TappedOut Community Set (Irindu's Red and Green Rares)
Community Set
mistergreen527
18 August 2010
1634 views
The Irindu Blue Rare Challenge Winners
18 August 2010
1634 views
The Irindu Blue Rare Challenge Winners
Congratulations to the designers of the first three rares of our set!
Sphinx of the Flow was designed by Sem48. This blue rare creature was actually in a four-way tie among voters. It pulled through by having the highest score during the first phase, when the Design Team scored all of the entries. After reviewing the recommendations made by the voters, we first changed it from a 3/4 to a 4/4. Then, we did some research on the converted mana cost to power ratio of already existing blue flyers. Currently, the only one that has a converted mana cost of 4 with a power of 4 or greater with no drawbacks is Conundrum Sphinx. Since Sphinx of the Flow has the potential to get even bigger, we made it harder to cast by changing the mana cost from 3,1U to 2,2U. Then, we looked at the flow cost. Since casting the flow cost guarantees that it will be getting a +1/+1 counter on the turn it enters the battlefield, we looked at blue flyers that have a converted mana cost of 5 with a power of 5 or greater. There are currently none. However, there are many 5/5 blue flyers that cost 6 mana, so we changed the flow cost from 3,2U to 4,2U.
Shapeshifter Essence was designed by the same person that won our Irindu Planeswalker Challenge, squire1 . Shapeshifter Essence got the most votes out of all of the cards in the three categories of blue rares. Most of its voters recommended leaving this card the way it was originally designed, and that's what we did. We liked the idea of turning any creature into an Unstable Shapeshifter. I personally like the idea of turning an early utility creature (like Birds of Paradise) into a beater later on. Then again, your opponent could always turn it back into something small by casting a small creature on their turn. This just seems like one of those cards that has the potential to create epic game play stories. I crave the day I can use this card as removal by enchanting my opponent's creature and then casting something like Vigean Graftmage.
Thought Storm was designed by SocialistElite. This card created quite a bit of debate. The flow cost was actually submitted as XX by SocialistElite, but was transcribed incorrectly as just X. Then, our voters recommended either changing the flow cost to XX (its originally intended cost) or to X,U. We really liked the idea of being able to pay 0 for Thought Storm's flow cost to just draw the next card and get it reshuffled, but we really didn't like that it could be used in any deck. So, to prevent mono-green from having access to Thought Storm, we added U to the flow cost. Now it's a more cost efficient Mind Spring that you have to cast as you draw it instead of waiting to build your mana and cast it when you want. The second area of discussion was whether it should have some kind of mana cost to prevent it from getting stuck in your hand. Since you're getting a good deal on the card draw when you get it and because we liked the quirkiness of not having a mana cost, we kept it so it can only be cast using flow. So, when using Thought Storm, there's always that risk of getting it in your opening hand and it being stuck there for the rest of the game. However, keep in mind that there is little that makes an opponent more paranoid than a blue player having a mystery card in hand.
Our Next Challenge
For this challenge, we're going to be creating three more cards for the Irindu Shard. We're looking for one red rare, one green rare, and one multicolored rare that is red and green. Type-wise, we want at least one of these cards to be a creature, but since we're still early in the creation of this set, we're still flexible, so any card types can be submitted. Here are the guidelines for the challenge:
1) Each submitted card can only contain red and/or green in its mana cost.
2) Each submitted card should be rare.
3) The only keywords that may appear on submitted cards are evergreen keywords and our custom made keyword flow. For your convenience, the evergreen keywords are deathtouch, defender, double strike, enchant, equip, first strike, flash, flying, haste, indestructible, intimidate, landwalk, lifelink, protection, reach, regenerate, shroud, trample, and vigilance. Also for your convenience, here is the reminder text for Flow: COST (As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.)
4) Each person may submit a maximum of four entries total.
5) Each entry will be judged using the same criteria as our last challenge: a) Effectiveness (Does the card actually work mechanics-wise?) b) Set Cohesion (Does the card belong in its color and does it belong on Irindu?) c) Balance (Is the card too overpowered or underpowered both in general and for its rarity?) d) Creativity (Does the card seem fun or is it a clever design?)
Here are some tips I can give you based on some of our past challenges:
1) Just because you can't have blue in the mana cost, doesn't mean that it can't be part of an ability's cost, such as on Ceta Disciple. However, keep in mind that white and black are not found on Irindu.
2) There were several entries in our blue challenge that we liked, but they didn't feel like blue cards. They would probably fair much better in this challenge, so don't be afraid to change your original entry's colors and resubmit it.
3) Make sure that all of the keywords on your card are allowed for this challenge (listed in the rules above). Most of the time, a keyword that isn't allowed makes the card disqualified because there is no way for us to alter a keyword without drastically changing the entry.
4) Try to imagine if your card belongs on Irindu. Irindu is a place focused on creature manipulation and card draw. The primary creature types on Irindu are Beast, Dragon, Elemental, Human, Mutant, Shapeshifter, Sphinx, Weird, Wizard, and Wurm. Here is the short description of Irindu that we presented a while back to help even further: The shard of Irindu is a place saturated in blue mana that has been spurred on by red mana and green mana to twist all aspects of life and wizardry. This strange landscape consists of constantly changing rivers, bizarre vegetation, and mutated creatures. The Flow is ever-present here. The Flow is a raw and surging type of mana that travels through the landscape and the creatures living here, which it changes in both frightening and beneficial ways. The environment and creatures here are in a constant state of change. Something as simple as changing color would be considered mundane here. These unusually sudden evolutions could mean that one day you're hunting your prey and the next day that same prey is hunting you.
5) Please submit all of your entries in text form rather than posting an image of your submission. This makes our job easier when we transfer them all over to a new document for judging.
Alright now, get to creating! The deadline for entries is Wednesday, August 25 at 11:59 p.m.
mistergreen527 says... #2
@SirNips:
Whenever a creature enters the battlefield, it becomes that creature indefinitely. However, it is still enchanted, so the next creature that enters the battlefield will trigger the ability again, changing it to the newly emerged creature. The rules on Unstable Shapeshifter may explain better than I can: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4740
August 19, 2010 3:32 a.m.
