Community Set Cycle
Community Set
squire1
25 August 2011
3441 views
25 August 2011
3441 views
Hello again all, and thank you for all of you that voted. Well that was our final challenge for Morglen (BWG) rares and after this challenge we will be finally ready to move on to the uncommons. But before we get there and to the details of this challenge, lets take a look at the winners from last round. Congrats to all of the winners!
#Unending Death by Joshwarudd | |
##Old Card |
##New Card |
Only changes made were that the reminder text needed to be worked around. | |
#Pathcutter Zombie by Lectrys | |
##Old Card |
##New Card |
No changes made, though some of the design team was still worried about it being underpowered. We will see during playtesting. If it is, then it was suggested that the lands possibly come into play untapped. | |
#Dasvol, Tharin'l Superior by Lectrys | |
##Old Card |
##New Card |
Only change made is that the flavor text written by the card's creator was added. |
The New Challenge
The new challenge is to create a cycle of cards. What I mean by this is a set of 5 rare cards with similar abilities but have the flavor of their associated shard. The shards that we are talking about are the BUG, BWG, GUR, RWU, and RWB. These cards should have the flavor of those shards in mind.
Challenge details and rules
- Each user may submit 3 cards. Each card submitted will represent the concept for a cycle. You are not building the whole cycle now.
- The selected winner of this challenge will work with the design team using your winning design to fill out the rest of the cycle.
- All submitted cards must be 3-colored cards from one of the shards. So your submitted cards must have either BUG, BWG, GUR, RWU, or RWB in the cost.
- Cards will be judged by the design team on creativity, set cohesiveness, power level appropriateness, and likelihood to make a good full cycle out of it.
- All card submissions are due by Midnight, Tuesday, August 30th.
Details on shards
Check out these articles for details about the mechanics and story of each shard
Irindu (RUG)
http://tappedout.net/mtg-articles/2010/sep/2/tappedout-community-set-irindus-gold-rares/
Sorok (RWU)
http://tappedout.net/mtg-articles/2010/dec/15/sorok-planeswalker-challenge/
Morglen (BWG)
http://tappedout.net/mtg-articles/2011/jun/11/morglen-final-frontier/
Chavest (BWR)
http://tappedout.net/mtg-articles/2011/mar/3/chavest-mythic-rare-challenge/
Ulgris (BUG)
http://tappedout.net/mtg-articles/2010/sep/30/tappedout-community-set-ulgris-legend-build/
spartanwolfej says... #4
I'm kind of confused with what we're doing with this one. Will there be one cycle for each shard, or one cycle that covers all of the shards?
August 25, 2011 2:22 p.m.
rockbandrummer9 says... #5
Morglen Elite 2BWGLegendary creature- Shaman
All tokens get +1/+1
1/4
The set would be having an ability revolving around there respective sard
August 25, 2011 2:25 p.m.
rockbandrummer9 says... #7
Ulgris Elite 2BUGLegendary Creature- SlimeAll tokens have Wither
2/3
Another Example
August 25, 2011 2:29 p.m.
a cycle of tacticians, which each can change the pace of a game when they enter the battlefield, yet need to be used smartly or they will ruin any chance of it's controller winning.
Persistant Tactician- 2GWB
Creature- Elf Shaman
Creatures you control have momento.
If a token would come into play, make two copies of that token.
"Triumphant are the ones with sheer persistance."3/5
Devastating Tactician- 1BRW
Creature- Angel Knight
Creatures you control have haste.
sacrifice a land: Target creature has cleave X, where X is the CMC of the target creature.
"Triumphant are the ones with unstoppable force"
Adaptive Tactician- 3RUG
Creature- Dragon Wizard
Flying
You may play all creature cards you control by paying a flow cost of RUG. If you play a creature this way, you must discard a card. You may only use this ability if you have at least one card in hand.
tap CARDNAME:draw a card
5/5
"Triumphant are the ones with the ability to change at whim."
August 25, 2011 2:39 p.m.
Here's my first cycle beginning submission: the Ultimatums! They're rather like the Alara ones, of course.
Here's the Morglen one:
Overwhelming Ultimatum GGBBBWW
Sorcery
Put all creature cards from all graveyards onto the battlefield under your control.
The name of this card may not be final.
August 25, 2011 2:55 p.m.
