Card Design challenge (Uncommons red, green, and multi)

Community Set

squire1

4 November 2011

1984 views

Alright so now that we have gone through our old cards that people designed and decided what cards to use. We are ready to finish up the uncommons for Irindu. We changed the names and abilities of some of the cards to make them fit well as uncommons and here they are:
    
    
    

New challenge

So after those cards were added to the set, we have 3 uncommon slots left open. That is what this challenge is for. We have a mono-red card, a mono-green card, and a RUG card to design. Then onto the next shard.

The Rules

  1. For this challenge, each member of the community may submit four cards total.
  2. Each card must be either mono-red, mono-green, or RUG.
  3. Each card must be an uncommon
  4. While the casting cost must fit those specifications, activated abilities are allowed to use any combination of blue, red, and green if you so choose.
  5. Hybrid mana is NOT allowed.
  6. Cards submitted may be creatures, enchantments, enchantments/aura, instants, or sorceries.
  7. All submissions will be graded on:
    • Creativity - As you may or may not realize, different players look for different things in cards. One thing that many players look for is new interactions and situations in gameplay. This allows players who have been playing forever (the design team) to still find the game interesting with each new set.
    • Power level - Power level is often one of the biggest roadblocks to design. now that we are at uncommons, we should want to play the cards that are designed but not think of them as musts. Unlike the rares, many of which the design team wanted playsets of the submitted cards. The uncommon cards must be strong but not too strong. Also consider pricing. you would not want an uncommon to cost $5 because it is so wildly popular.
    • Flavor - Lands are often looked over as simply utility, but as newer sets like Innastrad have shown, they can bring a huge amount of flavor to the game. Lands, unlike other cards, have the unique ability to provide a setting to your world, specific cities, temples, battlefields. Things things are needed to give depth to a set for some players and make it more interesting to play a game. i know that some competitive players would still play if the cards had no art or flavor or story and they were just numbers for names, but most players like the whimsical flourish of flavor, so keep that in mind.
    • Usefulness - What is useful? Why is it useful? Will your design be useful in every format (probably not, but maybe)? Will your card create interesting interactions and synergies? Does it have an effect on board complexity? Does it effect tempo? Whatever the answers to these questions are, they are essential to answer for yourself. Without a vision of why a card is being created and what it lends to the game or potentially detract, then it is difficult to balance it.
  8. As with all uncommon challenges. Each design team member will now be presenting the 1 card per color per design team member for voting along with the other top cards presented. In order to make it unbiased, we will continue to stay out of the card voting, so if no one votes for our cards, we can not win. Also our cards will not be evaluated along side everyone else's, they will only be revealed during the voting articles so that we do not compare your cards against those designed by design team members. Basically it will work the same as always, except you will see 3 additional cards to vote on if you wish. So if you do not like our ideas or just don't want design team cards winning challenges, do not vote for them and we won't. If there is an outcry for this idea to stop altogether, it will.

Extra Information

To see all of the cards that have been designed for this shard so far, as well as the story and shard description please see this article.
http://tappedout.net/mtg-articles/2011/sep/5/community-set-irindu-summary/
Also keep in mind what is missing from the shard. Do we need more creatures? Small or big spells? etc.

Due date:

All card submissions are dueby midnight on Wednesday, November 9th, 2011

This article is a follow-up to Community Set Irindu Uncommons The next article in this series is Card Design challenge (Uncommons red, green, and multi) Voting

shadowdart says... #1

Life's flow [3G]

Enchantment

Gain 2 life for each time a card's Flow cost is paid.

November 4, 2011 9:58 a.m.

shadowdart says... #2

Crackle [R]

Instant

Flow [3R]

Crackle deals 1 damage to target player or 2 damage to target creature.

If you pay Crackle's Flow cost, deal 1 damage to target player or 2 damage to target creature.

November 4, 2011 10:07 a.m.

shadowdart says... #3

Two-tailed sphinx [RUG]

Creature

Flying

When this creature dies, you and target opponent gain a green 1/1 snake with flying.

2/2

November 4, 2011 10:15 a.m.

