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

Boza says... #1

ZendikariWol, just a reminder that more than 10 days have passed since the original post. A judging should be in order soon.

February 19, 2020 6:24 a.m.

ZendikariWol says... #2

Yup! I absolutely forgot, Boza. Busy week. That's on me. Expect it to be judged by the end of the day!

February 19, 2020 10:20 a.m.

ZendikariWol says... #3

TypicalTimmy, back when I played Hearthstone it had a mechanic that resembled yours. I think it's very flavorful and very cool, and I think some version of it could slot pretty neatly into a Kaladesh set (also I'm willing to assume that you'd just use +X/+Y instead of actual counters).

But this mechanic is sexy and splashy and I think it would be really appealing to Timmy because of the coolness of a "build your own monster" mechanic, to Spike because it forces you to make tough decisions about how and when it would be beneficial to combine creatures, and to Johnny because there have got to be Johnnies out there that just want to build a deck around their old toy chest.

Overall, quite solid. I give it a B+ for minor logistical and memory issues, what with the whole adding power and toughness separately (though I really like that aspect of it- it adds to the feel of combining).

This is a very, very Johnny mechanic. Normally you want your mechanics to appeal to at least 2/3 psychographics, but this one is just so build-around- you have to jump through so many hoops that anyone but Johnny doesn't want to put in the effort.

That said, I think this could be a mechanic in a really awesome Unset- one split into three factions with six mechanics; the Johnnies, the Spikes, and the Timmies. Each of the factions has two subgroups under it, representing two aspects of the psychographics that make this game so awesome. I think that set would be an absolute treat for enfranchised players.

That said, seriously, this mechanic is so, so difficult to build around. Even most dedicated token decks, outside of commander, don't have more than 3 token types on the field at once. Beyond that, limiting your design space only to effects that scale? That's scary.

Overall, a C. I like your mechanic, it's even given me a pretty strong idea for the structure of an unset, but I think that altogether it's pretty clunky.

I think this mechanic is something really solid. I think that Reset can just be "remove a combo counter from this card," and as someone who loves setting up value engines, I would love to see this go in a set with a lot of general counter removal.

That said, I don't feel the flavor with it. The gameplay is all there but the only thing I can think of is maybe Kylem, and even there it's a bit of a stretch.

That said, it's a clean, cool mechanic that would be easy to balance and I feel would play fantastically. Solid A.

This mechanic is really something else- like a weird hybrid of Meld and Imprint. Altogether, I like it.

That said, I don't know that the gameplay is all there for this. Losing cards is tough, especially for colors like White and Red. It's a fine enough mechanic for 2-person play, but with multiple opponents, this becomes a massive loss of card advantage if played fairly.

Overall, I give it a B-, because it's cool and it's a new and interesting way to utilize double-faced cards, but seems weak in terms of gameplay.

This mechanic is flavorful as all hell, but there is one huge issue.

While I really like how you tackled the two halves being quite simple so that part 3 can have more room (it works well with New World Order and enhances the mechanic's flavor), it doesn't offset the fact that fitting three cards on two halves is tricky.

I don't know what you were thinking, you never specified, but I like the idea of the card being a split card, but the two front halves are facing different directions. It's... new, and I don't honestly know how well it would be received.

Either way, I give this mechanic an absolute A; it's sexy, it's flavorful, and Timmy and Spike are gonna love it- I'm sure you could make some for Johnny but he's less inclined toward it, I feel. Some risks would need to be taken, but I think you're onto something really sweet.

Lots of great mechanics this go-around.

TypicalTimmy packed a Timmy's fever dream- a build-your-own mecha mechanic that, while it had some logistical problems, oozed with beautiful flavor.

dbpunk made a quirky build-around with real charm, but narrow design space.

Boza designed a very general, neat mechanic that does really well to encourage specific lines of play.

Tzefick had an interesting experiment, combining Meld and Imprint, which seems very interesting, if not very strong.

Mj3913 took a bold stance and presented a new, very flavorful way of utilizing double-face cards.

Overall, I have to give it to Mj3913 today. Boza, you were quite close, but Mj's mechanic just felt more like combining to me.

February 19, 2020 11:59 a.m.

JANKYARD_DOG says... #4

This time I think I have a decent word that is wide open for interpretation/creativity.

The keyword of the week is: Split.

I have thought for it myself but don't want to spoil it for anyone else so enjoy!

Edit: We should put a spoiler/accordion at the top for "already used words" for the lazy who don't want to back pedal through the pages. >.> jussayin XD

February 19, 2020 1:27 p.m. Edited.

ZendikariWol says... #5

TypicalTimmy, I feel it has to be said, B+ is no insult in my book. I think an A is roughly a mechanic of the tier that it could appear in a whole set. A- needs some working, B+ needs some real working or might require some very strong creative (Madness), B is cool but far from perfect- it would probably not appear in a set because for some reason it's clunky or weird. C is a pretty janky mechanic but there's light at the end of some tunnel- it shows some promise. D is very rough; it would take a miracle to make it even workable. F is an absolute mess.

Basically, I'd say that B is pretty solid and B+ is quite nice for a mechanic made by someone who doesn't work at Wizards of the Coast R&D.

February 19, 2020 10:29 p.m.

Tzefick says... #6

ZendikariWol I'm a bit unsure what happened, but it looks like your feedback to my suggestion is broken and just refers to my user profile and not an accordion block like the rest.

February 20, 2020 4:28 a.m.

Tzefick says... #7

Mj3913 Thinking about the templating of the card for your suggestion on combine made me think of a practical solution.

What if you make the mechanic a sort of light/dark or day/night variant? Making it very distinct which half of the card is in effect (would still need some kind of token to know if light or dark). Then the combined version is twilight or eclipsed, the combination of light and dark. Lets run through the physical card's presentation:

The name and cost of the card would need two lines of text. One in a shining/sunny outline and one in a dark/cloudy outline.