This would be the Irindu one, so you get a better idea of what the Ultimatums are, and I'm not making the rest now:
Inspiring Ultimatum RRUUUGG
Sorcery
Until end of turn, cards you own that arent on the battlefield have flow 0.
Draw four cards.
August 25, 2011 2:56 p.m.
Sorry, grammatical error:
Inspiring Ultimatum RRUUUGG
Sorcery
Until end of turn, cards you own that aren't on the battlefield have flow 0.
Draw four cards.
August 25, 2011 2:57 p.m.
You might want to link the voting thread or the card submition thread instead of the winning card thread, so people who weren't a part of those shards know what each shard was about.
August 25, 2011 3:05 p.m.
@spartanwolfej one cycle that spans all 5 shards. But you are only presenting a sample card from the cycle.
August 25, 2011 3:07 p.m.
@Spoofed each of the linked articles have descriptions of the shard in them. that is why i linked them
August 25, 2011 3:08 p.m.
@Squire1: The first one doesn't have a description on what "flow" is.
August 25, 2011 3:10 p.m.
Remember that your 3 submissions can be 3 different concepts for cycles. Each submission shows a concept for a cycle. The three submissions do not need to relate to each other at all.
August 25, 2011 3:11 p.m.
"Flow: COST (As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.)" from that article
August 25, 2011 3:12 p.m.
no prob. This one is more complicated than usual i know, but also allows people to be more creative than usual
August 25, 2011 3:18 p.m.
spartanwolfej says... #21
First cycle: Equivocal Madness! Each shard uses their ability in conjunction with "X"
(Chavest)
Equivocal Strikes
3RWB Enchantment
Creatures you control have Cleave X, where X is that creature's power.
And since Resolve is probably the strangest to include an "X":
(Sorok)
Equivocal Determination
XRWU Sorcery
Put a Sorokian counter (unsure of name) on up to X total creatures. As long as a creature has a Sorokian counter on it, it has Resolve.
August 25, 2011 3:35 p.m.
Really? Guess I just can't read. Sorry about calling you out like that.
August 25, 2011 3:43 p.m.
On second thought, perhaps the first version of Inspiring Ultimatum was too good, so here is the hopefully fixed version:
Inspiring Ultimatum RRUUUGG
Sorcery
Until end of turn, cards you own that aren't on the battlefield have flow 1.
Draw four cards.
August 25, 2011 3:55 p.m.
Nah, maybe this is the final fixed version (so darn indecisive today):
Inspiring Ultimatum RRUUUGG
Sorcery
Until end of turn, nonland cards you own that aren't on the battlefield have flow 0.
Draw three cards.
August 25, 2011 3:58 p.m.
spartanwolfej says... #25
Another cycle idea: The Horde. Use the abilities to amass creatures.
(Irindu)
Surging Horde
2RUG Enchantment
Whenever you cast a creature spell by playing its flow cost, you may search your library for a card with the same name as that creature, shuffle your library, and place it on top of your library. Until your next precombat main phase, flow costs are reduced by 2.
August 25, 2011 4 p.m.
MagnorCriol says... #26
@squire1 - Gah! I swear I read it five times over just to make sure I wasn't missing it. D'oh. =p
August 25, 2011 4:18 p.m.
Here's my second cycle idea: Lords! These are lords of certain creature types that grant the signature ability of their respective shards.
Here is the Chavest one:
Angel of Sundering 3WBR
Creature - Angel Judge
Flying, intimidate
Other Angel creatures you control get +2/+2 and have Cleave X, where X is that creature's power divided by 2, rounded up.
4/3
Here is the strangest one, the Sorok one:
Noggle Steadfast RWU
Creature - Noggle Rogue
Other Noggle creatures you control have Resolve and are indestructible.
2/2
Though Noggles always dance to the beat of their own drums, whenever this Steadfast is around, they seem to start synchronizing their drum beats.
August 25, 2011 5:54 p.m.
I really like Lectrys's idea for a cycle of the ultimatums. It isn't original, but it was my favorite cycle in a long time.
August 25, 2011 10:23 p.m.
pookypuppy6 says... #29
This is uninspired at best, but a cycle of knights/paladins would be easy to build for each shard except for Ulgris, which I can't find the special keyword for anywhere.
