Sorry, it took me a few days to look over the cards... All the sets are great, and there are a lot of cards to go through, so I appreciated the feedback everyone posted here, it really helped when I went to each set! My votes... 1. D 2. A 3. C 4. B
RoFLMao! You're thinking of Set B... the Priests of Corwinhorna... I'm pretty sure they burn people at the stake on every third Friday of the month... It's in the scripture somewhere...@KrampisZman can verify XD
Actually that used to be in the Good Book the Corwinhornians used, but at the council of Corwinhorna, where all of the highest ranking church officials reorganized their Good Book, they decided that burning a random person at the stake every third friday of the month was a bit too extreme. Now they only burn people Every Third friday every other Month :P
By @OneBigBlueSky: Team B: Raid is exactly the same as the Mardu keyword from Khans of Tarkir. While Polarize is a cool take on what feels like the Bestow strategy from Theros, Raid sticks out for me because of its re-use. Also, because you re-used Raid, you guys only have 1 new mechanic for the set, which leaves players using the set with only 1 new strategy to play with. The lands are also a re-use, having the same ability as the Battle for Zendikar lands. While the vikings vs. religious people theme is new and well put together, the mechanics and strategies don't seem to be for this set.
By @Ningyounk: Born in Fire is, from what I understood, a medieval set with an emphasis on Religion and battles. I counted three mechanics and a half:
1) Raid -- If you attacked with a creature this turn, EFFECT. Returning mechanic from the Tarkir block, it's featured on all 6 monoRed and monoBlack cards, but finds a more Viking subtheme in this set ^^
2) Devotion -- Effect that counts the number of a certain mana symbol in the mana cost of permanents you control. Another returning mechanic from Theros this time, that is featured on 3 green cards in your set.
3) Polarize {cost} (This creature loses all types and becomes a colorless equipment artifact attached to target creature you control. It is a creature as long as it is unequipped.) The new flashy mechanic of the set, featured on 8 different cards.
and a half) With 5 different cards featuring an agressive draw mechanic, I'm also counting this as a half mechanic ^^
I think your set does a really great job at giving a medieval feel, with very simple yet flavourful cards like Diligent Farmers, High Priest of Corwinhorna, or Village Militia. But the part of your set that, I think, you depicted the best was the Red/Black Viking faction that has a very strong mechanical feel. Your custom mechanic Polarize is very interesting, it kind of reminds me of Bestow but more intuitive as it's basically "This creature becomes an equipment." You really dug for different aspects of this mechanics and found some really interesting designs.
On the "what could be improved" side of the set, now. Somes cards feel a little unpolished: there are typos on an unusual number of cards, there are weird art choices (your land cycle have some actual real-life pictures for instance), and things like Hornfiskr Cavalry having the Raid keyword but no Raid ability. If you take into account that you also designed only one new original mechanic, this leads me to think you needed more time and had to rush a few cards? The other thing is a certain lack of diversity in the set. In the 26 slots that were not mandatory noncreature, you designed no less than 1 instant, 1 enchantment, and 24 creatures. Additionally, two third of thoses creatures are Humans (and they're either villagers, vikings, or priests).
So, in a nutshell, the set does a good job at depicting its main story with but may have benefited, on my opinion, from some "outside the box cards", to give it more texture, and especially one more custom mechanic ^^
And, as usual, let's finish on a positive note with my 3 favourite cards from Born in Fire:
Priest of Nature: http://mtgcardsmith.com/view/priest-of-nature?list=set&set=13963 A very flashy Rare that uses Devotion in an explosive way ^^ It's not super original since the Theros block did this in more swingy ways (Evangel of Heliod, Maser of Waves, and Abhorrent Overlord) but it's clean and cheap =D
Heavyweight Housecarl: http://mtgcardsmith.com/view/heavyweight-housecarl?list=set&set=13963 I have to say tiny Zurgo Helmsmasher is cute as hell x) The trample + loot on damage trigger combo is a really appealing idea. Tiny critic though, a lot of Vikings like Housecarl uses the *BLUE* looting even though they're RED Red looting makes you discard *before* drawing
Steelbind Crab: http://mtgcardsmith.com/view/steelbind-crab?list=set&set=13963 I think this is the more interesting Polarize card, not as in "the most powerful" but as in "the most balanced and interesting choice" that I saw on Polarize cards in the set ^^
Pros: I think this set was really well made. : ) But something that stuck out to me was That Raid was coming back. I think it fit perfectly with the invasion of the Vikings. I also think that polarize doesn't really fit with the set. So i bet right now your like huh? i thought this was pros? I'm putting it here because i can forgive it for not fitting in with the rest of the set. Why? Because its FREAKIN' AWESOME!