The picture would have to be split in any fashion, that could be a vertical line down the middle or a diagonal line. The art clearly symbolizing whether it's the light or dark variant.

The card type line would again need to be made in two, with clear outline for light/dark.

The rulebox will have to be split in 3. One that describes the use of Combine, and one for the light and dark variants.

The creature's P/T could easily be stacked atop each other, again with clear outlines of light/dark.


This kind of templating would also give the mechanic a very distinct feeling. It kinda seems reminiscent of Lorwyn/Shadowmoor, going from a sunny plane to a shadowy plane. But as is the case with pretty much any kind of messing with the standard formatting of a card, there's going to be a group of players who will hate it. As seen with Level-up, flip-cards, Future Sight, double-faced cards, and split and fuse cards. The last 3 much less so than the rest.

One of the artistic difficulties is that black and white (the colors) are typically depicted in dark and light colors. To flip that around so a white card with the dark-side would not basically look like a black card, could be a challenge. Even though the colors represent vastly more than just their color schemes.

February 20, 2020 5:14 a.m.

Tzefick says... #8

Mj3913 I think it's slightly problematic that we already have split cards, and fuse cards, and aftermath cards. That entire subset of cards are known as split cards. To make a mechanic, Split, would be confusing. I would suggest to use a synonym under the guise of Split. For instance with TypicalTimmy's suggestion, perhaps a synonym that is more menacing, to go with the Phyrexian aesthetics. Break apart, ripped apart, severed, or something alike.


TypicalTimmy First off, I have to get it off my chest: Boo for using Dinosaur instead of Beast on the Spinodon! I know Dino tribal is a thing after Ixalan, but I really feel like a very broad creature type like Beast has been vastly forsaken in favor of subgroups of beasts; goats, elk, horse, elephant, boar, dinosaur... all of these were majorly beasts in the past. Why have you forsaken me WotC? ...and the Contested Cliffs?


On a more serious note: Your suggestion reminds me heavily of Fabricate as an alternative cost. Not a bad thing though. Using Germs again is a great way to recall Phyrexia, even though Germs have only been seen on living weapons.

The Johnny/Spike in me already want to cast undercosted Split cards (or what this ends up being) and then flicker them for full value.

The Spinodon is not particularly true to the color pie though. It's very much a red mechanic to punish with damage for targeting your stuff. Black deals in draining or causing life loss, usually on the creature's death. Blue has the resistance protection and white occasionally has the karmic justice.

February 20, 2020 6:06 a.m.

Boza says... #9

I have added a list of used words up to today in the opener of the thread in a spoiler tag. I probably won't update it every time, but still, it will be useful.

February 20, 2020 9:08 a.m.

Boza says... #10

Split mechanic Show

Split cards Show

February 20, 2020 9:37 a.m.

ZendikariWol says... #11

My bad, Tzefick. Basically what I had to say was that it seemed like a really interesting experiment, combining meld and imprint. That said, the design space for the mechanic, while greater than that of imprint or of meld, is still limited by the fact that you have to discard cards to make it work (and as a result, cards with this mechanic really fight each other for space in a deck).

February 20, 2020 12:02 p.m.

Tzefick says... #12

Okay. It's true the mechanic is parasitic in nature, that too many would likely deplete you of cards rather quickly. I did think of ways to include some kind of card draw in there, but it would make it way too powerful to ever be low costed. I still think I struck a good balance between providing a sizable benefit and not being too powerful.

I'm not sure I get what you mean by combining meld and imprint. I'd rather say I combine an optional alternative cost with an upside mechanic, for spells with increased effects, and on creatures a transform mechanic.

February 20, 2020 1:01 p.m.

JANKYARD_DOG says... #13

Tzefick, regarding your unofficial judging the layout of the card would combine (hah!) the layouts of both a split card and a transform card. So the front side would have your two sides and rules text on the very bottom of the card. Then instead of Fusing you basically, as TypicalTimmy mentioned, meld the two halfs of the front face transforming the card into a combined version. A cleaner version of Meld, no need to keep two cards aligned as you try tapping/untapping them.

Also, I didn't want to say anything because I didn't want to effect the outcome of anyones ideas or anything so...

Contestants Don't Look! Show

February 20, 2020 2:52 p.m.
Some creature cards like Ravenous Rats represent a group of creatures. "Split" makes me think of such a group separating into individuals.
Split — [cost], Sacrifice this creature: Create N p/t [type] creature tokens with [abilities].
Pack of Wolves 

Creature — Wolf

Split, Sacrifice ~: Create three 2/2 green Wolf creature tokens.

3/3


Advance Battalion 

Creature — Human Soldier

Vigilance

Split, Sacrifice ~: Create two 1/1 white Soldier creature tokens with first strike.

2/4


Tressa, Soul Thief 

Legendary Creature — Human Warlock

Deathtouch

Whenever another creature dies, put a +1/+1 counter on ~.

Split — Sacrifice ~: Create a 1/1 white spirit creature token with flying for each +1/+1 counter on ~.

4/4

February 20, 2020 4:23 p.m.

dbpunk says... #15

Split (: This creature gets +1/-1 or -1/+1 until end of turn)

Example:

Sarcophagi King

Creature - Zombie Noble

Split

Whenever ~ is dealt damage, discard that many cards, then draw that many cards.

Whenever ~ deals damage to a player, you may put a creature card from your graveyard with power equal to or less than the amount of damage it dealt this turn.

3/3

February 20, 2020 6:39 p.m.

ZendikariWol says... #16

Split (when this creature dies, create two copies of it. Those copies' power and toughness are equal to half this creature's power and toughness, rounded up.)