Morglen Paladin - BGW
(Creature, Elf Paladin)
Protection from blue and from red
Memento (Whenever a creature with memento dies, if it was a nontoken creature, put a token that is a copy of that creature into play)
2/2
I guess the idea is to pair the unique keyword with protection from the two absent colours with a 2/2 body, costing one mana of each colour. Flavour-wise, the paladins can still have shard-relevant creature types; Ulgris, for example, could get away with an Insect Knight creature type, while the Sorok paladin can be a dwarf or even a noggle.
August 26, 2011 9:24 a.m.
Also something to consider is at this point all the shards are separated. They are unfamiliar with each other. So BUG would not have any idea that R or W even exist
August 26, 2011 9:56 a.m.
MilanTheMan says... #32
Ulgris Elite
Creature Fungal Shaman
1BUG
Wither
Vigilance
When Ulgris Elite is dealt damage, prevent that damage. Put a -1/-1 counter on Ulgris Elite for each prevented this way.
2U TAP, Remove a -1/-1 counter from Ulgris Elite: Counter target activated ability.
2B TAP, Remove two -1/-1 counter from Ulgris Elite: Put target creature card from your graveyard on top of your library.
1G TAP, Remove a -1/-1 counter from Ulgris Elite: Put a 1/1 green Saproling creature token token onto the battlefield.
1/7
August 26, 2011 12:06 p.m.
MilanTheMan says... #33
Ulgris Elite
3BGU
Creature Snake Wizard
Whenever a nontoken creature dies under your control that has wither: Put a 2/1 green black Ooze creature token onto the battlefield with wither
Whenever a nontoken creature dies under your control that has deathtouch: Put a 1/1 green black Ooze creature token onto the battlefield with deathtouch
4/3
August 26, 2011 12:27 p.m.
MilanTheMan says... #34
Ulgris Elite
2BBUGCreature Rat Warrior
As long a Ulgris Elite is tapped, Creatures you control gain wither.
As long as Ulgris Elite is untapped, Creatures you Control gain deathtouch.
BB: Tap or untap Ulgris Elite
4/3
August 26, 2011 12:41 p.m.
Cycle 1: Shard keyword lords that cost CDE and give some benefit to the correct keyword that are synergous with the ability.
Mana-Flow Elemental RGU
Creature - Elemental
Flow RG
Whenever you cast a spell with flow, you may pay U. If you do, draw a card.
Invoker of Dust GWB
Creature - Elf Shaman
Memento
Whenever another creature with memento enters the battlefield under your control, you may pay G. If you do, put a token that's a copy of that creature onto the battlefield.
Creatures with cleave get +X/+0 and creatures with wither get first strike. I haven't figured out resolve yet, but something to do artifacts probably.
August 26, 2011 4:39 p.m.
My first cycle submission is a re-submission that I slightly altered for power level after some thought.
Name: Morglen Charm
CMC: 1BGW
Type: Instant
Choose one - Destroy two target creatures, they cant be regenerated this turn, tokens that would come into play this turn do not; or search your library for two land cards and put them into play, then shuffle your library; or two creatures you control gain memento until the end of the turn.
This cycle would all have three effects to choose from with one of them having to do with the sets special mechanic and the other two having to do with the sets major themes by either being an answer to them or a synergy for them. I can see nothing with better flavor for each shard than a card giving you a choice of three options in the colors of the shard.
Charms are great for sets because essentially they give you options. I like this idea because there has never really been rare charms unless you want to count the commands. This put's the classic charms where you can only choose 1 effect in a more powerful shell.
On this one I upped the cmc by 1 and powered up the first two effects while powering down the last one because it was a bit OP before.
I'll have my other two cycle submissions in soon I hope.
August 26, 2011 8:11 p.m.
mozerdozer says... #37
To whoever suggested all cards having a flow cost of 0: This allows you to draw all your cards in a single turn. The cost was 7 mana, but it is still ridiculously overpowered.
August 26, 2011 9:13 p.m.
My next cycle submission is a simple idea but something very valid I think. Why not take the key mechanic and completely support it as an enchantment? Basically it's a manifestation of the key mechanic of each shard.
Name: Mana Flow
CMC: 2URG
Type: Enchantment
Flow: URG (As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.)All spells you draw gain flow: URG.
August 26, 2011 9:21 p.m.
