Ability challenge
Custom Cards forum
Posted on Sept. 13, 2019, 7:18 a.m. by Boza
Here is a quick challenge for you guys! I will say a single word, say "Graduate". Everybody makes one or more cards with that keyword or ability word or includes that word as a new card type. In terms of power level, something suitable for a Modern Horizons or a new Commander set. For example:
Student of Martial Arts
Creature - Human Warrior - Uncommon
Prowess
Graduate - When this creature deals combat damage to a player, if it has power or toughness greater than its base P/T, draw 2 cards, then discard a card.
2/2
Another user could make say:
Winding Mountain Way
Enchantment - Rare
Graduate 3 (Put three graduation counters on ~ as it enters the battlefield. Remove 1 each time a creature you control deals combat damage to a player).
Sacrifice ~: Creatures you control deal double damage this turn. Activate this ability only when ~ has no counters on it.
A third user might say:
Wizard Academy
Land - Graduation (Rare)
: Add .
,: Add +1/+1 counter to a creature whose type is included in this land's name.
Once 10 entries or a week have passed, the person who issued a challenge will select winner from the submission. I would really like that person to give a little feedback on each card as well. The winning user gets to select the new word to build around.
I hope I have explained it well!
1/ Small variations on the original word is fine - graduate is perfect, graduation and gradually are fine as well.
2/ You are not limited to one card, that is the minimum - you can make any number of cards with that mechanic to showcase it better or even cards that lack the mechanic, but are good with it - flex your creative muscles! Additionally, as mentioned, imagine your card(s) being printed in a Modern Horizons or Commander set.
3/ Any suggestions to the challenge are also welcome!
I will start us off with a word:
Divine
List of already used words Show
Just a note, I will be reviewing all the posts and making a decision tomorrow around this time. So, you have about 24 hours for your entries.
October 14, 2019 3:01 a.m.
Feedback Show
Top 3 Show
Word of advise - refrain from submitting more than 1 idea - it is part of the design constraint to come up with one thing and polish it. And usually, if you have multiple ideas, neither will be polished enough.
October 15, 2019 2:42 a.m. Edited.
DwaginFodder says... #4
Well played, everyone! A lot of very Spike-y mechanics this time around. dbpunk's design was probably my favorite - I really do need to get around to building that Sidisi, Brood Tyrant EDH list.
The next ability word is Extract.
October 15, 2019 5:50 a.m.
So I feel like I'm the only one who thought of this, but often times you have drinks/drugs that are called "Extracts", and are usually made using alcohol water. So here's the idea: what if the extract is a permanents main essence?
Dissolution
Instant (Common)
Counter target permanent spell. Create a colorless Extract artifact token (Extract artifacts have ", sacrifice this permanent: Scry 3.")
Merfolk Herbalist
Creature - Merfolk Shaman (uncommon)
, sacrifice an Extract token: Draw a card.
1/3
Etherial Sprite
Creature - Faerie (uncommon)
Flash, flying
When ~ dies, create a colorless Extract artifact token.
2/1
Hand of the River
Creature - Incarnation
Flying
~ enters the battlefield with 5 charge counters on it.
At your upkeep, remove a charge counter from ~.
When ~ dies, create an Extract artifact token for each charge counter on ~ and exile ~.
Sacrifice four Extract tokens: Put ~ from exile onto the battlefield.
7/7
Isle of Naiads
Land (Rare)
: add
, sacrifice any number of Extracts: add X Mana of any color, where X is the number of Extracts sacrificed this way.
Gilanos, Force of Nature
Legendary Creature - Ape Noble (Mythic Rare)
Trample, Haste
When ~ enters the battlefield, create a colorless Extract artifact token for each card in your hand or in your graveyard.
Sacrifice three Extracts: exile a card in your graveyard. At the beginning of your next upkeep, put that card into your hand.
5/5
October 15, 2019 3:45 p.m.
I think it's about time we ventured into an Un-set. And so my Extract is a whacky removal from such a set.
Sorcery (Uncommon)
Extract.
Each player orders a coffee and a peanut butter sandwich.
_
Painted Minefield
Enchantment (Rare)
When ~ enters the battlefield, Extract X times.