Jarrod_0067 says... #4

Unimind Ooze RUG

Creature - Ooze

At the beginning of the end step, if an opponent cast 2 or more spells this turn, you may return an instant or sorcery card at random from your graveyard to the top of your library.

0/2

November 4, 2011 10:17 a.m.

Jarrod_0067 says... #5

Bountiful Visions 1GG

Sorcery

Flow 3GG

Search your library for a land card and add it to your hand.

If the Flow cost was paid, draw 2 cards.

November 4, 2011 10:28 a.m.

TylerJohns says... #6

Beautiful Discovery 1URG

Enchantment

Whenever the controller of this card pays a flow cost, he may pay (1) to search his or her library for any card with a flow cost, shuffle his or her library and put that card on top of his or her library. Then, draw a card.

Creativity - I feel like this card gives a very nice interaction to this "Flow" concept. It allows you to continue casting spells if you can afford it. Having a lot of mana on board would let you "flow" through your deck faster.

Power Level - This is a card that isn't too powerful, or so weak it is useless. It is the type of enchantment you don't want more than 1 of on the field, but you want 1 on the field. The fact that it costs 4, and not 5 or 6, allows you to use it's effect a bit earlier in the game, which is what you want. If it costed 5 or 6, it would be pretty useless. I was going to make the "tutor" cost 0, but it seemed a bit too powerful then.

Flavor - I think this card exibits it's synergy with the overall feel of this community set very very well, and has a feel to it that makes me want to use it.

Usefulness - I think it is very useful, while it is in play, (green has nice ramp cards) and while you have mana on the field, you can use this to cast a flow spell and then find another flow spell and continue to flow through your deck. I feel like this card strengthens the feel of "flowing" through your deck.

November 4, 2011 12:15 p.m.

TylerJohns says... #7

I'm sorry, the card text is wrong. I will rewrite it.

Beautiful Discovery 1URG

Enchantment

Whenever the controller of this card pays a flow cost, he or she may pay (1) to search his or her library for any card with a flow cost, shuffle his or her library and put that card on top of it. Then, he or she draws a card.

When you draw this card, you may pay RUG to discard it and draw a card.

November 4, 2011 12:21 p.m.

1st submission

Stream Bed Mollusk - 1GG

Creature - Wurm

Whenever you cast spell for its flow cost, Stream Bed Mollusk gets +2/+2 until end of turn.

2/2

November 4, 2011 9:31 p.m.

IronHead says... #9

Uncontrolled Element 1rgu

Creature - Elemental

Trample, Haste

Uncontrolled Element's power is equal to the number of cards in your hand

*/3


Knowledge is Power 3r

Enchantment

Whenever you draw a card or cards as the result of a card effect Knowledge is Power deals one damage to target creature or player.


Twisted Elemental 5 g

Creature - Elemental

If you control an island Twisted Elemental gains flying.

If you control a mountain Twisted Elemental gains first strike.

5/6

November 5, 2011 12:19 a.m.

IronHead says... #10

Frantic Elementalist 1g

Creature - Wizard

tap: Reveal the top two cards of your library. Add any lands revealed this way to your hand and send the rest to the graveyard

1/1

November 5, 2011 12:29 a.m.

TylerJohns says... #11

This is my second suggestion.

Naissae Guardian UURG

Creature - Shapeshifter

Pay UUG: This creature becomes a copy of another creature you control until the end of the turn. If it does, it gains this ability.

Pay UUR: This creature becomes a copy of another creature target opponent controls until the end of the turn. If it does, it gains this ability.

"You must be ready to combat anything that would threaten the Source."

November 5, 2011 1:47 a.m.

TylerJohns says... #12

This is my third suggestion (sorry, I really like this idea...)

Everything Is Water UUURG

Enchantment

Whenever a spell with a flow cost is placed into your graveyard, you may look at the top 3 cards of your library, and put them back in any order. You may shuffle your library.

(Also, for my second suggestion, the creature's original power and toughness are 2/2)

November 5, 2011 1:53 a.m.

shadowdart says... #13

My last suggestion already...