While this is a... fine mechanic, which some of you may recognize as Mitotic Slime, it doesn't strike me as anything super cool. Let's move on.

You guys have no idea how much time I spent thinking and researching about this hypothetical mechanic.

The premise is essentially that with Shadowmoor gone, the races of Lorwyn have essentially collided with their Shadowmoor counterparts, creating a sort of Jekyll and Hyde effect throughout the entire plane. The concept is super cool, and makes for a super cool transformation mechanic. The problem is the trigger...

Unfortunately, that is a problem I don't think I can solve. I though about making the trigger different for every tribe on Lorwyn (it is a tribal set, after all), but then I have several different actions using the same keyword and that undermines the purpose of keywords themselves, creating more confusion than unity. I considered using a coin flip on the end step, but I don't think that would lead to good gameplay.

Is there a trigger yet to be found? I don't know. I sure can't think of it now. But I still like Split being a transform mechanic.

How about a world where everyone is split somehow- split between two natures? Maybe some people have the ability to transform into other creatures?? Maybe it's a world where everyone has an inner beast- big or small, and this has the exact same problem as Shadowmoor, doesn't it... Well, that's a bummer.
It is clear to me that, though not my favorite thing, I am going to have to build this from the bottom up- rather than starting with the flavor, I'll have to start with a trigger. I have options.

Turn Phases- upkeep, combat, end step, main phases. Of those, it would be kind of cool for something to be one creature on main phase 1 and another on main phase 2.

So that means I want it to be either a combat trigger or a main phase trigger. I think I like it being on the main phase better because potential surprise big things to block can feel quite bad.

So how about this... Split (at the beginning of each main phase on your turn, transform this creature.)

Split (at the beginning of each main phase on your turn, transform this creature.)

First, let me say that this set will be full of ways to flip creatures and interact with the mercurial power and toughness of the flipping creatures (or permanents, now that I think about it). Now onto the designs.


Cunning Alchemist

Creature- Human Wizard

Whenever Cunning Alchemist becomes the target of an instant or sorcery, it gets +3/-1 until end of turn.

2/3

Frightened Victim

Creature- Human

Shroud

I can't believe what I've done... yet I can't resist the call to go back.

1/1


Birchkin Bruiser

Creature- Treefolk Warrior

Split

5/5

Hardened Defender

Creature- Treefolk Warrior

Split

3/7


Dellia, Goddess of Beauty

Legendary Creature- God

Whenever Dellia attacks, you may have target creature block it this turn if able.

When Dellia would leave the battlefield, exile it with three time counters on it. Remove one at the beginning of each upkeep. When you remove the last, return Dellia to the battlefield under its owner's control.

Split

3/3

Dellia, Robed in Flesh

Legendary Creature- Human God

At the beginning of combat on each turn, you may have up to two target creatures attack or block this turn if able.

When Dellia would leave the battlefield, return it to the battlefield transformed.

Split

2/2

I think I quite liked this, actually... It was a lot of time and thought to come up with but I think the interaction with it is really quirky and fun, it's a really cool way to make strong creatures a little easier to remove, or weak creatures a little stronger, and now that I've made one, I really really like the idea of transforming gods, whether they all turn into humans or not.
February 23, 2020 11:02 a.m.

Boza says... #17

ZendikariWol, I really like the ongoing process you described - a couple of words ago, when Affiliate was the word, I had 4 different concepts I went through before settling on one, so that journey of creation is very appealing and really encapsulates this challenge - rarely the first thing that comes to mind is the ability that is finally submitted.

With regards to Lorwyn mechanic, I think that some game-state trigger similar to City's blessing would be best (eg. when you control 7 or more creatures from "Lorwyn 5" set, though referring to the set is probably silver-border only now).

Also, I think the words have recently been very challenging, which is good - they tend to produce the most "out there" mechanics :P

February 24, 2020 11:56 a.m.

JANKYARD_DOG says... #18

Last call for anyone else wanting to give "Split" a go. Will post results late tonight/tomorrow.

February 27, 2020 8:11 a.m.

ZendikariWol says... #19

I don't really intend on making a new mechanic, but I would like to double down and say that I really like what I've made, in the end. The idea that a creature can be something different during your opponents' turns is really sweet. I'm gonna make some more cards for it.
Ferocious Bruiser

Creature- Human Shaman Warrior

Trample

Whenever you cast a noncreature spell, Ferocious Bruiser deals 2 damage to you.

Split (at the beginning of each main phase on your turn, transform this creature.

4/4

Wizard-Killer Shaman

Creature- Human Warrior Shaman

Whenever a player activates an ability, if it isn't a mana ability, Wizard-Killer Shaman deals 2 damage to that player.

4/2


Knowledge Thief

Creature- Human Rogue

Knowledge Thief can't be blocked.

When Knowledge Thief deals combat damage to a player, that player exiles the top card of their library. You may play that card until end of turn, and you may spend mana as though it were any color to cast it.

Split

2/2

Inconspicuous Bystander

I'm sorry to hear that, miss, I really am.

1/3


Undo Deception

Sorcery

Transform target creature or turn target face-down creature face-up. If its power becomes greater than 3, exile it.


Expose to Ridicule

Instant

Transform target creature or turn target face-down creature face-up. If its power is less than or equal to 3, destroy it.

February 27, 2020 11:25 a.m.
ZendikariWol, I think your mechanic is really interesting, but I worry about the possibility of a post-combat toughness decrease causing previously marked nonlethal damage to suddenly become lethal. It seems like it could be hard to keep track of and would make combat math harder. What do you think of using an "each upkeep" trigger instead? (Compare original Innistrad Werewolves.)