Each player must paint a picture using water colours during other players’ turns.
_
The Devil
Legendary Creature - Evil Incarnate (Mythic)
Flying
Whenever a player takes a bite of a food or a sip of a drink, Extract.
6/6/6
October 16, 2019 6:52 a.m.
PIayswithFlRE says... #8
In military tactics, extraction, is the process of removing personnel when it is considered imperative that they be immediately relocated out of a hostile environment and taken to a area either occupied or controlled by friendly personnel.
Wanted to make it permanent instead of creature so you can protect a planeswalker. Since it's mostly a protection ability and creates soldier tokens, it's centered in white, but I wanted to add other colors. Since it's soldiers, not knights, didn't want to go into black. Selesneya's got other effects that create soldiers and would be a good fit, but I wanted to add in red to put a more aggressive spin on it, so I put it in Naya.
Instant
Extract X.
Each soldier you control deals 1 damage to any target
Take Out The Sentry
Instant
Extract 1
Target creature gains trample until end of turn.
Nayangel
Creature - Angel Soldier
Flying, Flash, Riot
Extract 1
2/3
Troop Transport
Artifact - Vehicle
Vigilance
,: Extract 1. Use only if Troop Transport is a creature
Crew 3
4/4
October 18, 2019 6:22 a.m.
DwaginFodder says... #9
I'll post a decision tomorrow morning - this is the 24-hour warning for Extract.
October 21, 2019 10:24 a.m.
October 22, 2019 7:11 a.m.
DwaginFodder says... #11
-TypicalTimmy: The templating of your mechanic is in the space that Boza's probably should have been. It's worded very well and supports an existing playstyle that many enjoy. However, the implementation isn't very clean. Several of your designs aren't cohesive (Biostatic Engineer), are out of pie (Yen-Vesectus, the Engineer again), or out of rarity (Spread Perfection). The inconsistency of "token" for Remove Soul and the use of Phyrexian mana for Memory Carve are also off-putting to me.
-dbpunk: It turns out that you were the only one who thought of an artifact token. :P Your design certainly has merit, but suffers from three issues: Scry's scalability, templating, and color pie. First, scry's power doesn't scale linearly with its number. Scry 2 is much more powerful than scrying 1 twice, scry 3 is more powerful than scrying 2 and scrying 1, etc. As such, Extracts are likely too powerful as scry 3 and are better suited for scry 2. Secondly, WotC no longer binds abilities to card types beyond basic land types. The abilities of Treasure tokens are not tied to the artifact type "Treasure," but the identity of that token. That's why with nontoken Food, the ability is rules text and not reminder text. All Food have that same ability, it's just not direct result of their typing. The reminder text for Extract tokens would have to be modified to accompany this. Several of your examples also suffer from mismanaged templating. Finally, artifact tokens that scry are likely not green, but red. However, since Investigate was W/U/G, that isn't really something I'll take into account here.
-Woiteck: Your designs are impeccable and hilarious, and your version of Extract is devilishly cruel. In a silver-bordered environment, the problems of your mechanic are mitigated by low individual card value. Unfortunately, the prompt on this thread is for a Commander set or something similar to Modern Horizons, so I cannot take your designs into account.
-PIayswithFlRE: To be quite honest, I'm unsure how to feel about your mechanic. Only being able to use it in combat is very restrictive, but it has a massive amount of defensive potential, since you can remove a blocker from combat after blockers are assigned to both prevent the damage and get a token. It doesn't lend itself very well to synergy, and removing things from combat is the opposite of what red generally wants to do. Creatures with activated Extract abilities in particular seem hellish to try to attack into, since they can remove themselves from combat (thus preventing damage) and make a creature. Tzefick is correct that Planeswalkers are not generally removed from combat, however, since we know what happens if a defending Planeswalker is removed by a spell before attackers deal damage (the attacks are still happening but deal no damage) and we know the designer's intent, the new rules this would bring are very reasonable.