Yeah, perhaps a more expensive combination of Ad Nauseam and card:Mind's Desire, after Johnny-testing and Melvin-testing, was NOT a good idea. Here's the adjusted Irindu Ultimatum (if I had to submit only 1 Ultimatum, the Irindu one would NOT be it--the Morglen one would):
Inspiring Ultimatum RRUUUGG
Sorcery
Until end of turn, the top three cards of your library have flow 0.
Draw three cards.
August 26, 2011 9:37 p.m.
spartanwolfej says... #40
Lectrys, perhaps change it to "The next three cards you draw this turn have flow 0."
August 26, 2011 10:18 p.m.
Cycle 2: Charm cards for each shard. The traditional CDE cost and three abilities, one themed to each color. One ability gives the keyword.
Ulgris Charm BGU
Instant
Choose one - Return target creature card from you graveyard to your hand; or target creature gains wither until end of turn; or put a token onto the battlefield that's a copy of target creature.
Irindu Charm RGU
Instant
Choose one - Target creature gets +3/+3 until end of turn; or draw two cards; or the next time you draw a card, it gains flow 3.
Sorok: Resolve; or artifact tutor; or exile attacking creature.
Morglen: Memento; or drain life; or destroy artifact or enchantment.
Chavest: Cleave 2; or destroy creature; or direct damage.
And each of the 15 abilities is still unique!
August 26, 2011 10:43 p.m.
"Viashino Scrapper" - 1RBW
Creature - Viashino Berserker
Cleave 4
If Viashino Berserker attacks and isn't blocked, destroy target land the defending player controls.
1/5
~~~~~
"Everchanging Mold" - 1RUG
Creature - Shapeshifter
Flow: RUG
When Everchanging Mold enters the battlefield, draw a card.
Everchanging Mold enters the battlefield as your choice of a 3/3 with flying, 4/4 with trample, or 0/7 with shroud.
x/x (stars)
~~~~~
"Multiplying Zombie" - WGB
Creature - Zombie
Haste, Memento
B, Pay 2 life: Return Multiplying Zombie from your graveyard to the battlefield.
Whenever Multiplying Zombie deals combat damage to a player, that player loses 1 life.
1/1
August 27, 2011 6:42 p.m.
Joshwarudd says... #43
Woot woot on first win with unending death :D. But for my first cycle is a Dominus cycle. This is a cycle of legendary creatures that utilize each shards ability in an interesting way. Ex:
Dominus of Irindu - 2RUG
Legendary Creature - Elemental
Flow RUG
If you would draw a card, you may instead search your library for a card with Flow. If you do shuffle your library and put that card on top and then draw a card.
2/4
August 27, 2011 6:49 p.m.
My last cycle submission is a field control against other shards and it would only be truly effective against the enemy shards which would just share 1 color with the shard you are playing but it wouldn't hurt your deck at all.
Name: Soroks Cleansing
CMC: 2RRWWUU
Type: Enchantment
When Soroks Cleansing enters the battlefield all players sacrifice all non red, non white, non blue, and non colorless permanents.
As long as Soroks Cleansing is on the battlefield, players cant play spells that are not either red, white, blue, or colorless.
I think it's a powerful effect, similar to All Is Dust meets Iona, Shield of Emeria . The cost I think is fair when you consider cards like Destructive Force and honestly, what better flavor for a shard than to get rid of and prevent everything that does not delineate it?
I know that the shards don't know about 2 of the colors but with this cycle you can have some non shard hate without knowing about the others. It simply does not tolerate the other colors, it doesn't have to know what they are to do that, it just has to know what it'self is.
The other cards in the cycle would be basically the same thing with corresponding colors.
I also love the way the art came out on this one. I'd love to do the rest of the cycle.
August 27, 2011 7:29 p.m.
Jarrod_0067 says... #45
If we were going with the Ultimatum cycle, I suggest:
August 28, 2011 9:57 a.m.
platinum_demon says... #47
Entry 1: The Tides
The example I'm going to give is the Chavest one.
Sundering Tide
1RWB
Rare
Enchantment
When Sundering Tide enters the battlefield, destroy target land.
Creatures you control gain Cleave X, where X is the number of land cards in target graveyard.
August 28, 2011 10:51 a.m.
My first idea for a cycle is a series of enchantments which change the color of your creatures, generally bringing them closer toward the three colors of the shard itself. Then the enchantment pumps each creature with the correct three colors and grants them an activated ability which encompasses the flavor of the shard. The Chavest one is my example:
Brutal Zeitgeist
1WWBR
Enchantment
Angels are red and black.