Split — [cost], Sacrifice this creature: Create N p/t [type] creature tokens with [abilities].


Disintegrating Amalgam 

Creature — Zombie Horror

Split, Sacrifice ~: Create a 2/2 black Zombie creature token for each nontoken creature that died this turn.

2/2


Duplicitous Duplicant 

Creature — Shapeshifter

Split, Sacrifice ~: Create three 0/2 blue Wall creature tokens with defender.

Split, Sacrifice ~: Create two 2/2 blue Drake creature tokens with flying.

Split, Sacrifice ~: Create a 5/5 blue Octopus creature token.

1/1


Recursive Automaton 

Artifact Creature — Golem

Split, Sacrifice ~: Create two 2/2 colorless Construct artifact creature tokens with ", Sacrifice this creature: Create two 1/1 colorless Servo artifact creature tokens."

4/4


Fungal Proliferation 

Enchantment

If you would create one or more tokens, create that many tokens plus one instead.

, Sacrifice a nontoken creature: Create two 1/1 green Saproling creature tokens.

February 27, 2020 2:50 p.m.

ZendikariWol says... #21

I'd never even considered that, DragonOfTheWest, you're absolutely right.

In light of this little revision, I think that a new batch of cards is in order.

Allran, God of Wisdom

Legendary Creature- God

Whenever you draw a card, you may put a +1/+1 counter on target creature and add .

When Allran dies, return it to the battlefield at the beginning of your next end step.

Split (at the beginning of your upkeep and after your cleanup step, transform this creature.)

3/4

Ellina, the Wise

Legendary Creature- Human God

Whenever you draw a card, you gain 1 life and add .

When Ellina dies, return it to the battlefield under its owner's control at the beginning of the next upkeep.

Split (at the beginning of your upkeep and after your cleanup step, transform this creature.)

2/2


Tenyra, God of Lies

Legendary Creature- God

Whenever a creature becomes the target of a spell or ability, you may flip a coin. If you win the flip, target creature becomes the target of that spell or ability instead.

When Tenyra dies, return it to the battlefield at the beginning of the next end step.

Split (at the beginning of your upkeep and after your cleanup step, transform this creature.)

2/6

Itrian, the Liar

The first time each player loses life each turn, that player may have target player lose that much life instead.

Whenever Itrian dies, return it to the battlefield at the beginning of the next upkeep.

Split (at the beginning of your upkeep and after your cleanup step, transform this creature.)

2/4


Grannis, God of Justice

Legendary Creature- God

At the beginning of each end step, Grannis deals damage to each other creature equal to the amount of damage that creature dealt this turn.

When Grannis dies, return it to the battlefield at the beginning of the next end step.

Split (at the beginning of your upkeep and after your cleanup step, transform this creature.)

4/5

Kairus, the Just

Legendary Creature- Human God

Other creatures you control get -2/+3.

Split (at the beginning of your upkeep and after your cleanup step, transform this creature.)

3/5

February 27, 2020 4:25 p.m.

JANKYARD_DOG says... #22

Some hard choices ahead it seems.

TypicalTimmy - Very nice application and flavor. I like how it can fit both midrange and aggro styles as well as the conditions changing for each creature. Some lose abilities and power, others just lose power. This would slot well into decks focused on counters and proliferation or even moving counters like we saw in Amonket.

While a bit wordy it still seems clean enough not to be confusing to players so I think it could be featured in a set. It's not likely they'd bring back infect but this could work flavorfully for Phyrexia.

Boza - It is an interesting concept for sure. Combined with blink/proliferate effects it could get out of hand if not dealt with. I also like that it is attached to a Saga in one of your examples.

Could it be seen in a set? I think so were there to be more supporting cards associated with the ability, tokens, and maybe even proliferate if it doesn't break it.

DragonOfTheWest - Very nice application, making a representation of a group have the option of separating gives it a nice flavor. Gives the option to go tall or wide so it could probably be seen in a set with anthems and equipment/auras perhaps. Your second batch took the cake for me.
dbpunk - It's interesting in the fact you took an existing ability and gave it a name. Also how it ties in with the creatures abilities is a nice touch. Might have memory issues though unless specific indicators are provided so no one can say they done the opposite of what they said. That issue could prevent it from passing through design into a set.
ZendikariWol - Seeing the whole thought process is great. If it were easy it wouldn't be a challenge that's for sure. Onto the cards, I got excited when I saw Ooze because I had a similar thought, but it seems it was not meant to be. I must have skipped the first paragraph because I'll admit I was a tad confused until I went back and read that. It makes more sense knowing there would be supporting cards, otherwise that last one would be confusing I think.

Overall, it's a different take on transform that doesn't have alot of requirements except what phase you're in. Again it's good there are cards to force changes both offensively and tactically. Back to that last card though, it seems a bit broken given how hard it is to remove. You get a break from it if you remove its first half, bouncing/tucking won't work either the way it is worded 'if it leaves the battlefield (in any fashion)'.

I like the Hate- Bears aspect of your new example. One card, two different feels: certainly would create some diverse brews were it to be in a set. Also nice to see some examples of supporting cards. Regarding your last submission, it's a nice cycle of 'hard to remove' gods, and static abilities makes sense, but should the other half not be demigod or...?

Y'all didn't make this easy, jussayin. XD. They were all good submissions, then when I thought I was done there was more. All good though, here goes...

5) dbpunk - The memory issue I think could cause problems at a table, still a good concept though.

4)Boza - So the way they are worded, they have no initial impact the turn they are played, also the tokens don't effect themselves, except the Saga anyway.. After a second look I cannot decide if this was purposeful or not.

3) ZendikariWol - That was alot to go through XD. For the first iteration DotW kinda covered it already. The last one, I'm not sure about rules regarding the clean up step, but does anyone actually get any priority to do anything then? Forgive my confusion.