-Tzefick: While the intent of your mechanic is clear, it has memory and complexity issues. Marking something for extraction is neither well-defined nor obvious when looking at the battlefield, and would need the use of a special kind of counter to mark it. The combination of the Extract reminder text and the associated ETB take up a lot of space on a card, and means that many of your designs feel too similar. The combination of a trigger for the alternate cost, the cost itself, marking for extraction, and the associated ETB all work to make your commons feel too complex for commons. The only differences between Deft Platoon, Extraction Mage, and Armored Caravan are costs and P/T; that's not a good look. While your support cards are well-designed, the mechanic itself is very weak.
2.) Boza, your individual cards were the most polished and best balanced, but the mechanic itself used language that WotC likely wants to avoid, and the use of an additional cost here is suboptimal. However, it still took an existing theme into an interesting new area.
1.) dbpunk, your mechanic, while not very polished and in need of rebalancing, has enough knobs that it may be tweaked throughout testing into any balance point required. All of your designs may be improved, but your mechanic stood out from the crowd enough and held enough potential that I am willing to overlook this lack of polish. Many of the issues of your designs would be ironed out easily via later steps in the design process, and are still functional enough for testing.
October 22, 2019 12:46 p.m.
Oh sweet I'm actually kinda surprised I won that.
The word I want you to build a mechanic around is GEOGRAPHY
October 22, 2019 9:54 p.m.
Quick note - please note that any aspect of the thread is subject to change - what the power level or set to be printed in should be, whether silver-border mechanics are OK or not, the format of the whole thing. The idea is to be as user-driven as possible.
I will think about the GEOGRAPHY mechanic. I languished between additional cost, casting trigger, optional additional cost and a few other options, and it ended up costing me (get it?). I appreciate the detailed feedback and I am glad people are so eager to write long posts with multiple spolier blocks for a custom card thread.
October 23, 2019 5:18 a.m.
I'm very glad you say that, Boza! I must admit I completely forgot about the mechanics being utilized in a MH/EDH set when I came up with my take on Extract, and only remembered after I submitted it. But I liked it and found it hilarious, so I kept it here.
Anyway, regarding Geography, I think it is inevitably tied to lands and even though I consider this keyword the hardest so far, I did think of a way to make it. It revolves around playing lands with different names and I thought of a rare enchantment cycle to illustrate it.
Enchantment (Rare)
Geography - Whenever a land enters the battlefield under your control, if it has a different name than each other land you control, create a white 1/1 soldier token.
_
World Wisdom
Enchantment (Rare)
Geography - Whenever a land enters the battlefield under your control, if it has a different name than each other land you control, draw a card.
_
Underworld Pact
Enchantment (Rare)
Geography - Whenever a land enters the battlefield under your control, if it has a different name than each other land you control, search your library for a card and put it in your hand, then shuffle your library.
_
Terra Cannon
Enchantment (Rare)
Geography - Whenever a land enters the battlefield under your control, if it has a different name than each other land you control, Terra Cannon deals 2 damage to any target.
_
Promised Land
Enchantment (Rare)
Geography - Whenever a land enters the battlefield under your control, if it has a different name than each other land you control, return target card from your graveyard to your hand.
October 23, 2019 6:36 a.m.
I am not able to think about this mechanic, because I already made it for an earlier challenge and did not use it in the end. Recycling ftw!
Geography mechanic Show
Geography cards Show
October 23, 2019 7:09 a.m.
In response to DwaginFodder's feedback on last challenge:
The feedback Show
Response Show
As for Geography, I'm kinda drawing a blank here. Obviously it presents itself as a land-centric theme. At first I thought in the lines of Flinthoof Boar but figured an entire mechanic around that would be rather... shallow.
There's already landfall on triggers with lands, there's sunburst and domain when considering mana diversity.
I thought about something with explore or discovery, basically a landfall-esque mechanic with conditions. But it would essentially be that; landfall with conditions.
It could lend itself to an external game mechanic like Planechase. But then it's basically just Planechase or Planechase 0,5.
I don't think I'll suggest anything for Geography, sorry DP.
Feedback on other suggestions:
Woiteck's unique land name mechanic Show
Boza's basic/non-basic proportion Show
October 24, 2019 9:26 a.m.