Demons and Viashino are white.
Creatures you control that are white, red, and black get +2/+2 and have "WBR, Sacrifice this creature: Destroy target permanent."
I like this idea because it transforms the flavor of the creature. You can put a normal old Serra Angel in your Chavest deck and the enchantment turns it from a holy avenger into something more complicated. It also challenges you to use demons and viashino that are both red and black.
August 28, 2011 6:11 p.m.
"Transformation" cycle. Taking permanents and turning them into new permanents with abilities and traits shared by that shard. They also can't be countered as they are unstoppable forces of mana belonging to the plane from far before the tribes emerged.
Reanimating Transformation (4UBG)
Reanimating Transformation can't be countered.
Sacrifice a creature you control. Put a black, green, and blue Ooze creature token onto the battlefield with power and toughness each equal to the sacrificed creature's power and toughness. It has hexproof, intimidate, and "When this creature dies, if it wasn't your turn, put a copy of it onto the battlefield during your next upkeep."
"Ulgris is a place of primordial, but effective, magic. You need only step into one of its bogs to arrive at this realization."
Mitotic Transformation (4WBG)
Mitotic Transformation can't be countered.
Destroy target creature you control. Put a white, black, and green Plant creature token onto the battlefield with power and toughness each equal to the sacrificed creature's power and toughness. It has hexproof, reach, and "Whenever a land enters the battlefield under your control, you may put a copy of this creature onto the battlefield."
"Morglen is a place of efficient and productive magic. The exponential growth of its forests is just one of the detectable forms of it."
Ingenious Transformation (4WUR)
Ingenious Transformation can't be countered.
Sacrifice a creature you control. Put a white, blue, and red Merfolk creature token onto the battlefield with power and toughness each equal to the sacrificed creature's power and toughness. It has hexproof, vigilance, and "Whenever you would draw a card (or cards), you may instead search your library for a nonland card and cast it from your library. (You pay the casting costs of spells cast this way.)
"Sorok is a place of intuitive and artfully potent magic. The fact that goblins, merfolk, and dragons all peacefully coexist there is testament to the nature of its mana."
August 28, 2011 6:33 p.m.
My next entry concept is a series of sorceries with slightly undercosted abilities. Each one requires something to have happened during that turn or else it can't be played. They essentially push you to play to their shard's strength. This is my idea for the Morglen card:
Tenacity
BGW
Sorcery
Play Tenacity only if two or more token creatures entered the battlefield this turn.
Return target creature in your graveyard to the battlefield.
August 28, 2011 6:35 p.m.
...And the final concept is a cycle of lords which give +1/+1 and the shard's keyword mechanic to creatures that are their shard's central color, as well as an additional +1/+1 and activated ability to creatures that are both of the shard's secondary colors. Here's the idea as applied to Sorok:
Paragon of Sorok
1RWU
Creature - Dwarf Wizard
Red creatures you control get +1/+1 and have resolve.
Creatures you control that are both blue and white get +1/+1 and have WU: Counter target activated ability.
August 28, 2011 6:43 p.m.
Cycle 3: Enchantments that either grant the shard keyword or benefit the shard themes.
Protection of the Forest 2GWB
Enchantment
Memento
Token creatures you control get +2/+2 and have hexproof.
Crippling Touch 3BUG
Enchantment
Creatures you control have wither and first strike.
Creatures your opponents control with counters on them can't attack or block.
The Sorok one would grant resolve and have an artifact-related ability, the Irindu one would trigger from flow and let you draw cards, and the Chavest one would grant cleave and punish not blocking.
August 28, 2011 7:06 p.m.
Minor adjustment to Crippling Touch: "Creatures your opponents control with counters on them can't attack or block, and their activated abilities can't be activated."
August 28, 2011 8:01 p.m.
Oh. "Mitotic Transformation" is supposed to start with "Sacrifice a creature". Not "destroy".
August 28, 2011 8:19 p.m.
http://oi56.tinypic.com/2hhmagy.jpg
http://oi51.tinypic.com/rcouqc.jpg
http://oi51.tinypic.com/jzw5z.jpg
August 28, 2011 8:49 p.m.
platinum_demon says... #56
Entry 2: The Hearts
This is a cycle of legendary colored artifacts representing the spirit of their respective worlds. The example given is the Ulgris one.