Fierce Empath 2R

Creature- Human Wizard

Trample

If you control a Forest, Fierce Empath gets +2/+1

If you control an Island, Fierce Empath gains hexproof

                             2/1
November 5, 2011 7:53 a.m.

Reverberating Shock - 2RR

Instant

Flow - 1R, exile Reverberating Shock.

Reverberating Shock deals 2 damage to target creature or player

The next time you cast a spell for its flow cost, if Reverberating Shock is in your graveyard, put it on top of its owners library.

*maybe 4 is a lot to play for 2 damage. But the point of the card is that you get to use it repeatedly, unless you FLOW it (for a discount). I thought it was a neat idea.

November 5, 2011 2:17 p.m.

Lectrys says... #15

Here's my first go at an uncommon card:

Maddening Inspiration 1R

Sorcery

Shuffle three cards at random from your hand into your library, then draw four cards.

As seen in Goblin Lore and Winds of Change , red has had risky card draw like this before. I think this will be especially good in a set that promotes Flow (and therefore card draw at any cost).

November 5, 2011 3:50 p.m.

Lectrys says... #16

...Okay, late-game, Maddening Inspiration version 1 looks too OP. Here's my second shot:

Maddening Inspiration 1R

Sorcery

Cast this spell only if you have three or more cards in your hand.

Shuffle three cards at random from your hand into your library, then draw four cards.

November 5, 2011 3:55 p.m.

(name needed) 2GCreature-Treefolk

Flow GGG

If you cast (Name Needed) for it's flow cost, Draw a card for each card you control with a flow cost on it. 2/2

November 5, 2011 4:16 p.m.

Jarrod_0067 says... #18

For #3, a new take on an old card Pursuit of Knowledge

Tome of Grandeur 1RUG

Enchantment

Whenever a player casts a spell for it's Flow cost, put a study counter on Tome of Grandeur.

Remove 5 flow counters from Tome of Grandeur and sacrifice it: Discard your hand and draw 7 cards.

November 6, 2011 5:23 a.m.

3rd Submission

Lumbering Brute - 3URG

Creature - Elemental

6/7

November 6, 2011 10:26 a.m.

Dam the Mind - RUG

Enchantment

Opponents Flow cost are upped by 2.


River Mimic - RUG

Creature - Shapeshifter

Changeling.When River Mimic comes into play look at the top 3 cards of your library. You may play one card with Flow without paying its mana cost. If there are no cards with Flow, discard a card.

1/1


New Home - 1G

Sorcery

Flow - 1GG

Search your library for a basic land card and put it into play tapped.If New Home was cast by Flow, search your library for two basic land cards, and put them into play, one tapped and one untapped.

November 7, 2011 2:26 a.m.

4th Submission

Carnal Aggression - 2RR

Enchantment - Aura

Whenever you draw a card, creatures you control get +1/+1.

November 7, 2011 12:16 p.m.

Spoofed says... #22

Shifting Landscape - Land

Dynamic Flow comes into play tapped.

T: Add (1) to your mana pool.

(R)(U)(G)T: Choose one: Dynamic Flow becomes a copy of a random land on the battlefield; Roll a 6 sided die: Target creature gains +X/-X until end of turn; Roll a 6 sided die: Dynamic Flow deals X damage to all creatures and players.

Dynamic Flow doesn't untap during your upkeep. During your upkeep you may pay (3)(R)(U)(G) to untap Dynamic Flow.


### Risky Draw - Sorcery (X)(R)(R)

Reveal X cards until you reach a card with a flow cost. Discard all cards revealed this way and your hand if you do not pay the flow cost or if you did not reach a card with a flow cost. If you pay the flow cost put all revealed cards in a random order on top of your library and draw 3 cards.


### Shapeshifting Creature - Creature (1)(G)(G)

Flip a coin: If heads Shapeshifting Creature gets +X/0 until end of turn where X is the highest converted mana cost of a permanent on the field. If tails sacrifice Shapeshifting Creature and lose X life where X is the highest converted mana cost of a permanent on the field.


I love the element of chance in MTG and as such all the cards designs were influenced by chance in some way.

I feel Shifting Landscape might be a rare instead of an uncommon, but the untap mana cost could easily be changed.