So I think it's been a week, and I know this was a hard one, so I got my comments here:
Woiteck is probably the hardest to build around but also probably very very balanced in comparison. I could see it's as a bit of a watered down Landfall but also a mechanic with very interesting mechanical play arounds, especially in EDH.
Boza's is, in my opinion, very interesting in terms of manipulation. For one thing, you may want to manipulate your Mana base to be able to decide different effects. Which is really cool, but really complicated.
TypicalTimmy's is a really... Realistic account of how geography in ecology works so I love it. Additionally, it could lead to some interesting decks and card interactions. What makes it difficult for me to see it printed is the fact that you never see more than six subtypes of land in a set, but that could change if it was printed, and marks it for new ground. Additionally, it's essentially a better version of Domain.
My ranking
- TypicalTimmy (the winner)
- Boza
- Woiteck
October 29, 2019 8:28 p.m.
October 30, 2019 5:20 a.m.
Ok so I know a lot of you are going to be doing white mechanics, but think about what fearlessness actually means: sometimes it means going forward into battle. But sometimes, it means not caring if you die or disappear.
Careless Witch
Creature - Human Warlock (Common)
Flying
Intrepid (Whenever this card would enter a graveyard, you may exile it instead)
When ~ enters exile from anywhere, draw a card. Each opponent puts the top card of their library into their graveyard.
3/3
Silk Blade Dagger
Artifact - Equipment (Uncommon)
Equip creature
Intrepid (Whenever this card would enter a graveyard, you may exile it instead)
When equipped creature dies, sacrifice ~ and tap all creatures with power 3 or greater your opponents control.
Whenever ~ enters exile from anywhere, target creature doesn't untap during it's controller's next untap phase.
Equip
Search For Green Pastures
Instant
Intrepid (Do I really need to type this out reminder text again?)
Create X 4/4 green beast creature tokens, where X is the number of creatures your opponents control.
When ~ enters exile from anywhere, search your library for any number of creature cards with total converted Mana cost X or less into play, where X is the total power among creatures you control.
October 30, 2019 9:04 a.m.
I think I'll go with a multiplayer themed mechanic. Perhaps to be included in a Commander, Conspiracy or Battlebond-esque product that naturally has multiplayer.
Intrepid is defined as a resolute fearlessness and is often used to describe someone going up against unfavorable odds.
The mechanic Show
The cards Show
November 1, 2019 12:04 p.m.
PIayswithFlRE says... #22
Having some writer's block, but I wanted to at least get something down for this one. Mostly brainstorming, but I'll hope to come up with
Immediately after hearing the word Intrepid, my mind followed it up with "intrepid explorers", or possibly "intrepid adventurers". Both of which made me think that it had to be a kind of Golgari-focused version of Madness.
Intrepid {cost} - when this card enters your graveyard from your library, you may exile it. If you do, you may cast it for {cost}.
Apart from intrepid creatures also probably causing creatures to explore and providing benefits when cards are cast from exile or creatures enter the battlefield after being cast from exile, I'm having trouble coming with specific examples.
I'll try to come up with some before this challenge ends, but that's the mechanic.
November 4, 2019 9:30 p.m.
PIayswithFlRE says... #23
Ashiok, Villainous Whelp
Legendary Planeswalker - AShiok
Creature cards in your library have intrepid with the intrepid cost equal to their mana cost
+1: Each player gains an emblem with "at the start of your upkeep, each player puts the top card of their library into their graveyard"
-X: Exile target card from each of X graveyards. Until end of turn you may cast those spells.
4
Scavenger Druid
Creature - Zombie Druid
Intrepid
Whenever a card leaves your graveyard, add or to your mana pool
November 5, 2019 8:48 p.m.
Huh neat. So the word I'm gonna go with is Competition.
November 6, 2019 2:51 p.m.
Competition, eh? How meta!
Competition backstory Show
Competition cards - 1 per rarity Show
Ended up being way more complex than I thought, but I think it will create interesting gameplay.
November 7, 2019 5:24 a.m. Edited.
So it's almost been a week and no one's attempted anything other than Boza.
November 11, 2019 8:18 p.m.