2) TypicalTimmy - Again, very flavorful and I'm a sucker for all things Phyrexian mainly because that's where my MTG journey began, the Weatherlight Saga (Mirage -->. I know... Shh! I can hear your age comments). It is very flexible as mentioned above, and now we have germs with an ACTUAL living weapon. XD

1) Winner! DragonOfTheWest - I really like the concept of it being a Unit and being able to split into single entities. I'm surprised it hasn't been done too much to my recollection. The closest I can think of, top of my head, is Noosegraf Mob (fantastic in Alesha btw). I can't think of anything else to add except it's very flavorful. I especially like your second batch.

Final note: Sorry it took so long, meant to have it done earlier but it wasn't easy. Hopefully no one's offended by the results XD.

February 28, 2020 3:30 p.m.

Next challenge:

The new Unsanctioned card Surgeon Commander mentions "mutate" as a thing you can do to creatures.  MaRo has confirmed that this will be a new mechanic in Ikoria.  What do you think it will do? You decide!

Mutate

February 28, 2020 3:51 p.m.

ZendikariWol says... #24

Mutate... this could be interesting.

An aspect of the Simic Combine that never quite got addressed except with Prime Speaker Vannifar is the specific way that they create their hybrids- by fusion! As such, I like the idea that we finally address combining creatures (not least of all because I love Grusilda, Monster Masher).

Mutate is a keyword action which reads (When a creature mutates, its controller exiles another creature they control and puts a number of +1/+1 counters on target creature equal to its power. That creature gains all types and abilities of the creature exiled this way.)

First and most immediate concern- some of you may be concerned about whether "gains all abilities" is proper templating. Well, WotC has used it before, and you commander players may recognize this templating from... Darksteel Mutation! So yes, this is templated properly.

Second concern- the memory issue. And ya know what, it's not much of an issue. Why? Because of the conventional usage of cards like Banisher Priest. To mutate a creature, you simply place one under the other, and like an aura or a Banisher Priest effect, players check it when they need to check it and if not, they just remember.

Third concern, wordiness. This actually works to the mechanic's advantage, as it would be quite easy to make creatures with a disgusting smorgasbord of keywords and other abilities in a hurry. Less space on the card sort of forces me to limit the amount of stuff that I can put on mutating cards.

Repeat Subject

Creature- Human

At the beginning of your end step, you may mutate Repeat Subject. (When a creature mutates, its controller exiles another creature they control and puts a number of +1/+1 counters on that creature equal to its power. It creature gains all types and abilities of the creature exiled this way.)

1/1


Head of Experiments

Creature- Vedalken Wizard

, : Mutate another target creature. (When a creature mutates, its controller exiles another creature they control and puts a number of +1/+1 counters on that creature equal to its power. It creature gains all types and abilities of the creature exiled this way.)

3/4


Lascertine Assistant

Creature- Lizard

Trample

When this creature is exiled, put two +1/+1 counters on target creature that mutated this turn.

1/1

Mutate N: Put N +1/+1 counters on this creature. It becomes a mutant in addition to its other types. Activate this ability only once per game.

Now, some of you may recognize this as Monstrosity. It is. It's near-exactly monstrous.

Something WotC has always alluded to that grinds my gears is bringing mechanics back with a different name. MaRo has referenced it with Bushido and Ninjitsu, and I think this would be the perfect opportunity.

Idk how you wanna grade this, whether you want to take both mechanics into consideration, just choose the one you like better, or what. It's not my choice, but it may set a precedent for other such rulings to come.

Mutate (Whenever you cast a creature spell, if its combined power and toughness are greater than this creature's, put a mutation counter on this creature.)

Immediate issues: none, really?? That said, some of you may recognize this mechanic as being similar to evolve. Well, it is... kind of. The main difference is what we in the business call "thresholds."

Evolve is a mechanic with a theoretically infinite threshold. As a result, evolve as a mechanic is very linear, and the creatures fight each other for space a lot.

Adding thresholds (that is to say, some creatures need only one mutation counter to gain the full benefit of being mutated, their threshold would be 1. Some need 4 counters, and their threshold would be 4.) means that creatures with this mechanic feel more universal, and the deck becomes less about linear one-upsmanship. I could see you splashing a couple Mutate creatures in a deck that wasn't build to maximize them, where that was not the case with Evolve. Why? Because of the addition of thresholds, the deck no longer needs to be dedicated to make these creatures playable.

Leaping Lizard

Creature- Lizard

Mutate

As long as Leaping Lizard has a mutation counter on it, it gets +1/+1 and has flying.

2/1


Cunning Biomancer

Creature- Vedalken Wizard

Mutate

As long as Cunning Biomancer has three or more mutation counters on it, it can't be blocked.

3/2


Vannifar, Simic Biomaster

Legendary Creature- Elf Ooze Wizard

Mutate

Whenever you put a counter on a creature you control, you may draw a card. If you do, discard a card.

3/4


Gyre Clade Visionary

Creature- Elf Wizard

Mutate

Other creatures you control get +1/+1 for each mutation counter on Gyre Clade Visionary.

2/3


Hull Clade Mastermind

Creature- Vedalken Fish Wizard

Hull Clade Mastermind can't attack or block.

Mutate

At the beginning of your end step, if Hull Clade Mastermind has five or more mutation counters on it, you win the game.

6/6

March 1, 2020 1:06 a.m.

Boza says... #25

Mutate ability Show

Mutate cards Show

March 2, 2020 11:16 a.m.

dbpunk says... #26

So TypicalTimmy, this isnt a personal attack, but your definition of mutation is wrong. And the biology nerd/teacher in me has to correct this cause I have to explain this to an entire class of undergraduates at least once or twice a year.