Slash and Burn
Cost 3r 2g 5 converted
Destroy target land than you may search your library for a basic land and put it into play tapped.
Flow: 6r 3g (As you draw this card, you may reveal it and cast it for its flow cost.If you do destroy all lands your opponent controls and than you may search your library and put two lands into play under your control.
===============================
Storm Cloud Elemental
Power / Toughness: 5/2
Cost 3r 3 converted
Haste
Trample
Flow: 3r, X (As you draw this card, you may reveal it and cast it for its flow cost. If you do, Storm Cloud Elemental gains +X/0 until the end of the turn.
At the end phase of your turn exile Storm Cloud Elemental.
========================
Lightning Spear
Cost 1r 1 converted
Discard 2 cards from your hand and deal 7 damage to target creature or player. An opponent damaged by lightning Spear may draw a card.
========================
Flow Giant
Power / Toughness: 3/4
Cost 3g 3 converted
Trample
When Flow Giant enters the battlefield you may search your library for a card that contains flow and reveal it than place it on top of you deck.
August 19, 2010 3:45 a.m.
Entry 1:
Infested Oak
3RG
Creature -- Treefolk Mutant
0/6
Defender, Reach
Whenever damage is dealt to Infested Oak, put that many tokens into play. Treat these tokens as 1/1 red green Insect Mutants with Forestwalk and Mountainwalk.
Entry 2:
Irindu Militia
2RG
instant
creatures you control gain +2/+2 until end of turn
if RR was spent to cast this spell, target creature gains first strike and intimidate until end of turn.
if GG was spent to cast this spell, target creature gains trample and lifelink until end of turn.
if UU was spent to cast this spell, target creature gains shroud and "if this creature deals combat damage to an opponent, draw two cards" until end of turn.
Entry 3:
Molten Menagerie
2RR
Enchantment
Whenever you cast a creature spell for a flow cost, that creature gains haste, and molten menagerie deals two damage to target creature or player.
August 19, 2010 4:57 a.m.
@SirNips - I thought about making it a may ability, but that would make it too OP. This way a player using it could get beat by smart plays by opponent
August 19, 2010 8:01 a.m.
My four entries. I can post the text if you need to, just thought this looked cleaner.
August 19, 2010 12:25 p.m.
mistergreen527 says... #7
That's perfect, no need to type it all out again. However, if you make any edits before the deadline, let us know, just in case we've already transferred it onto our judging document.
August 19, 2010 1:20 p.m.
Aunt Flow 2RR Creature- Human Wizard 2/2
Flow clots you pay cost RR more
When You pay a Flow cost Aunt Flow deals 3 damage to target creature or player.
"Hell hath no furry like a woman's scorn" -Aunt Flow
Watcher of the Flow 2GG Creature- Human shaman 2/2
Play with the top card of your library revealed
If the top card of your library has Flow you may play it for its Flow cost. Do this only once per turn.
Wildfire XRG Sorcery
Multikicker - RR - For each time Wildfire was kicked Wildfire deals 1 damage to each creature and player.
Wildfire deals X damage divided among and number of creatures and/or players.
(The wording on this one seems a little off. I'm trying to add a sort of Pyroclasm ability to a fireball like spell)
Temple of the Watchers GG Enchantment
2,Discard a card : If that card had Flow you may draw a card.
Any time You pay a Flow cost put a 0/1 plant tokens into play.
August 19, 2010 1:45 p.m.
bobmarchman says... #9
Flowstone Wurm 4RG Creature - Wurm 4/4 Trample R: Flowstone Wurm gets +1/+0 until end of turn. G: Flowstone Wurm gets +0/+1 until end of turn.
August 19, 2010 3:32 p.m.
Demented Seer -- 1RR
Creature - Human Wizard
T, Deals one damage to target creature.
At the end of your turn, if you drew exactly one card this turn, flip Demented Seerer.
(Flip side)
Mareck, Mutated Mage
Legendary Creature - Mutant Wizard
Haste
T, Deal 2 damage to target creature or player and add U to your mana pool.
At the end of each opponents turn, if that opponent drew two or more cards that turn, flip Mareck, Mutated Mage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mindful Approach -- 2GG
Enchantment
Flow 3U
Spells in your hand and library have Flow where the Flow cost in equal to 1 less that spells converted mana cost as long as Mindful Approach is on the battlefield.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Five-Bladed Spear -- GR
Artifact - Equipment
Enchanted creature gains +2/+0 lifelink and first strike.
UU: Attach Five-Bladed Spear to target creature.
Equip 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Knowledgeable Awakening -- R/G R/G
Instant
Until end of turn, whenever you draw a card you may put a +1/+1 counter on target creature.
August 19, 2010 3:55 p.m.
Blessing of Might 1RG
Enchantment
When ever an instant or sorcery you control deals damage to a player you may put X +1/+1 counters on target creature you control where X is the damage dealt.
Unstable Energy 3RR
Sorcery
Unstable Energy deals damage to each player and each creature that player controls equal to the number of permanents that can produce mana that they control.
Rampaging Elemental 5GG
Creature - Elemental
Haste, Trample
r: Rampaging Elemental gets +1/+0 until the end of turn
6/7
August 19, 2010 4:57 p.m.
Gorz, Master of Beasts 3GGG
Legendary Creature - Beast
Shroud, Forest walk
Beasts you control get +1/+2 and cost 1 less to play.
When Gorz is sent to the graveyard from the battlefield you may put any number of beasts whose total converted mana cost is 6 or less from your hand into play.
4/4
August 19, 2010 5:14 p.m.
Zylo has totally inspired me with his demented seer. well, Zylo and my dyslexia.
Cemented Deer
2RG
Creature -- Deer Golem Weird
2/5
First Strike, Defender
Whenever you take damage, Cemented Deer loses defender and gains "R: This creature gains +1/+0 until end of turn" and "G: this creature gains +1/+0 until end of turn." This effect lasts until the end of your next turn.