Heart of Ulgris
2UBG
Rare
Legendary Artifact
UBG[tap]: Target creature gains deathtouch until end of turn. Put a token into play that is a copy of that creature. That token has wither.
August 28, 2011 9:25 p.m.
May as well put in my final submissions here.
My first cycle is that of Ultimatums, much like Alara's ones. Here is the Morglen one for submission:
Morbid Ultimatum GGBBBWW
Sorcery
Put all creature cards from all graveyards onto the battlefield under your control.
My second cycle is that of Lords that grant the signature ability of each shard and a boost. Here is the Chavest one:
Angel of Sundering 3WBR
Creature - Angel Judge
Flying, intimidate
Other Angel creatures you control get +2/+2 and have Cleave X, where X is that creature's power divided by 2, rounded up.
4/3
My final cycle is that of Gifts, powerful creature auras that grant abilities as long as the enchanted creature is of a certain colour, rather like Shield of the Oversoul . Like Angelic Destiny , if the enchanted creature dies, you get the aura back. Here is the Ulgris one:
Gift of Ulgris UBG
Enchantment - Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals combat damage to a player, that player puts the top three cards of his or her library into his or her graveyard."
As long as enchanted creature is black, it gets +1/+1 and has wither.
As long as enchanted creature is green, it gets +1/+1 and has deathtouch.
When enchanted creature dies, return Gift of Ulgris to its owner's hand.
Of course, Sorok, with its signature Resolve ability, will have anomalous cards in the Lords and Gifts cycles.
August 29, 2011 4:13 p.m.
Entry #1 is Morglen member of a cycle of mage-like creatures associated with the shard's planeswalker:
Z'yanthl's Harvester BWGCreature - Elf Druid (Rare)
Whenever you put a land into play, you may exile a creature card from your graveyard. If you do, put a 2/2 black zombie token into play.
Zombies you control have lifelink.
1/1
"Keep an eye on the farmers. That's not just a field of potatoes." -- Dasvol
Rationale: looking back through all the rares in other colours, it seems we have a real absence of low casting cost rares. A cycle of 2-drops would be great although obviously those don't work for the shard cycle. We can still do something like the mages of M12 or the smiths of scars but if we are to stick to the conventional 2/1 the abilities need to be stronger due to the shard casting cost.
There is the problem though that all the shards have such different creature types to the extent that human mages mdon't work. If the only thing tying them together is a common casting cost, P/T, and cool ability then they may not seem like a cycle. To make up for lack of common creature type, I thought it would be useful to take advantage of a recent and popular feature to cycle around - planeswalker related cards. There could be another similar cycle at uncommon, and they don't even all have to be creatures to be a cycle (though I think it's stronger if they are). BTW, although the effect here is stronger than Cemetery Reaper I think it's fair because it's conditional on land coming into play AND having creature cards in graveyard.
August 30, 2011 3:32 p.m.
Entry #2 is a cycle of artifacts:
Pearl of Chavest BWRArtifact - (Rare)
2, tap: add 3 mana in any combination of B, W, and R to your mana pool
W, sacrifice Pearl of Chavest: exile target creature attacking you or a planeswalker you control.
Rationale: each is named after a gem that is normally associated with the colour of the shard that is the enemy colour of the two others (i.e., compare to Mox Pearl ). II'm keeping in line with my comment above about keeping the rare cycle at low CMC. Something else I think the set needs is 3-colour enablers. Sticking to the shard casting cost though, these gems need to do more than just colour fixing, so that leads to this mana fixing artifact + Soul Snare on a stick in the case of Chavest. Note the extra ability is in the same colour as the name (the enemy shard) and since it requires a sac not a tap, you can tap it for the mana first and use one a W from that to activate the ability.
August 30, 2011 3:36 p.m.
Entry #3 is a cycle of enchantments.
Curse of Irindu RUG
Enchantment Aura Curse (Rare)Enchant player
Whenever enchanted player draws a card, target opponent chosen at random draws two cards.
Whenever any player draws three cards in the same turn, enchanted player may put a 0/1 red and green mutant into play.
Rationale: Sticking with 3 CMC for reasons above. This cost is very typical for enchantments. The idea here is to jump on the newly created curse sub-type and like entry #2 focus on the enemy colour. The idea here is a set of curses that, depending on the situation, COULD be beneficial to cast on yourself - the enemy colour having a strong effect and cursing you for using the other two with an upside associated with the other two. Example is with Irindu.