TheQueue841 says... #28
I got another one for you. This is actually a mechanic I came up with a while ago, under the name of Rivalry, but I think Competitive could also be a good fit.
Competitive - When this creature enters the battlefield, you may have it fight another creature with Competitive. If you do, put a +1/+1 counter on each of those creatures.
The main purpose of this ability is to pump your own creatures, but it can double as situational removal. I see it being primarily a Gruul mechanic, with a touch of white support.
Examples:
Goblin Rookie Show
Orcish Champion Show
Iroas's Presence Show
November 12, 2019 11:14 p.m.
Ok so commentary:
Boza my one thing about yours is that it takes up a lot of memory usage and space on a card, but it seems interesting to play. I don't know how often it would work in a standard set, but it'd be really cool in a supplemental set (battlebond 2: electric boogaloo for example). Honestly I would also add "cast a spell with converted Mana cost X or higher" to it too for people playing control decks.
TheQueue841 this seems interesting but also extremely broken when added onto cards that are a certain powerlevel or greater. My one concern is how the concept could potentially get parasitic (i.e. if you have one, you have to have more and the more you have the better it gets) and/or the fact that cards with competitive only work as removal if an opponent is playing creatures with competitive. Which makes it worse since basically it's just a fight mechanic. But it's an interesting design space.
My choices:
-
Boza, just because of how weird of a mechanic it is.
-
TheQueue841 because that mechanic would be great to build a commander deck around.
November 13, 2019 3:52 p.m.
Well, I guess that finally being weird with mechanics paid off.
Alright, people, your new key word is:
Illuminate
November 18, 2019 3:16 a.m.
Sorry dbpunk. It seems every keyword you come up with makes me draw a blank. Competition was a very broad term so I didn't seem to be able to find a way to encompass that without making a very complex mechanic.
As for illuminate, I think I have something.
Mechanic Show
The cards Show
November 18, 2019 9:53 a.m.
JANKYARD_DOG says... #32
I would put Illuminate in esper colors because it can be used lawfully (azorius) or in spy work (dimir).
Ability Show
Card Examples Show
November 18, 2019 1:29 p.m.
Just a heads up - I will have to cut the deadline a bit short and judge on the coming Sunday the 24th, as I will be going on vacation next week with limited access to the internet.
November 20, 2019 4:21 a.m.
TheQueue841 says... #34
Whoops! Accidentally posted this to the wrong thread. Reposting here to keep everything in one place.
This might be a bit of a stretch, but "illuminate" reminded me of the Illuminati so this is what I went with.
November 24, 2019 10:35 p.m.
I am sorry I have been away for a week having the sickest vacation ever. Judging in progress, including the entry in the wrong thread, that was reposted here in the mean time.
December 2, 2019 3:18 a.m.
Thanks Boza, having received feedback for too complex mechanics in the past made me dial down to a more simple mechanic.
Considerations for my mechanic and cards Show
And finally... the actual duty of the winner of the challenge, I present to you the new key word:
Covenant
Covenant is the main theme more than the keyword, so if you figure going for pact or contract or similar, I wont mind. Although if you decide to revive mercenaries , I will flunk you.
December 3, 2019 2:28 p.m.
JANKYARD_DOG says... #38
Hmmmmmm this could prove difficult. For starters based on the definition I think it would have to be relegated to a multiplayer format (EDH, 2HG).
Ability Show
Examples Show
December 3, 2019 6:51 p.m.
Covenant is a really cool word to build around. I appreciate the challange!
Keyword Show
Covenant cards Show
December 4, 2019 6:33 a.m. Edited.
I'll be closing the challenge and announcing the winner on Covenant this Saturday. So there's still a little time to get in on it.
December 12, 2019 7:43 a.m.
December 15, 2019 12:23 p.m.
I have to say the orginal covenant was Witches, Warlocks and Wizards - all the Ws. I Know that clerics or shamans (to cover all five colors could be included), but the reminder text was getting too long as is. I wanted to convey the tools of the trade to be as important as those practising the trade. I am geniunly interested what you mean by "if permanents had Covenant as a characteristic".
Anyways, stop the rambling its new word time. A simple one this time:
HARMONY
December 16, 2019 3:21 a.m. Edited.