August 19, 2010 8:23 p.m.
BrownDog5117 says... #14
Latchvein Canopy
3G
Creature - Mutant Wall
Reach (This creature can block creatures with flying)
Deathtouch (Creatures dealt damage by this creature are destroyed)
If a creature dealt damage by Latchvein Canopy is put into a graveyard from play, you may put a +0/+1 counter on Latchvein Canopy.
August 19, 2010 10:53 p.m.
BrownDog5117 says... #16
Symbiotic Meltdown
4GR
Enchantment
During each player's upkeep, the creature with the highest power becomes a 0/1 Mutant token with no abilities. If two or more creatures share the highest power, they are all turned into 0/1 Mutant tokens.
When there are no non-Mutant creatures in play, sacrifice Symbiotic Meltdown. Destroy all creatures. They can't be regenerated.
August 19, 2010 11:23 p.m.
BrownDog5117 says... #17
Riverbreach Scout
1GG
Creature - Human
Flow 2GG
Islandwalk
Shroud (This creature can't be the target of spells or abilities)
If Riverbreach Scout was paid for it's flow cost, turn target land an opponent controls into an Island.
4/3
August 19, 2010 11:45 p.m.
BrownDog5117 says... #18
Expansive Terrain
2G
Sorcery
Flow 2RG
Search your library for two basic land cards. Put one into play untapped and the other into play tapped.
If Expansive Terrain was paid for it's flow cost, you may destroy target creature or land.
August 19, 2010 11:56 p.m.
shaistyone says... #19
Dragonoid
3RR
Creature - Human Dragon
Flying
When Dragonoid enters the battlefield, you may choose a card from your hand with converted mana cost of 3 or less, and put it into play.
If you put a creature into play in this way, it gains haste and 'At end of turn, sacrifice this creature'
4/4
August 20, 2010 12:33 a.m.
shaistyone says... #20
Irindu's Splendor
2G
Enchantment
Whenever you tap a land for mana, you may add one additional mana of that type to your mana pool. If you do, that land does not untap at your next untap step.
August 20, 2010 12:37 a.m.
shaistyone says... #21
Fanged Mage
2RG
Creature - Beast Wizard
Flow RRGG: As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.
Tap: Fanged Mage deals 1 damage to target creature or player. You may untap target land you control.
August 20, 2010 12:55 a.m.
shaistyone says... #22
Marksmanship
4RR
Enchantment
Creatures may attack other creatures directly. Creatures attacked in this way that can not block do not deal combat damage.
August 20, 2010 1:07 a.m.
Instinct Invoker 1GR
Creature- Shapeshifter Shaman
Whenever you cast a card for its flow cost, all creatures you control get +1/+0 and gain haste until end of turn. 1/2
Lotus Evolution 1G
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If the revealed card has the "flow" ability, search your library for a land card and put it into your hand. Shuffle your library.
August 20, 2010 1:25 a.m.
Flow from the Forest 2G
Instant
Flow 3GG
Counter target blue spell. You gain 8 life.
If you played this for the Flow Cost, you then instead get an Emblem with "Counter target spell. This can be activated only when a blue spell is being cast." Also put out a 2/2 Green Mutant that says "When this card is removed from the field, its controller may put a card from his graveyard back on top of his library."
Enflamed Entity 2RG
Creature - Elemental 4/1
Haste Trample
If you paid 3 G mana for this card, you may search your library for two Mountain and put them into play.
If you paid 3 R mana for this card, this card gains "Pay 3 life. Put 2 1/1 counters on this card. You may only do this twice.
Riding the Flow 0
Legendary Enchantment
Indestructible
Pay 10 life when you cast this card. If you don't, you lose the game.
Whenever your opponents add mana to their mana pool, this card gains a counter.
Once there are 20 counters on this card, sacrifice it. Exile all lands on target player's field.
August 20, 2010 4:37 a.m.
deleteduser15 says... #26
Elemental seed
- No casting cost -
Creature Elemental - 4/4
Elemental seed's color is red & Green
Haste
Discard this card : search your library for a mountain or forest card, put it into your hand, then shuffle your library.
Whenever Elemental seed is put into a graveyard from anywere, you may add R & G to your mana pool, if you do, reveal your hand and Elemental seed deals X damages to you where X is twice the number of land cards in your hand.
Flow : discard a forest, a mountain and an elemental creature.
August 20, 2010 1 p.m.
DeckBuilder345 says... #27
The flow dragon
4(r)(r)
5/5 flyer
w/ (r/u) Flow Dragon gets +1/+0 until end of turn.
and flow cost of 4(u)(u)
Harness the Flow
Instant
1(r)(g) Swap target creature you control with a creature your opponent controls. Your new creature gains haste until end of turn. Opponent draws a card and may cast it as though it had a flow cost of 2.
Flow master Enchant 2(r)(r) all creatures you control which were cast for their flow cost receive a flow counter. Each creature with a flow counter on it gets fire-breathing (ie (r) to give it +1/+0 until end of turn) and gain haste.
Wild Flow (r)(g)(g) Sorccerry
Creatures with power 3 or less get +3/+3 until your next upkeep and gain trample and creatures with power 4 or greater get -3/ -3 until your next upkeep and gain haste.
August 20, 2010 1:28 p.m.
DeckBuilder345 says... #28
ok scratch harness the flow... that entry didn't quite fit ... gonna go with
Elemental flow beast
1(r)(g)
3/2 elemental w/ reach and deathtouch
August 20, 2010 1:37 p.m.
deleteduser15 says... #29
Burning Insight Blast 3RRR
Tribal Instant : Elemental
Target creature gain +4 +4, trample and double strike ans becomes an elemantal red creature in addition of it's other colors, types & subtypes until end of turn.
Flow : Sacrifice three land cards
August 20, 2010 1:40 p.m.
deleteduser15 says... #30
Cunning form - 2GGG
Creature Shapeshifter (x / x)
Flash
When cunning form enters the battlefield exile target permanent;
Cunning form as power & toughness equal to that permanent casting cost.