While there are some mutations which are genetic defects, mutations arent all defective or negative. Some are neutral, and a good number are adaptive.

A mutation is actually just a change in the genetic code which occurs during replication of a cell.

March 2, 2020 7:22 p.m.

ZendikariWol says... #27

Well, if you look at the examples of the mutate cards, I'd say that seems to be what Timmy's portraying.

March 3, 2020 12:22 a.m.
First of all, I don't have any problem with multiple submissions from an individual. Since I'm just picking a single winner, I'll just pick whichever I think is better.

Your first mechanic reminded me of The Mimeoplasm. I like how it's gated by having to actually have the second creature on the battlefield to sacrifice. This should keep it fair while still allowing a certain amount of shenanigans.

Your second mechanic also feels very Simic and seems simple enough to keep track of. My only concern is that it becomes somewhat of a non-bo with the other +1/+1 counter mechanics that Simic loves so much. You need your creatures to be small so you can trigger their mutate abilities.

Boza, I like that your mutate ability fits into all five colors. It bends the color pie a bit, and I would suggest making the cost uniform (, maybe) to match the uniform effect. My biggest concern is that there seems to be a relative lack of further design space here with only five keyword abilities to choose from.
TypicalTimmy, I like the random aspect of your design and the way it maintains the flavor of genetic copying errors granting random bonuses and detriments. There's a lot of design space here and I also like that this will keep matches from playing out the same way every time.
Honorable mention to ZendikariWol's first mechanic. I could definitely see that being included in a set sometime. However I think TypicalTimmy's submission better fits the word mutate.

Congratulations TypicalTimmy!

March 9, 2020 7:38 p.m.

TypicalTimmy says... #29

So for those who aren't aware, this is TypicalTimmy.

My main account is having issues with loading pages for some reasons. I'm beginning to think I need to declutter my decklists, but I don't see how / why this is an issue. It's been slowly but surely having more and more serious lag. Now, it takes upwards of a full minute to load any page on this site.

So until I figure out what's going on, I am using my old account from when I first signed up like four years ago, which is this one.

Thank you DragonOfTheWest. I honestly had zero expectations at all and just threw something together last minute to stay active in the game. Honestly, I've been in quite a low point lately and sort of lashed out at people - both on here and elsewhere. Lost a close friend of mine from it, too.

TLDR - Depression + anxiety + anger management issues is not a good combination.

The word of the day is: EMBRACE

Embrace has multiple definitions:

Verb:

  • hold (someone) closely in one's arms, especially as a sign of affection.
  • accept or support (a belief, theory, or change) willingly and enthusiastically.
  • include or contain (something) as a constituent part.

Noun:

  • an act of holding someone closely in one's arms.
  • -- used to refer to something which is regarded as surrounding, holding, or restricting someone.
  • an act of accepting or supporting something willingly or enthusiastically.

So, I feel like this is a broad enough word that it can be very easily slotted into any color (Mono, Guild, Shard, Wedge, 4c, 5c, Colorless) with ease. However, I also feel like it has the capacity to be twisted into various methods.

For example, the Azorius and Boros would "Embrace" radically different than the Golgari or Rakdos. Similarly, mono-black would Embrace death and unlife, while mono-white would embrace society and prosperity.

So, a nice easy word with an extremely large range to pull from depending on the ideology you align with when deciding.

March 11, 2020 1:05 a.m.

dbpunk says... #30

Yo Im really sorry to hear that man

March 11, 2020 2:28 p.m.

Boza says... #31

Embrace explanation Show

Embrace cards Show

March 12, 2020 11:39 a.m.

TypicalTimmy says... #32

I guess Boza wins by default.

March 19, 2020 6:23 p.m.

dbpunk says... #33

Dammit I forgot to do mine for thw challenge.

I was jokingly gonna do a reference to the band Embrace.

March 19, 2020 7:15 p.m.

Boza says... #34

I would still like to know how much you enjoyed the submission MinotaurtheMatador.

In the meantime, please consider the new keyword with which will ignite minds:

IGNITE!

Now, that may seem like a monored word, but do not those boxes contain you.

March 19, 2020 9:40 p.m.

TypicalTimmy says... #35

Modeling it after Planebound Accomplice, Ignite is meant to emulate Planeswalkers igniting their spark. There are six of them, one for each color and colorless.

Each one is an Instant to emulate the moment it happens, and each one asks a big drawback for it to occur, since they ignite under stressful circumstances.

To keep mana costs low, they would be a cycle of mythics.

The reason there is no multicolored version is because by using each of the five colors + colorless, any player can get the Planeswalkers they want.

There will be a 7th WUBRG version I'll make for fun, but in practice it will only be the first six.

Final Stand

Instant

Ignite - Cast Final Stand only when five or more creatures you control would die this turn.

Reveal a white Planeswalker from your hand and put it onto the battlefield. You may activate a loyalty ability for it this turn when you do.

And as Kytheon collapsed to his knees in the ash of his former friends on Theros, he found new ones on Alara.


Final Memories

Instant

Ignite - Cast Final Memories only when you would discard three or more cards.

Reveal a blue Planeswalker from your hand and put it onto the battlefield. You may activate a loyalty ability for it this turn when you do.

Blinded by excruciating pain, Jace collapsed to the soil of Vryn, but stood up on the pavement of Ravnica.


Final Mercy

Instant

Ignite - Cast Final Mercy only when a spell or ability an opponent controls causes you to sacrifice a creature.

Reveal a black Planeswalker from your hand and put it onto the battlefield. You may activate a loyalty ability for it this turn when you do.

Crippled by guilt over Josu's demise, Liliana fell to tears on Dominaria, but wiped them away on Innistrad.