Risky Draw feels like it could easily be broken, but the deck required to play it just doesn't seem feasible in my mind. If it is a problem an optional mana cost of (X)(X)(R) might work.

Shapeshifting Creature seems really cool, but I'm not sure if the life lose really fits for green. I wanted a draw back for something like this, but just sacrificing it may be enough.

November 7, 2011 5:36 p.m.

alastrian says... #23

What about this?

Wild Tornado XURG

Sorcery

Deals X damage to all creatures in play. You may discard a card for every creature you wish to avoid being damaged.

http://imgur.com/GR3TX

November 7, 2011 6:07 p.m.

Gizz04 says... #24

Hunter's Quarry (2GG)

Enchant Creature Uncommon

Enchanted Creature gains -2/-2 and must block target opponent each turn if able.

''As quickly as the flow alters the scape of Irindu, the Human's adapt to their new threats with exceptional tenacity.''


Avatar of Change (1RUG)

Elemental Uncommon

Flow (RR) - Graal gains Haste, Draw a CardFlow (GG) - Graal gains Trample, Draw a CardFlow (UU) - Graal gains Flying, Draw a Card

Only one Flow ability may be activated.

                                       5/4


Storm of Chaos (2R)

Instant

Deal 2 damage to any combination of upto 2 target creatures or players.

Flow (2R) - As you draw this can, you may pay it's echo cost. If you do, copy this spell and resolve it's effects immediately. Activate this ability only once.

November 7, 2011 6:50 p.m.

Jarrod_0067 says... #25

alastrian says...

Wild Tornado XURG

Sorcery

Deals X damage to all creatures in play. You may discard a card for every creature you wish to avoid being damaged.

Nice idea, but reworded into magic speak:


Wild Tornado XURG

Sorcery

As an additional cost to cast Wild Tornado, you may discard any amount of cards.

Up to Y target creatures gain protection from Wild Tornado until end of turn where Y is the amount of cards you discarded as you cast Wild Tornado.

Wild Tornado deals X damage to each creature.


It was a doozey to reword

November 7, 2011 7:21 p.m.

dude1818 says... #26

Uncontrolled Outburst URG

Sorcery

Exile cards from the top of your library until you exile a card with flow. Shuffle all other cards exiled this way into your library. Put the card with flow on the top of your library, then draw a card.


Confused Augury 3U

Enchantment

Whenever you draw a card, you may put a card from your hand on top of your library.


Sluice Elemental 2R

Creature - Elemental

Haste

Whenever a player draws a card, Sluice Elemental gets +1/+0 until end of turn.

0/2


Insane Skybird 2U

Creature - Bird

Flying

Insane Skybird can block only creatures with flying.

2, Sacrifice Insane Skybird: Draw a card.

3/1

November 7, 2011 7:26 p.m.

squire1 says... #27

@dude1818 - blue cards don't count. Sorry man. Red green and multi. You can submit new cards for the blue ones

November 7, 2011 10:50 p.m.

Lectrys says... #28

Here's my second uncommon:

Mutating Slime 1GG

Enchantment - Aura

Enchant permanent

Enchanted permanent is a 0/3 Mutant creature with no abilities.

This unusual slime confers its properties onto what it touches, whether it be living or inorganic.

Rather comparable to Beast Within for something that does something similar to Lignify , but I hope the more restrictive mana cost and the fact that it's an aura make it balanced.

November 7, 2011 11:03 p.m.

Vael22 says... #29

I would just like to say that Venifucian Flowmage seems like a bad design because it is working against itself. Because you only get that one chance to pay for Flow, making it always cost extra means that you are going to miss playing cards for Flow costs. It also means that it will be that much harder to chain together Flow cards, which seems like the coolest part about Flow. That being said I really like the idea, and if I may suggest this change:

"Whenever you cast a card for its Flow cost, you may pay R. If you do, ~ deals 2 damage to target creature or player."

The fact that it is optional means you never have to be disappointed because your own card stopped you from doing something cool like playing Flow. Also I brought the cost down since R for 2 damage should be fine, especially when it is addition to the Flow cost.