When cunning form leaves the battlefield return that permanent from exile.
Flow : GG
If you play Cunning form for it's flow cost, Exile it at the begining of your next turn upkeep.
August 20, 2010 2:20 p.m.
deleteduser15 says... #31
Cunning form (2) - 2GGG
Creature - Ooze Shapeshifter (0/0)
Flash
When cunning form enters the battlefield exile target permanent and put x +1+1 counter on Cunning form equal to that permanent casting cost. At the begining of your upkeep, remove a +1+1 counter from cunning form.
Whenever cunning form leaves the battlefield return that permanent from exile.
Flow : GG
If you play Cunning form for it's flow cost, Exile it at the begining of your next turn upkeep.
August 20, 2010 2:42 p.m.
deleteduser15 says... #32
Forget submission number 30, the number 31 is an update
August 20, 2010 3:51 p.m.
deleteduser15 says... #33
Burning soul madness 1R
Enchantment
At the beginning of your first main phase, you may choose to remove your hand from the game.
If you do, draw 12 cards, you may play any number of cards among them. Then, at the end of the last main phase of that turn, discard each card unplayed and burning soul madness deals 2 damage to you for each card discard this way.
Return your hand from exile afterward
Flow cost : 3RRR
If you have played burning soul madness for its flow cost, burning soul madness deals only 1 damage to you for each card you discard this way instead of 2.
August 20, 2010 4:09 p.m.
SupremeAlliesCommander says... #34
Irindu Falls Huntmaster 2G (3)
Creature - Human Warrior
When Irindu Falls Huntmaster enters the battlefield, draw a card.
Whenever a spell is cast for its flow cost, Irindu Falls Huntmaster gains flash until end of turn.
2/2
========================================
Quakespawn 2R (3)
Enchantment
Whenever a creature spell you control is cast for its flow cost, put a 3/2 red elemental creature token with haste onto the battlefield.
========================================
Stoneslag, The Eldest Hate 4RR (6)
Legendary Creature - Dragon
Flying
UU: Until end of turn, target player can't draw cards.
1G (2): You may tap or untap two target lands. Activate this ability only once each turn.
"I don't wish to appear impolite, but shouldn't you have brought reinforcements?"
4/4
August 20, 2010 5:50 p.m.
SupremeAlliesCommander says... #35
What was I thinking? I just reread Stoneslag's UU ability and realized it completely shuts down the game. Scratch that one.
August 20, 2010 5:54 p.m.
SupremeAlliesCommander says... #36
Getting a little wordy, but this is more along the lines of what I was thinking.
=====================================
Stoneslag, The Eldest Hate 4RR (6)
Legendary Creature - Dragon
Flying
1U (2): Until end of turn, target player can't draw cards. Activate this ability only during that player's main phase.
1G (2): You may tap or untap two target lands. Activate this ability only once each turn.
I don't wish to appear impolite, but shouldn't you have brought reinforcements?
4/4
August 21, 2010 10:39 a.m.
SocialistElite says... #37
Fury Elemental
3RRR
Creature Type - elemental
Flow RRR
Trample, Haste
If you cast Fury elemntal with its flow cost, sacrifice it at end of turn.
6/6
August 21, 2010 12:58 p.m.
leon_raymond says... #38
My 4 Entries are as follows:
Dragonsoul
Instant
Cost: 1, 1R - 2 converted
Until end of turn, target creature loses all abilities and becomes a 5/5 red elemental dragon creature with flying and haste. Sacrifice it at end of turn.
(Im not sure if this card should be a rare or an uncommon, but I'm posting it anyway)
Luscious Rise
Land
If you cast Luscious Rise from your hand, sacrifice it unless you pay 1
Luscious Rise comes into play tapped
Flow: 1
[Tap]: add GR to your mana pool
(Since it's a land, i'm not sure if this counts. And i'm also unsure as to whether the flow cost should be 0 or 1, since on Irindu the flow causes a lot of crazy stuff to happen)
Vehement Surge
Sorcery
Cost: X, 1G - 1 converted
Sacrifice X lands, search your library for X lands and bring them into play tapped.
(and you are meant to be able to search for any lands, not just basic lands. Because on Irindu, nothing is basic. Although this may be incredibly over-powered, particularly in legacy)
Fluctuant
Creature - Weird Shapeshifter
Cost: 2,2G,2R - 6 converted
P/T: 4/4
R: Fluctuant gets +1/+0 until end of turn
G: Fluctuant gains trample until end of turn
UU: Fluctuant gians shroud until end of turn
August 22, 2010 1:45 a.m.
SocialistElite says... #39
Meadow Dancer
1GG
Creature Type - Stag Mutant
Meadow Dancer cannot be countered.
When a spell is played with flow, Meadow Dancer gets +X/+X until end of turn, where X is the Flow Cost of that card.
1/1
From prey, to predator, to prey again.
August 22, 2010 11:27 a.m.
Unstable Wall
Creature - Elemental Mutant
3R
Defender, first strike.
When CARDNAME enters the battlefield, if exactly G was spent to cast it, it gains deathtouch.
When CARDNAME enters the battlefield, if exactly U was spent to cast it, it gains either flying or shroud.
When CARDNAME enters the battlefield, if exactly UUG was spent to cast it, it gains deathtouch, flying, and shroud.
1/4
August 22, 2010 11:33 a.m.
Can I just point out really quickly that the fact that Flow cantrips is REALLY broken at the moment? Unless all flow costs are increased by a LOT it's going to end up being bad. I'm sure it'd be fine if it didn't draw you a card, but as it stands... dunno. Maybe it's just me.
August 22, 2010 4:42 p.m.