Final Hope

Instant

Ignite - Cast Final Hope only when an opponent attacks you with five or more creatures.

Reveal a red Planeswalker from your hand and put it onto the battlefield. You may activate a loyalty ability for it this turn when you do.

Chandra cried out in terror at her execution on Kaladesh, but soon found herself free on Regatha.


Final Plea

Instant

Ignite - Cast Final Plea only when a creature with converted mana cost or power 8 or greater enters the battlefield under an opponent's control.

Reveal a green Planeswalker from your hand and put it onto the battlefield. You may activate a loyalty ability for it this turn when you do.

The Eldrazi may have tore asunder the mind of Nissa on Zendikar, but she recovered on Lorwyn.


Final Reaolve

Instant

Ignite - Cast Final Resolve only when seven or more permanents you control would be put into your graveyard this turn.

Reveal Planeswalker from your hand and put it onto the battlefield. You may activate a loyalty ability for it this turn when you do.

Though Karn had been created on Dominaria, Urza's spark allowed him to save many other worlds.


Final Destiny

Instant

Ignite - Cast Final Destiny only when your life total would be reduced to 0. Instead your life total becomes 20.

Reveal a Planeswalker you own from any zone and put it onto the battlefield. You may activate two loyalty abilities for it this turn when you do. Shuffle your library if revealed from there.

Though fate has your life come to an end on this Plane, destiny asks you to renew upon another...

March 19, 2020 11:03 p.m.

TypicalTimmy says... #36

Damn it! I tried to do it in one take.

There is a typo in the name of the 6th card. The second word is "Resolve".

March 19, 2020 11:04 p.m.

TypicalTimmy says... #37

Boza,

So if I understand Embrace correctly, it works like this:

  • I cast the spell
  • You and each other opponent may 'Embrace' it and copy it
  • I then divvy out drawbacks for each opponent that Embraced the card, based upon what drawbacks are available on the spell?

Sounds cool. I think it would need refining to smooth out the text space a little bit, but overall it's a neat idea.

I noticed your black one forces you to choose who embraces it, which is a nice flavor win there. But green seems to be group hug and it gives your opponent benefits? Odd, but I like the balance.

Overall, with some refining on the text structuring, I think it could be a fun design. I'm a big fan of value cards, so if one spell affects all four people in the game, I approve!

March 19, 2020 11:38 p.m.

ZendikariWol says... #38

K folks but can we talk about how I hit the nail on the head so hard with Mutate? Because, while templated very differently, the two abilities are very similar in function and play.

April 2, 2020 11:05 a.m.

JANKYARD_DOG says... #39

It was pretty close ZendikariWol, ngl.

If this is still going... it's been awhile, but here's an attempt.

Ignite sounds like it should be planeswalker related... we have some cards from Origins depicting some of these events already though. Would be alot of lore hunting for other walkers but still it seems limited going in that direction.

I think I'll keep to a 'power surge' feel though.

Ignite - if you have cast another spell this turn do something extra.

In the beginning I tried to spread it to all colors but it ended up fitting Izzet colors best.

Fire Bolt

Instant

Deal 2 damage to any target

Ignite - if you cast another spell this turn deal 3 damage instead.

Open Mind

Sorcery

Look at the top 3 cards of your library, then put any number of them on the bottom of your library in any order. Put the remaining cards on top in any order.

Draw a card

Ignite - if you have cast another spell this turn draw an additional card.

Spark of Genius

Instant

Search your library for an instant, sorcery, or artifact card. Reveal it and put it into your hand. Shuffle your library after.

Ignite - if you have cast another spell this turn you may cast the revealed card without paying its cost.

Adalynd, Memory Adept

Legendary Creature - Human Wizard

Hexproof

Ignite - when ~ enters the battlefield if you cast another spell this turn you may return an instant or sorcery card from your graveyard to your hand.

: Copy target instant or sorcery spell you control, you may choose new targets for the copy.

2/2

Bonus Afterthought Card

Javier, Spell Igniter

Legendary Planeswalker - Javier

Whenever you cast a spell with Ignite put a loyalty counter on ~.

+1: The next spell you cast gains "Ignite - if you cast another spell this turn draw a card, then discard a card."

-6: deal damage to each creature you don't control and each opponent equal to the number of instant and sorcery cards in your graveyard.

6

His static makes the first ability +2 basically, and the last ability is set so you can use him solely as a boardwipe if you wish the turn he comes down if you've already stacked your GY.

April 2, 2020 9:21 p.m.

So is the current word 'Ignite' ? or 'Embrace'?

April 3, 2020 1:16 a.m.

I guess i'll do one of both.

Embrace {cost} - When you cast this spell, any player may pay the embrace cost. Each player who does may copy this spell and choose new target(s).

Ignite - Whenever you cast a spell with ignite, you may exile a card from your hand. If you do, in addition to any other effects, this spell deals 2 damage to any target.

Tell me if they're bad or good :/

April 3, 2020 1:23 a.m.

Boza says... #42

There seems to be some confusion - IGNITE is the newest word challenge. I think it is best let it run for a bit longer to get more than 1 entry. Given the quarantine, I expected a bit more entries, but I will probably judge this in the beginning of next week, so use the weekend to get your submission in.
ConstantVigilance I would advise you to make a few cards to go with the Ignite mechanic you have. It helps flesh it out and the person deciding between entries will have an easier time.

MinotaurtheMatador - I set out to make the effects as varied as possible between the colors.
So, the black one gives you an effect that you can decide who gets it, but has negative consequences for you - something black would do when told to embrace someone and make them feel better. Plus I really wanted to call something with embrace "Death snuggles".
The green one has fairly symmetrical effects, in that all players who decide to embrace the spell, get a bonus, but so do you. However, green is best positioned to get the most of these effects, especially since you choose who gets what effect.
Red has 3 damage effects, each counting hand size and doing that much damage, but to different things.
While the white and blue ones are the most group-hug ones. White has a smaller embrace effect, but one that everyone desires, so you will likely be forced to dole out tokens.
Blue has a huge swingy effect that most blue decks want, but you get a lot of control from it.

