creature gets +3/+3, has haste, and is a Red Berserker in addition to its other colors and types.

    0: Attach Zealous Ring of Ashes to target creature you control. Activate this ability only if you control exactly one creature. Sacrifice that creature at the beginning of the next end step.

    Equip WUBRG

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    Replies
    1. Looks great, although what's with that WUBRG native equip cost? What kind of deck do you see actually wanting to use that ability? If it type changed to Warrior it would let Najeela buff random utility creatures, but as is I got nothing.

      Delete
    2. I was thinking that I wanted the other attach effect to be the main focus, so the equip cost would have to be pretty steep. If I didn't have to use two different mana symbols it would likely have just been Equip 5 or maybe equip RRR.

      Also interesting to note that (in my quick search), Lashwrithe is the only equipment in the game that doesn't use some amount of generic mana as the equip cost.

      Delete
    3. I would have this just have Equip 5, specifically for the reason you gave about Equipment all but always having a colorless Equip cost.

      This story is great - you can use for free if your creature is angry enough about all its friends being dead.

      I wonder if this wants to cost R to activate rather than 0, just to emphasize that this is a card for red decks specifically.

      Delete
  13. Scum Ascetic 1GG
    Creature—Ooze (rare)
    Scum Ascetic has p/t equal to the number of Oozes you control.
    At the beginning of your upkeep, create a 1/1 green Ooze creature token.
    1G, Sacrifice a green creature: Scum Ascetic gains hexproof until EOT.
    */*

    I defenitely over-thought this. Impressive challenge.

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    Replies
    1. Despite being allegedly "over-thought", I can't find anything to nitpick. This is a cool Ooze lord-alike, has the appropriate shields-down cost for its ability to protect itself, and generally coheres very well. Great job!

      Delete
  14. Veld Hive Buzzwardens - (Rare)
    2GW
    Creature - Insect
    Flying, Defender
    Veld Hive Buzzwardens has indestructible as long as it's blocking.
    2WG: Veld Hive Buzzwardens fights target attacking creature you don't control.
    1/5

    Got six out of seven. Could make a color reference feel appropriate for the card.

    Also, it's a terrible card. Will cause all sorts of game stalls in limited. Maybe I shouldn't give it flying, but that really makes it feel white as well as green.

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    Replies
    1. Yeah, I have to agree that this is very board-stally. I think you may need to find a way to give a creature deck some opportunity to get through this.

      That said, giving this Deathtouch is a fun dream. :)

      Delete
  15. Blinding Haze 1{g/w}{g/w)
    Enchantment
    Flash
    As Blinding Haze enters the battlefield, choose a creature type.
    {g/w}, {t} a creature you control: Target creature of the chosen type gains Hexproof from Black and Red until end of turn.

    1) the letter "z" - Completed in the name of the card
    2) a word starting in "as" - Formatted like Adaptive Automaton
    3) a word ending in "ing" - Completed in the name of the card
    4) at least two different mana symbols - Don't know if this is cheating but Hybrid mana has two symbols in it.
    5) at least one colon (":") - completed in the cost of the activated ability
    6) at least one color word (white, blue, red, green, black, colorless) - Completed in targeted hexproof like Knight of Malice.
    7) at least one card type (instant, sorcery, land, creature, artifact, enchantment, planeswalker) (yes, I am intentionally leaving off tribal) - Completed in Adaptive Automaton style ability.

    The inspiration of this was a basic fog style effect initially but putting that on an enchantment body seemed like a really bad idea. That being said I still wanted a playable protection effect. From there I moved on to a deck archetype that is all about protection and thought of Boogles. While the deck itself doesn't need to worry about hexproof as it has that in spades I thought about giving that ability in other decks that go a little bit wider or have key creatures that need to be protected so had the basic concept. Then I moved from hexproof to the limited hexproof because I was really looking to protect it from removal mainly so I settled on red and black as they are the primary removal colors. I aggressively cost it as unless you are a dedicated go wide build with lots of tokens this will not provide lots of chances to protect your key creatures and in doing so leaves you open to not being able to block.

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    Replies
    1. Why is this a green-hybrid card that only hates on white's enemy colors?

      Delete
    2. This is due to the origin of where the card started and I think still fits with the theme of the card. It started as a Fog effect which you find in Green and White and I wanted to provided flexibility as to what colors could play the deck. You find hexproof in green so while it hates on what I consider the most removal heavy colors think that this provides balance between the colors.

      Delete
    3. I want to say that the challenge rules are not meant to necessarily be checked off; they're more of fun guidelines to help give you a bit of challenge/a unique spin on design. This design, unfortunately, stretches in a whole lot of different directions to fit challenge criteria, which leaves it in a confusing middle ground where it doesn't do anything super well. The fact that it only helps one tribe of creatures, and only protects against a subset of color, makes it rather weak and thematically muddled.

      I would perhaps ignore one or two of the challenge criteria at this point, and pull back into the original idea that you had a little more.

      Delete
  16. Geistcaller Zealot 2BR
    Creature - Human Wizard (R)
    1BR: Put the top four cards of your library into your graveyard, then exile a random creature card from your graveyard haunting Geistcaller Zealot.
    Whenever Geistcaller Zealot attacks, for each creature card haunting it, create a token that's a copy of that creature tapped and attacking, except it's a black Spirit. Exile those tokens at end of combat.
    4/4

    ReplyDelete
    Replies
    1. Interesting! A little bit of Geist of St. Traft, a little scarab god, a lot of capacity for big dreams. I think leaving out the "as" and keeping this textbox as clean as possible is probably the right choice.

      Delete
    2. That's a whole lot of hauntings! I suspect even with the "random creature card" clause, you can load up a deck with all good ETB effects and make this quite the powerhouse. The power level might be a bit high for Standard, but as a supplemental set card, this would be super exciting. I definitely would love to pop this in a Cube. Excellent.

      Delete
  17. Sticky Ooze 2BG
    Creature - Ooze (R)
    As Sticky Ooze enters the battlefield, choose an artifact or land an opponent controls. That card's nonmana activated abilities can't be activated.
    BG: Target creature loses flying, first strike, trample, reach, and menace until end of turn.
    3/4

    ReplyDelete
    Replies
    1. Not sure if you meant the first ability to read "until ~ leaves the battlefield", but I think it's probably the right choice. Otherwise you run into memory issues.

      The second ability is quite interesting in its own right!

      I like this sticky lil guy. :3

      Delete
    2. Phyrexian revoker doesn't have "until ~ leaves the battlefield" reminder text. I think it's understood that once the Ooze leaves the battlefield it's ability no longer applies.

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  18. Zounds! As U have probably guessed, I am very impressed. Doing any one of the critera would B somewhat difficult: some of you fit all seven in while making the card still Land well. I'm Green with envy of your skills!

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  19. Severed Head 2
    Artifact - Equipment
    As long as equipped creature is attacking, it is black, gets +2/-1, and has menace from nonzombies.
    {BR}: Equipped creature attacks this turn if able. Any player may activate this ability.
    Equip 2

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