@ Dr. McMeen - I recall that the design team was worried about the possibility of flow being overpowered. But many argued that it would not be that powerful. We will not really know until playtesting. I am sure that as head of this project mistergreen527 will ensure that cards are playtested rigorously for these issues. If it turns out to be too strong or too weak I am sure that costs will be adjusted (a natural part of design). I know that the concern was also quashed to some extent because the plan is to not have a great deal of cards with the flow ability. This alone will limit abuse, especially by cards that may be effected by flow cost being paid.
A very good concern though and something for all the the card designers out there to keep in mind.
August 22, 2010 5:42 p.m.
I agree with dr.-mcmeen, I mean the flow cost of cards should be at the very least the same as the CMC but people are making it less then the CMC which in and of itself is broken AND on top of that people are adding "If the flow cost was paid do this also" whcih makes it even more dumb because now they play the card for less, draw a card, AND get something bonus! People don't seem to realize the extent of what they're doing.
August 22, 2010 6:18 p.m.
Update!
Edit
Instinct Invoker 1GR
Creature- Shapeshifter Wizard
Whenever you cast a card for its flow cost, all creatures you control gain +2/+0 and first strike until end of turn.
1/2
New Submission
Irindu Shaman 1RR
Creature- Human Shaman
UU Tap: Up to two target creatures gain either Flying or Shroud until end of turn.
GG Tap: Up to two target creatures gain either Trample or +1+1 until end of turn.
1/1
August 22, 2010 7:12 p.m.
Flowing Quakes 2GR
creature-Elemental
first strike, trample, Haste
Flow GR
sacrifice Flowing Quakes at the begining of your upkeep
8/2
August 22, 2010 11:46 p.m.
Uuiller do you realize how OP that is? It's 8 damage plus a draw for 2... I don't know if you meant for it to die after you play it for the flow cost but remember it goes untap, upkeep, draw so that creature will last two turns before it get's sacrificed.
August 22, 2010 11:57 p.m.
deleteduser15 says... #47
Comment on luscious-rise from leon_raymond
What the ... ; Casting dual lands for 1 for it's flow cost & drawing card, that would so much overpowered.
would mean that you could play between 2 or 3 (if you play a card like [lotus petal] or a mox) lands on turn one and much more on turn two.
In my views "casting lands" goes against the very essence of MTG.
August 23, 2010 9:29 a.m.
Also to expand on user:Zimongab, the conditional statement "If you cast it from your hand sacrifice it unless you pay 1," you would even be casting it from your hand, you'd be playing it. By definition you don't cast lands, the only way you would in this situation would be using Flow. I think you mean "If you play it from your hand."
August 23, 2010 11:29 a.m.
Memory Theft 2RBG
sorcery
look at target players hand choose nonland a card, that player discards that card then you search each players library for each card with the same name. target creature gets +1/+1 for each card exiled this way
August 23, 2010 1:51 p.m.
(for the record: 'cemented deer' was completely a joke. Here is my 4th entry.)
Quickroot Instant 1G Kicker: U Target Creature gains Defender and +0/+2 until end of turn. if Quickroot was kicked, return it to your hand as it resolves.
Flavor text:
"Sit. And stay."
August 23, 2010 2:36 p.m.
@ Dr. McMeen: i agree fully - the only possible drawback is that you then commit to casting that card this turn as opposed to leaving mana open for whatever else. While in some decks (control, combo) this is a drawback, in others (aggro) they don't care, and would rather have the cantrip and just get damage through the red zone.
@quiller:' 1) Each submitted card can only contain red and/or green in its mana cost.
1) Just because you can't have blue in the mana cost, doesn't mean that it can't be part of an ability's cost, such as on Ceta Disciple . However, keep in mind that white and black are not found on Irindu."
post #49's card contains black in the casting cost. Just in case you missed it.
@landlot: but i LIKED Cemented Deer. :(
August 23, 2010 4:28 p.m.
I suspect flow won't be as broken as it looks right now -- remember, these are the rares we're building. I don't see it getting to overpowered, though, really -- it hinders everyone, not just aggro decks; if you want the flow benefit, you have to cast it then, during your draw step -- having your turn that controlled by a mechanic limits your play options just as much as the extra card gives you more choices. at least, that's how it seems to me.
broken would be flow lands, with a 1 or 0 flow cost.
@sporkife re: cemented deer: thanks. I'm sure that the next set we develop as a group will be Irindu UNclogged, and he'll make a comeback.
or I could just change the name, I guess.
August 23, 2010 4:45 p.m.
ilikeoldcardsbetter says... #53
sustaining river
Enchantment
2GG (4 converted)
whenever you draw a card as a result of flow, you may put a 1/1 saproling creature token into play
when you cast a card for its flow cost, you may choose to put a +1/+1 counter on each saproling creature you control rather than draw a card
August 23, 2010 5:04 p.m.
ilikeoldcardsbetter says... #54
actually I think "river of sustenance" is a better title
August 23, 2010 5:08 p.m.
Are my four official entries. I made some edits; please ignore my previously posted cards. Sorry about cluttering up the thread.
(stonevigil Hart used to be Cemented Deer, but the name got changed -- other rejected name: Hart Monitor. sigh )
August 23, 2010 5:24 p.m.
pssst...it still says cemented deer in the text box. also i think the correct wording would be either "whenever you are dealt damage" or "whenever you are dealt damage for the first time each turn". It could also be s/dealt damage/lose life/.
August 23, 2010 5:45 p.m.
SocialistElite says... #58
Monk of Ul-Gura
1GG
Creature - Human Monk
When Monk of Ul-Gura comes into play, sacrifice all artifacts, enchantments and non-basic lands you control.
Players cannot cast spells using Flow
2/2
"The Flow is a Force not of nature, but of sorcery. Only by removing yourself from all that is unnatural, can you truly be free."
The Path of Freedom, the second teaching of Ul-Gura the Enlightened
August 24, 2010 12:43 a.m.
SocialistElite says... #59
Hmmmmm... The drawback on the monk may be a bit too harsh depending on how good/bad/playable flow is. I guess time will tell though.