April 3, 2020 2:36 a.m.

Okay well here's an example i guess

Flaming Whip

~ deals 4 damage to target creature.

Ignite (As an additional cost to cast this spell, you may exile a card from your hand. If you do, ~ deals 2 damage to any target in addition to any other effects.)

sorry it's not very creative

April 3, 2020 2:23 p.m.

Boza says... #44

Final 24 hours prior to judging, if you have anything else, like some more example cards.

April 6, 2020 2:16 a.m.

JANKYARD_DOG says... #45

564 hrs later... Boza, have you forgotten us? XD

April 30, 2020 1:16 p.m.

kpres says... #46

Infernio, Wrathful Dragon (4)(R)(R)

Creature - Dragon

Flying, Ignite (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

(R)(R)(R): Infernio deals 1 damage to any target

4/4


Catastrophe Elemental (3)(R)(R)

Creature - Elemental

Ignite (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

When Catastrophe Elemental dies, it deals 1 damage to each creature and each planeswalker.

3/2


Cleric of the Flame (1)(R)

Creature - Cleric

(R)(R)(R): Cleric of the Flame gains Ignite until end of turn. (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

1/3


Another Chandra (2)(R)(R)

Planeswalker - Chandra

Ignite (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

+1: Chandra deals 1 damage to target creature or player

-2: Create a 1/1 Elemental creature with haste and Ignite.

-5: Create an emblem with "Creatures you control have Ignite", and then double the number of flame counters on each permanent.

{3}


Keeper of the Coals (3)(R)

Creature - Elemental Beast

Menace, Ignite (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

3/3


Field Razer (2)(R)

Creature - Dinosaur

When Field Razer deals combat damage to a player, put a flame counter on target land that player controls. If that land is a Plains, put two counters on it instead.

Ignite (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

3/1


Goblin Pyromaniac (R)

Creature - Goblin

When Goblin Pyromaniac deals combat damage to a player, put a flame counter on target artifact that player controls. Then, if that artifact has more flame counters on it than its converted mana cost, destroy it.

1/1


One with Flame (R)(R)

Enchantment

Instants and Sorceries you control have Ignite (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

(1): Move target flame counter from a permanent you control onto another target permanent


Circle of Flame (1)(R)

Enchantment

(1): The next time a flame counter would deal damage to you, it gains Ignite and deals its damage to any target instead.

*** Consuming Fire (1)(R)

Enchantment - Aura

Enchanted creature gets +3/-3 and has Ignite (When this source deals damage to a permanent, put a flame counter on that permanent with "At the beginning of your upkeep, this counter deals 1 damage to you".)

This enchantment can't reduce a creature's toughness to less than 1.

May 5, 2020 11:49 a.m.

ShiningEyes says... #47

Ashenmoor Victory

Sorcery

Ignite each nonland permanent your opponents control.

(Put an ignite counter on those permanents. At the beginning of each player's upkeep, put an ignite counter on each permanent they control that has been ignited. Then that player sacrifices each permanent with converted mana cost less than the number of ignite counters on it.)

Set Ablaze

Instant

Ignite target nonland permanent. Proliferate.

Build the Pyre

Enchantment

When a creature enters the battlefield under your opponents control, Ignite it.


For this I decided to go waaaaaay back to Shadowmoor; the elementals become husks that want to burn everything to the ground. Thought it might be fun to play in a similar space to -1/-1 counters, but hitting things that aren't just creatures.

Y'know, burn it all down!

May 7, 2020 2:09 a.m.

ShiningEyes says... #48

I'm gonna assume that the previous judge is gone at this point, and give a new prompt to keep the thread alive.

New prompt WARP

May 17, 2020 2:30 p.m.

kpres says... #49

Warp - When this permanent leaves the battlefield, exile it, and then reveal cards from the top of your library until you reveal a card that shares a permanent type with it. Put that card onto the battlefield, and then put the revealed cards on the bottom of your library in a random order.

Commons in R, U, G

Warp Raider

Creature - Warrior

Warp, First Strike

2/1

Warp Flier

Creature - Elemental

Flying, Warp

2/4

Warp Wurm

Creature - Wurm

Trample, Warp

5/3

Uncommons in R, U, G

Warp Dog

Creature - Dog

Warp Dog costs less to cast if you control a creature with Warp

Warp

4/2

Warp Speed

Instant

Target creature gets +1/+0, flying, and Warp until end of turn. Untap it.

Warp Frog

Creature - Frog

: Warp Frog gets +2/+2 and gains Reach until end of turn.

Warp

3/1

Rares in R, U, G

Warp Phoenix

Creature - Phoenix

Warp, Flying

You may cast Warp Phoenix from exile if it was exiled with its Warp ability.

2/2

Warp Djinn

Creature - Djinn

Flying, Warp

At the beginning of your upkeep, Warp Djinn deals 1 damage to you unless you pay .

5/5

Warp Thragtusk

Creature - Beast

When Warp Thragtusk enters the battlefield, you gain 5 life

Warp, Trample

5/3

May 19, 2020 11:10 a.m.

Boza says... #50

Guys, I am sorry, I had taken a completely unaanounced hiatus from T/O and have not been able to follow through with the judging in any reasonable time frame. I will provide the feedback to everybody in the previous round as soon as possible, meanwhile, the new word seems to be great and I will consider how to reconcile the situation in the meantime.

May 20, 2020 5:29 a.m.

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