It appears this contest has died down - I waited quite a while, mainly due to holidays, for a second challenger to appear, since it is not a contest with just one entry.
Mj3913 Show
Mj3913, you are the winner of the Harmony challenge and can choose the next word.
I think that if we get a couple of challenges with less than 3 responses, it will mean the interest has petered out.
January 2, 2020 4:34 a.m.
Eh, I just think the holidays overshadowed the desire for posting on here. I think it might pick up the pace once we get further through January.
I had nothing for Harmony when it was posted and kinda forgot about it all afterwards.
January 2, 2020 12:41 p.m.
I honestly have been so busy I wasn't really paying attention to this.
Anyways, keyword:
Hubris - Whenever ____, sacrifice this creature.
Its a creature keyword primarily because of the fact that only creatures really can end up in the follies of their ways. Additionally, Im going to go ahead and make it grixis, cause the combination of passion, intelligence and greed often lead to hubris. Also, since its hubris, it only works best if its Greek mythos for it.
Examples:
Common
Burnfeather Satyr
Creature - Satyr Berserker
Haste
~ enters play with two +1/+1 counters on it.
Hubris - When ~ deals combat damage to an opponent, sacrifice it.
1/1
Uncommon
Deathstalker Gorgon
Creature - Gorgon
Deathtouch
When ~ dies, destroy target non-Gorgon creature.
Hubris- Whenever a creature with power 5 or greater enters the battlefield under your control, sacrifice ~.
Rare
Lisalis, Queen of Aritisus
Legendary Creature - Demigod Noble
Haste
Whenever a creature dies, draw a card.
When ~ dies, destroy all creatures
Hubris - Whenever an opponent controls more creatures than you, sacrifice ~.
4/4
Mythic
Triton Chronologists
Creature - Merfolk Wizards
Whenever an opponent casts a spell, put a time counter on ~.
When ~ dies, exile it and take an additional turn after this one.
Hubris - When there are ten or more time counters on ~, sacrifice it.
1/1
January 2, 2020 5:43 p.m.
OK, I was a bit worried there for a minute, but I totally forgot the holidays existed for everybody :)
I am having a hard time coming up with something better than what is already offered, these are some great Hubris words already!
Hubris explanation Show
Hubris cards Show
January 3, 2020 4:05 a.m.
JANKYARD_DOG says... #49
Going to leave this open til Sunday night if that's alright. Then I'll post either that night or then next day with ratings, unless anyone has any objections.
January 8, 2020 11:11 p.m.
JANKYARD_DOG says... #50
Don't judge the judge to harshly, jussayin.
I was hoping for a non-divine spin on it, my own vision was something like Hubris - you gain X benefit but if ~ 'action' do Y. Makes for some leader types but if they get too cocky something bad happens.
Common - close to what I had imagined, still good though. It's a Volcanic Hammer with a body basically, which is pretty standard these days. Pun intended.
Uncommon - You forgot the stats. A majority of gorgons though are bigger in the butt though so I can use my imagination. Nicely flavored though for a gorgon.
Rare - if my rules knowledge is correct the 3rd ability is state based so you can't react to an increase of their board state by sacrificing, etc? Correct me if wrong here. So much advantage though: ahead of curve, draw on any deaths, threaten board states, can swing out of the gate. Gold.
Mythic - This is an interesting design. It says 'kill me now so I can have an extra turn, or wait awhile and I get an extra turn. Either way...'. I'd love to add prowess to this... jussayen.
Overall I think this is something that could actually be seen in packs if ever we were to return to Theros...again. Great concept.
2nd - This feels more black than blue, but anything's possible I suppose.
3rd - it's interesting, but I think it could end up leading to some confusion. Also high probability of being broken lol. Imagine everyone taking an extra turn, every turn?
It's an interesting concept, I can see it in a place where 'cmc matters' with cards like Cerebral Eruption or Blast of Genius . Also probably spell reduction stuff. Also featured in this set... the Scornful Egotist .
Woiteck says... #1
I'll try to learn how to use the spoiler tags for next time, I promise! :-)
October 12, 2019 11:15 a.m.