August 24, 2010 12:48 a.m.
leon_raymond says... #60
@user:Zimongab my intent was that playing luscious rise for it's flow cost would count as playing a land, thereby not allowing you to play another one that turn. Although this is still remarkably overpowered since you get to draw another card. Let me change it to something maybe a little fairer.
The idea is that it's a tap land which can be "flowed" but if you do so, it still counts as playing a land that turn.
Luscious Rise
Land
Luscious Rise comes into play tapped
Flow: 1
[Tap]: add G or R to your mana pool
Is this a little less OP?
August 24, 2010 4:21 a.m.
deleteduser15 says... #61
Respond to leon_raymond #60
May I remind you that the flow ability allows you "to cast" the permanent.
Flow: COST (As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.)
Moreover, If I read Lucsious Rise closely, I don't see what can prevent me from casting it after I played my first land card.
If it's being "cast" then it's a spell.
You should defenitively write something like "When Luscious Rise comes into play draw a card" rather than creating a flow casting cost on a land. You would got the effect you wish without any confusion.
August 24, 2010 6:24 a.m.
leon_raymond says... #62
oh i see what you mean. never mind then, i realise my mistake. Yes, it should probably let you draw a card when it enters play to solve any confusion that may occur. I just wanted the it to be coherent with the set by using flow, but i realise now that it wouldn't work. Thanks for pointing this out.
August 24, 2010 6:27 a.m.
deleteduser15 says... #63
I made some changes to my 4 submissions. Consider these for the challenge :
fire-elemental-seed ;
I know that some flow cost have a lower value than their casting cost. I don't think it goes again the spirit of this ability or that it breakdown the whole game. I think that the card are sitll balanced if you need to make sacrifice to play them or if their effect is a lot reduce.
Anyway I believe that the cost of a permanent is the easiest thing to discuss without changing a card concept.
August 24, 2010 6:41 a.m.
deleteduser15 says... #64
Sorry leon_raymond
I've just red your last comment.
I was writing my answer while you were answering and I didn't refresh my webbrowser.
August 24, 2010 6:46 a.m.
deleteduser15 says... #65
If I understand correctly the flow hability, you can't play a card for it's flow cost if it's already in your hand.
The ability can only trigger the first time you draw it and never after. Right?
Flow: COST (As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.)
If it's the case I don't see how these cards can be so overpowered.
In fact they are less powerfull than permanent with cascade like [Bituminous Blast].
August 24, 2010 7:12 a.m.
deleteduser15 says... #66
... They are less powerfull than permanent with kicker cost like [Into The Roil] wich is an instant and allow you to draw a card for it's kicker cost.
August 24, 2010 9:07 a.m.
deleteduser15 says... #67
If you got some [Thought storm]s in your opening hand, you will never be able to play them. (except if you return them on top of your library).
August 24, 2010 9:10 a.m.
deleteduser15 says... #68
I've change the previous name "Burning Soul Madness" for irindu's-aerial-torrents .
Just to fit the set...
August 24, 2010 9:36 a.m.
I'm sorry but 6 posts in a row is kinda of ridiculous and agitating when I get tons of emails about it when I could have gotten maybe one or two...
August 24, 2010 12:02 p.m.
deleteduser15 says... #70
Hey Zylo why don't you unsubscribe from this discussion rather than posting one more anoying comment. If you have another low personal critic on the way I send my comments on this interesting thread you should send me a private message rather than making it a public event.
I apologize to the other users for breaking the thread, I'm a new user here, and it's my first participation in a challenge.
August 24, 2010 6:04 p.m.
A low personal critic? Chill out dude, I was just suggesting you should try to not post so many times in a row, where do you get off thinking I'm attacking you? o.O
August 24, 2010 6:56 p.m.
deleteduser15 says... #72
I'm chilling out; I think YOU sound kinda of RIDICULOUS and AGITATING, while you suggest i'm attaking you, I was just suggesting that you should unsubscribe if you don't want to receive those anoying emails that filled up your email account. ... Dude
August 24, 2010 7:14 p.m.
bobmarchman says... #73
Alright peeps, let's cool out and move on. I didn't sign up on this site to deal with flame wars. We're all above that. Let's just keep the ideas coming and keep everything else offline.
August 24, 2010 7:19 p.m.
deleteduser15 says... #74
Sorry again guys, I was trying to make a silly point... Wathever
I think Zylo 's idea of introducing back the "fip" concept form the kamigawa's set for a mutant creature is pretty cool.
Demented Seer -- 1RR
Creature - Human Wizard
(Flip side)
Mareck, Mutated Mage
Legendary Creature - Mutant Wizard
But I was thinking that like Irindu, the flip side creature should be a lot more different and diversified hability ;
"The shard of Irindu is a place saturated in blue mana that has been spurred on by red mana and green mana to twist all aspects of life and wizardry. (...) The environment and creatures here are in a constant state of change. Something as simple as changing color would be considered mundane here. These unusually sudden evolutions could mean that one day you're hunting your prey and the next day that same prey is hunting you."
Maybe one side could be cast as a red spell and the other as a green or blue spell.
One side would deal damage, the other would make you gain life or draw cards (...)
So what do you think?
August 24, 2010 7:40 p.m.
@landlot: :D
@leon_raymond: flow just doesn't work with lands, sorry. And a dual land with 187: draw a card, even if it has a "187: pay x or sac" clause, is either wickedly overpowered or epically weak - see Horizon Canopy for comparison.
re:flip stuff
Flip, though I think it could be interesting (kinda like Possessed Aven and kin, but reverting back to the other side?), would most likely be shot down by the design team because even though it's not a keyword it is really a mechanic and i don't think they want anything other than flow...i could be wrong though. Can't hurt to try.
Or, for more amusement, split cards!
August 24, 2010 9:53 p.m.
Right. Well a flip card can only be cast once and as one color... You could be suggesting the flip side could "change" colors which could fit for Irindu, but I thought the idea that the flip becomes a legendary creature fit Irindu pretty well, and the fact that it can flip back to normal which is out of the ordinary (as far as I know there are no other flip cards that flip both sides, I'm probably wrong but that's as far as I know).