August 30, 2011 3:38 p.m.
platinum_demon says... #62
Entry 3: The Wanderers
The wanderers are a cycle of spirits, one for each shard, granting bonuses to the top three creature types of their shard.
This example is the Sorok one.
Sorok Wanderer
RWU
Rare
Creature- Spirit
Other creatures you control get +1/+1.
Dwarves you control have mountainwalk
Goblins you control have haste.
Merfolk you control have [tap]:Draw a card.
2/2
August 30, 2011 9:42 p.m.
MagnorCriol says... #63
I hope you'll accept a slightly late entry. I had car troubles today that kept me out of the house - and away from my computer - all day long.
If not, oh well, that's fair...but I'd rather not have to say I didn't try.
Entry #1: Essence cycle
~~~~~
Essence of Irindu
1URG
Enchantment - Aura
Flow URG (As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.)
Enchanted creature gets +2/+2 and has flying.
At the beginning of each end end step, if you drew two or more cards this turn, return Essence of Irindu from your graveyard to your hand.
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The concept is a creature being "touched" by the spirit of a shard.
They'd grant moderate but relevant bonuses. This one facilitates draw, Sorok's could make equip costs for the creature cheaper, Ulgris' could give it wither or deathtouch, etc.
Each one has the return-to-hand clause, to help ameliorate the natural risk of auras. Each clause would be different - this is based off card draw because that's what Irindu likes (note that if you cast this for its flow cost, it auto-triggers the return that turn); Sorok's could key off owning equipment or legendary creatures, Chavest's could perhaps be creatures or lands being sent to a graveyard...
August 31, 2011 3:53 a.m.
MagnorCriol says... #64
Entry #2: Avatar cycle
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Avatar of Ulgris
2GGUB
Creature - Avatar
Flash, trample, wither
At the beginning of your upkeep, you may sacrifice a creature. If you dont, tap Avatar of Ulgris and put a -1/-1 counter on it.
Sacrifice a creature: Regenerate Avatar of Ulgris. Untap it and remove all counters from it.
All it knows is to feed.
7/8
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All the Avatars have would have different P/Ts; the green-dominant avatar is the biggest. It's embodies Ulgris' feral danger; unlike the other Avatars, it's big, it's primitive, and it's hungry. Its upkeep trigger is resonant as a primal hunter, and if it doesn't feed it starts wasting away.
Sorok's could grant (non-P/T-based) combat abilities to your creatures, or bounce enemy creatures, while Chavest's could be a war machine that forces all creatures to attack and block each turn if able. Irindu's could turn all your creatures into Ophidian s or gives you a repeatable small scry effect of some nature.
August 31, 2011 3:54 a.m.
MagnorCriol says... #65
Entry #3: Ultimatum cycle
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RWU Ultimatum
RRRWWUU
Sorcery
Until end of turn, each time a source you control deals damage to an opponent, you draw cards equal to the damage dealt.
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Playtest name, obviously.
I've actually come up with all five of these - I was working on them separately during the summer. All of them are made generally for what a deck of those colors would want, rather that specifically what that shard's thinking.
RWU, for instance, tends to be aggro strategies coupled with card draw, or a controllish strategy coupled with creatures/burn - so its ultimatum rewards Red Zone connections with hefty card draw. The BGW ultimatum, likely in a token deck, sacrifices creatures to beef up your remaining ones and force opponents to sac theirs; GUB sets up for a dredge or mill deck; BRG is a Guided Passage combined with card:Praetor's Grasp (everyone searches their deck for cards, then you yourself get to play them as long as they remain exiled).
They'd need tweaking and possibly some reflavoring for the individual demiplanes, but I'm a little bit proud of where they sit right now.
August 31, 2011 3:56 a.m.
here are the winners http://tappedout.net/mtg-articles/2011/sep/8/community-card-cycle-winner/
Jarrod_0067 says... #1
A cycle of cards called "Elite". Each uses their set's keyword in an interesting and painful way.
Krav'kezik Elite 2BRW
Creature - Viashino Assassin
Haste, cleave 5
Whenever Krav'kezik Elite attacks and isn't blocked, you may destroy target creature.
Its title literally means 'makes blood spill'
4/3
August 25, 2011 10:48 a.m.