November 8, 2011 2:15 a.m.

Vael22 says... #30

Also, this is really the first time I have noticed this set thing going on so I don't know what your goals are for this, so I don't really know if you are having any discussion on cards after the challenges are completed. My above comment was made assuming that you are.

Anyway, card:

Flowstone Charm URG

Instant

Choose one - Draw two cards; or up to two target creatures get +1/-1 until end of turn; or search your library for a basic land card, reveal it, put it into play tapped, then shuffle your library.

November 8, 2011 2:47 a.m.

squire1 says... #31

@Vael22 - We actually did give the input that the flowmage may be better with the optional ability. People felt that red liked to make things mandatory. i agree that the card would be better with the option, especially in limited. But the design team guides things only, we go with what the community wants in the end.

After each challenge, the design team narrows the cards, and then presents the most favorably recieved for voting. During voting we also encourage everyone for comments on the cards. Also feedback will be taken into consideration when the initial set is finished and playtesting begins. Some cards may be worded slightly off, a bit over/under powered until then. But comments are always welcome on designs.

November 8, 2011 8:36 a.m.

Miasma says... #32

Goblin Flowchanter

1RR

Creature - Goblin

Whenever a flow cost is paid, you may put a token on the battlefield that is a copy of Goblin Flowchanter.

1/1

Low Flow

URG

Enchantment

Flow costs your opponent pay cost 1 more.

(the wording on the enchantment may need changing)

November 8, 2011 8:50 a.m.

Darkhunter21 says... #33

Irish Ranger

2GG

Creature-Human Scout

Whenever the flow cost is paid, you may deal 3 damage to target creature with flying.

Flow GG

Tap: Irish Ranger deals damage equal to its toughness to target creature or player.

November 8, 2011 11:40 a.m.

askewnotion says... #34

Flow-blade Highcasting

2RRR

Enchantment

All creatures you control gain; R: This creature gets +1/-1.

I can make these bodies shift like sand. With heat, I can make them as sharp as splintered glass, but just as fragile.

~Bagan, the Lifeshaper


Flow-hide Highcasting

2GGG

Enchantment

All creatures you control gain; G: This creature gets -1/+1.

Watch as their spears crash like broken waves against such hardened flesh.

~Bagan, the Lifeshaper


Lifeshaper Adept

1URG

Creature - Shapeshifter Shaman

Tap: Flip a coin. If you win the flip, switch the creatures power and toughness until end of turn. If you lose the flip, the creature gets either +1/-1 or -1/+1 until end of turn.

1/3

Lifeshaping is very precarious art. It's unique that even in our failures we get results.


Overflow

2GG

Enchantment

Whenever a Flow cost is paid, you may one mana of any color to your mana pool.

November 8, 2011 1:22 p.m.

askewnotion says... #35

EDIT: The first two enchantment are supposed to have "until end of turn" added to the end of the activated abilities. OOPS!

November 8, 2011 1:34 p.m.

Joshwarudd says... #36

Flow Bears - 1G

Creature - Bear

Flow G

2/2

"The bears on Irindu are a little more... grizzly."

Everyone loves bears.

November 8, 2011 2:37 p.m.

Vael22 says... #37

@squire1 ok thanks for clearing that up for me an I look forward to contributing to this set in the future. Also, I did a quick sweep through the Gatherer and optional vs non-optional, at least for red and possibly for everything, seems more based on cost vs no-cost. So if the ability was, "Whenever you pay a flow cost, deal 2 damage..." it should be non-optional, but if theres a cost involved it should be optional. As a general rule I think that forcing things to cost more is something that is only done to opponents, not to yourself.

November 8, 2011 4:51 p.m.

Vael22 says... #38

Flowstone Avalanche 2GGG

Sorcery

Flow 1GG

Creatures you control get +4/-1 and trample until end of turn.

November 8, 2011 5:10 p.m.

Turtleman says... #39

This is one I came up with awhile ago, I think it could be fun.

November 8, 2011 8:39 p.m.

kingboo3000 says... #40

Paralyzing Shock - 1RR

Instant

Flow RR

Deal 4 damage to target creature. That creature cannot be regenerated this turn.