August 24, 2010 11:12 p.m.
RE: flip cards
Yeah I think that flipping back and forth is a very cool idea, however the design team will shoot it down I am sure, unless they want to make it only one in the set as the story does indicate that creatures are transplants from other planes. Maybe one from Kamigawa got through.
I would not count on it though. Love the creative idea though
August 24, 2010 11:14 p.m.
Thanks, I really hope they consider it, I mean the basis that it flips back and forth fits in perfectly with the setting of Irindu. Also, some interesting things could happen if you and your opponent both have one out. I just thought it was a cool idea so I hope they do too.
August 24, 2010 11:41 p.m.
darksteelknight says... #79
Uneven Flow - 2R (3)
Creature - Elemental
Flow 3R (As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.)
Whenever a player draws a card due to flow, Static Flow deals 2 damage to target opponent.
2/2
Stoic Baloth - 2GG (4)
Creature - Beast
All cards cost 2 more when cast with flow.
4/4
Karss, Dragon of Irindu - 3RRG (6)
Creature - Dragon
Flying
1U: Return target creature to the top of its owner's library. If it is the next card its owner draws, it has "Flow 1" until it is cast.
R/G: Target player shuffles his or her library.
5/5
Lifeshifter - 4RG (6)
Trample, Haste
RG: Exile all creatures. Return all creature cards in all graveyards to the battlefield under their owner's control. Then move all cards exiled by Lifeshifter into their owner's graveyard. You may activate this ability while Lifeshifter is in the graveyard.
5/5
August 24, 2010 11:53 p.m.
Update
I'm thinking this is the last time I will edit/add cards to this one, pretty happy with how they turned out.
August 24, 2010 11:58 p.m.
darksteelknight says... #81
Edit: Lifeshifter is a Creature of type Lifeshifter
August 25, 2010 12:03 a.m.
SocialistElite says... #82
Moss Covered Golem
Converted Mana Cost - 5
Creature - Golem
Moss Covered Golem comes into play with a +1/+1 counter on it for each green mana that was spent to play it.
Whenever a spell is played using flow, remove a +1/+1 counter form Moss Covered Golem.
0/0
I fear The Flow will be the end of me.
August 25, 2010 12:56 a.m.
SocialistElite says... #83
Obsessive Thought
RRR
Enchantment
R, Discard a card at random: deal 2 damage to target creature or player.
G, discard a card at random: search your library for two lands, reveal them, put one into your hand and one on top of your library.
U, discard a card at random: Draw a card.
August 25, 2010 1:11 a.m.
SocialistElite, you've submitted 5 entries when the max is four, you might want to fix that.
August 25, 2010 10:20 a.m.
@darksteelknight: um. about that Lifeshifter? Living Death is a nasty enough combo piece as it is...that card would be restricted in Vintage and banned in Legacy and Extended before it was even released if Wizards somehow managed to print something like that. I could build a deck in extended that would reliably have lethal damage in the red zone turn 4 with that without even trying hard. At best, it's "RG: put CARDNAME into play under your control. play this ability only if CARDNAME is in your graveyard". At worst, it's "RG: put CARDNAME, a Madrush Cyclops , a couple Darksteel Colossus , and an Emrakul, the Aeons Torn into play under your control]]" or something similarly broken. (those guys works since it's an instant-speed ability and you can respond to the shuffle trigger.) It's really quite broken. I like the idea (living death on a stick) but it needs a much greater drawback, and I think it's in the wrong colours.
August 25, 2010 10:43 a.m.
darksteelknight says... #86
@sporkife Edit:
Lifeshifter - 4RG (6)
Trample, Haste
If a creature would be put into the graveyard from anywhere other than the battlefield, instead exile that creature.
1RG: Each player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. You may activate this ability while Lifeshifter is in the graveyard.
5/5
August 25, 2010 11:31 a.m.
exarkun809 says... #88
Calling of the Elements
2RRGG
Enchantment
Cards in your library have Flow X, where X is that cards converted mana cost.
Whenever you pay a flow cost, the flow cost of all cards is reduced by 1 until the end of turn (Flow cost can not be reduced to less than 1).
August 25, 2010 2:55 p.m.
exarkun809 says... #89
Exploding Earth
RG
Instant
Deal 3 damage to target creature.
Target creature gains +3/+3 until the end of the turn.
August 25, 2010 3:07 p.m.
Re: #88 exarkun809
10 | ? | Zylo says...
3:55 p.m. on August 19, 2010
"... Mindful Approach -- 2GG
Enchantment
Flow 3U
Spells in your hand and library have Flow where the Flow cost in equal to 1 less that spells converted mana cost as long as Mindful Approach is on the battlefield. ..."
What you posted looks very similar to something I've already proposed. Maybe you already knew that and decided to make something a little different than mine, maybe you didn't see that. I'm just letting you know in case you didn't and might want to change your's.
August 25, 2010 3:22 p.m.
SocialistElite says... #91
@zylo: holy crap. How did i miss that!? Well, thanks a ton for saving me there. haha.
So Yeah, Ignore the Moss Covered Golem! Ill just save it for the artifacts ;)
August 25, 2010 3:27 p.m.
exarkun809 says... #92
Master of Irindu
3GG
Creature - Elemental Spirit
Untap all permanents you control during each other player's untap step. For each mountain and red permanent untapped this way, Master of Irindu deals 1 damage to target creature or player.
Tap: Scry X, where X is the number of islands and blue permanents untapped this turn.
At the beginning of your upkeep, sacrifice Master of Irindu unless you tap all lands you control.
2/3
August 25, 2010 3:34 p.m.
exarkun809 says... #93
@Zylo
Ha, too funny. I didn't see yours (so many submissions!). You can scratch that entry since it's no longer original :)
August 25, 2010 3:35 p.m.
exarkun809 says... #94
Although, mine is geared towards like a cascade of flow... (you pay 1 less then 2 less then 3 less). But similar ideas.
August 25, 2010 3:37 p.m.