If the Flow cost was paid, instead deal 4 damage to target player, that player cannot cast any spells this turn.

November 8, 2011 11:03 p.m.

kingboo3000 says... #41

Essence of the Flow - 1G

Enchantment - Aura

Whenever you pay a Flow cost, enchanted creature gets +2/+2 and Lifelink until end of turn.

Nature rewards those who surrender themselves to the eternal river.

November 8, 2011 11:09 p.m.

kingboo3000 says... #42

Entropic FlowLance - RUG

Artifact - Equipment

Equip: Pay a Flow cost

Equipped creature gets +2/+1 and "T: sacrifice Entropic FlowLance, counter target spell cast with it's Flow cost."

November 8, 2011 11:21 p.m.

Vael22 says... #43

Harmonize 2GG

Sorcery

Draw three cards.

This card is a reprint. Harmonize

November 9, 2011 11:33 a.m.

Lectrys says... #44

...Okay, I hope these last two cards are not too late.

Weird Inspiration 1RUG

Sorcery

Search your library for a card, then shuffle your library and put that card on top of it.

Draw a card.

This is the other card:

Sudden Wurm 3GG

Creature - Wurm

Trample

Flow 2G

4/4

Yes, this looks a lot like Arrogant Wurm . It's supposed to. If someone makes a Flow-centric deck like those Legacy UG Madness ones, this card may be the centerpiece.

November 9, 2011 6:32 p.m.

dude1818 says... #45

Oops. Well, I'll port Confused Augury into red as:

Chaotic Augury 3R

Enchantment

Whenever you draw a card, you may put a card from your hand on top of your library. If you do, Chaotic Augury deals 1 damage to you. (Or to each player.)


And my final suggestion:

Mind Matter 3G

Creature - Elemental/Weird/Shapeshifter (It depends on the art; any could work, though I'm partial to Ooze.)

When Mind Matter dies, put two 1/1 green (chosen creature type) creature tokens onto the battlefield.

2, Sacrifice Mind Matter: Draw a card.

2/2

November 9, 2011 7:41 p.m.

nightscape says... #46

AEther Slinger

URG

Creature - Human Wizard

Flash

When AEther Slinger enters the battlefield, put up to 5 cards from your hand and/or permanents you control on top of their owner's library in any order, then untap a number of lands equal to the number of cards put on to a libary in this way.

1/1


Chaos Shift

1RR

Sorcery

Flow XURG

Chaos Shift deals 1 damage to each creature and player and all permanents become all colors until end of turn.

If you paid the flow cost, put target permanent on the battlefield or card in a graveyard on top of its owner's library if its converted mana cost is X or less.


Lightpol Seedling

3G

Creature - Treefolk

Whenever a flow cost is paid, choose red or blue. Lightpol Seedling becomes the chosen color in addition to its colors until end of turn.

If Lightpol Seedling is green, it has lifelink. If Lightpol Seedling is red, it has first strike. If Lightpol Seedling is blue, it has flying. If Lightpol Seedling is 3 or more colors, it gets +2/+2.

2/2

November 9, 2011 8:05 p.m.

nightscape says... #47

I'd also like to say that the Flowmage is underpowered. Instead of increasing cost of Flow, I personally would like to see it say "Whenever you pay a flow cost, flip a coin. If you win the flip, Venifucian Flowmage deals 2 damage to target creature or player."

November 11, 2011 7:01 a.m.

squire1 says... #48

November 11, 2011 2 p.m.

kingboo3000 says... #49

@nightscape, I agree completely, the increase in mana will slow down your RDW strategy considerably, whereas the coin flip feels more RED.

November 12, 2011 9:44 a.m.

kingboo3000 says... #50

@nightscape, I agree completely, the increase in mana will slow down your RDW strategy considerably, whereas the coin flip feels more RED.

November 12, 2011 9:44 a.m.

squire1 says... #51

Next set of cards is up and ready for voting. Read here: http://tappedout.net/mtg-articles/2011/nov/17/voting-bug-uncommon-card-designs/

November 17, 2011 8:35 a.m.

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