Irindu's Interdition
2RG
Instant
Pick one: Counter target white or black spell, untap up to 2 target lands.
or
Destroy target white or black permanent.
August 25, 2010 3:45 p.m.
Stem
RG
Instant
Counter target spell that was paid with its flow cost.
what can I say - the world needs more counters.
August 25, 2010 3:48 p.m.
exarkun809 says... #97
Meliadoul, the Shattered Monolith
2RRG
Legendary Creature - Lavastone Golem
Flow 6U
If Meliadoul, the Shattered Monolith's flow cost was paid, it gains double strike and reach.
Whenever a creature is cast for its flow cost, you may either have Meliadoul, the Shattered Monolith deal 2 damage to target creature or player or have creatures you control gain +2/+2 until the end of turn.
4/6
August 25, 2010 3:51 p.m.
@exarkun809 Lol, it's all good! I just figured you might have looked over mine because there are so many submissions. :)
August 25, 2010 4:01 p.m.
Spellform Mutant
3RG
Creature - Mutant Wierd
UX : Exile target Spell where X is its CMC. Spellform Mutant gains X +1/+1 counters.
Remove all counters from Spellform Mutant : You may cast any of these exiled spells without paying their mana cost.
1/1
August 25, 2010 4:09 p.m.
@ exarkun809 keep it in if you like your card. They are different. Maybe just a little different, but those are sometimes the differences that count
August 25, 2010 5:08 p.m.
Oh, yeah, don't get me wrong exarkun809, if you wana keep your submission go right ahead and keep it, don't think I was telling you to get rid of it lol.
August 25, 2010 5:38 p.m.
deleteduser15 says... #102
Respond to $mh?i? 's # 99 post ;
Your Spellform mutant submission looks a lot like my Cunning Form post previously...
mmmm...
August 25, 2010 6:17 p.m.
remember subtlety matters people. Cancel and Counterspell look similar, but one will never get reprinted. So if a card looks like one you created they may still have a shot bacause one or the other may be OP.
August 25, 2010 6:22 p.m.
deleteduser15 says... #104
...But I think yours is much more powerful it's like if you had a counter spell on play at all time. And you can play those spell for free. It can be a kind of spell & mana battery.
If you exile spell, stronger is the creature, it's kind of unfair...
And wath's the U in the activating cost? Colorless mana?
August 25, 2010 6:27 p.m.
U is blue mana - seemed appropriate for the effect - maybe should be UX, Tap for the counter?
August 25, 2010 6:50 p.m.
@$ªmHεiπ: yeah...tapping might be good for that ability, otherwise with an infinite mana combo it reads 'i win the game'
@squire1 : please please please tell me Cancel will never be reprinted. :P
August 25, 2010 7:42 p.m.
I think if you added a tapping cost it would be way more fair.
August 25, 2010 7:44 p.m.
deleteduser15 says... #108
The problem is that with this mechanic, if you can produce enough mana, wich is not so difficult to do in when you play in green you can prevent your opponent from playing until the end of the game. It's a pretty powerfull hability for a 5 CMC Rare.
On top of that you've got a creature that won't keep growing as long as you prevent the other player from casting spell... Like Forever...
Moreover, you can play one of those spell for free!
I think you should try to find a way to equilibrate that permanent... It could be tap when you exile a spell and I think It should remains tapped until you play the exile spell.
here some well balanced Rares and Uncomons that can counter spells
Spiketail Drake Daring Apprentice Ertai, the Corrupted Ertai, Wizard Adept Glen Elendra Archmage Grimoire Thief Hisoka, Minamo Sensei Lullmage Mentor Patron Wizard Stromgald Cabal Voidmage Prodigy
There's much more out there... But i'm shure you get the idea!
August 25, 2010 7:48 p.m.
ok - Revision
Spellform Mutant
3RG
Creature - Mutant Wierd
UX, tap : Exile target Spell where X is its CMC. Spellform Mutant gains X +1/+1 counters. Use this ability only if Spellform Mutant has no counters.
Remove all counters from Spellform Mutant : You may cast this exiled spell without paying its mana cost.
1/1
August 25, 2010 8:46 p.m.
deleteduser15 says... #110
That's much better I think, but maybe you should consider making it a Wizard in addition of it's other types since it can exile and copy spells.
Still a realy powerfull creature thought.
You should precise when the ability can trigger like
Exile target Spell "As it's being cast" or exile target "permanent" (would mean a card on the battlefield at any time).
It's just a detail anyway.
August 25, 2010 10:41 p.m.
@user:Zimongab: the proper template is "XU, T: Exile target spell with a converted mana cost of X. Put X +1/+1 counters on CARDNAME. Play this ability only if CARDNAME has no +1/+1 counters on it." I think.
balance-wise...it's a 1/1. any removal spell in the game can kill it while it still has summoning sickness.
August 25, 2010 11:08 p.m.
Jarrod_0067 says... #112
I know it's a bit late, but I was working on this card before the competition started. I just updated the name and the creature type to suit the theme.
Rabid Woggler Swarm 2GR
Creature - Beast Mutant
Shroud, reach
During each player's end step, if 3 or more cards were drawn this turn, put a token into play thats a copy of this creature.
1/2
August 26, 2010 9:03 a.m.
deleteduser15 says... #114
I've made some changes to my fire-elemental-seed submission: I wrote a short chronicle in the comment section and used quotes from it as flavour text.
I took on the name "Kara, druid of earth guile" #4 Planeswalker from the list in a previous submission. tappedout-community-set-(voting-for-irindu's-planeswalker).
I thought that even If she's not part of the play set, Kara as been created by the community and should exist in Irindu's Tales... Even if she's not a planeswalker.
August 26, 2010 12:28 p.m.
deleteduser15 says... #115
Update : I draw a sketch for my fire-elemental-seed submission.
SirNips says... #1
For the shape shifter i'm still a little confused , does the effect of it becoming a creature last indefinitely or does it become that creature indefinitely.
Also i think that it should be changed to a may ability.
August 19, 2010 3:07 a.m.