Cons: Well there were of couple random typos on creatures. Also, some cards had emty spaces at the bottom that could have been easily fixed with flavor text.
Overall: Overall, i think this was an awesome set. The idea was pretty unique and the cards were cool and had good flavor. Thumbs up to you guys! : )
My top three cards: 3.Airborne Havoc 2.Quicksilver Armorer 1.Heavyweight Housecarl
By @OneBigBlueSky: A lot of the themes in this set feel like they have been used in magic before. The whole angel theme, while nicely put together in your set, seems a little overdone as there isn't much else if a player doesn't want to play with angels. Along with that, you guys used only 2 new mechanics that I can see (Fall of Faith and Pious). Fall of Faith is used only once, and Pious, while interesting, isn't the kind of mechanic that I could see someone basing a strategy around. All in all, flavor is definitely there, but the idea just feels recycled to me.
By @Ningyounk: Based on what I gathered, Beclouding Heavens is an Angel set taking place on Dominaria. I counted no less than 10 different mechanics:
> 7 returning mechanics appear on one or two cards: Cumulative Upkeep, Hellbent, Morbid, Intimidate, Fear, Echo and Exalted. > The returning mechanic Cycling appears on 8 cards, though 5 of them are part of the same cycle, but makes it the most consistent keyword in the set and therefore the main mechanic of the set, if I understand correctly? > Pious (This creature can't attack planeswalkers) is a new custom mechanic that appears on a whole cycle of Angels. > Fall of Faith {cost} (You may cast this creature for its Fall of Faith cost. If you do, this creature becomes the colors of its Fall of Faith cost, and all instances of colors mentioned on this card become those colors.) is also a custom mechanic for this set, featured on one card: Serra's Faithless.
We can feel your love for Dominaria through these cards and I have to say it's very contagious Returning to the biggest plane of the Multiverse is a very tricky challenge as it has a more complex identity than any other planes, and I think you nailed it by using multiple references to mythical names of Magic's old times like Serra and Yawgmoth which is exactly what one would expect from a return to Dominaria. Additionally, I think doing an Angel set on the same model as Tarkir and Dragons is a very exciting proposition, and you indeed delivered on what I was really expecting from this, which is a complete horizontal cycle of Angels. On top of that, there is a lot of original abilities on these cards, especially the Lockdown Angels cycle that I was just mentioning, but on many other cards as well. You weren't afraid of novelty and digging for new design space, which is a real upside in the set.
Now, for the things that could be enhanced, on my personal opinion. The set is a bit confusing mechanically because of how many keywords you used. The mechanical link between the cards become less obvious than if you had focused on fewer mechanics, and created some strong block keywords to support them. Right now, both Pious and Fall or Faith are underwhelming as they don't really impact the board - a mechanic that cares ony about a subset of Mythical rare like planeswalkers won't matter often enough. On the other hand, I wish you would have taken more from Tarkir's design as you went into a lot of traps like designing too many Angels (11/26 noncreature) instead of cards caring about Angels, making them all big and high rarity instead of all sizes and some commons, and keeping your cards too much in the Angels colours that are White and Black. Indeed, among the 27 nonland cards of your set you have 11 white cards, and 13 black cards, which include no less than 7 white/black cards.
Overall, your set will probably trigger a lot of nostalgia from the oldest players while appealing to the newest with your exciting Angel theme, though I think it could have been more coherent if there were fewer but more recognizable mechanics (Cycling is a little flavourless to be the main mechanic of the set), and if you had done with the Angels what Tarkir had done (or should have done) with Dragons.
And, as usual, let's finish on a positive note with my favourite 3 cards of Beclouding Heavens:
Rid of Heresy: http://mtgcardsmith.com/view/rid-of-heresy?list=set&set=14267 The templating is not perfect (you don't control colours) but I get what you mean x) This is a perfect example of a card that gives you a strong flavour feel about the set without featuring any angel on it. On top of that, it's simple and very elegant
Angel of Grace: http://mtgcardsmith.com/view/angel-of-grace-3?list=set&set=14267 I like the whole cycle actually, I'm just pointing my favourite of the five. Once again, the templating could have been improved on each of the 5 angels, but I'm really fond of the originality of these abilities. This kind of arbitrary lockdown has a White feeling, making sure they feel like Angels, but you managed to redirect the hate on specific things each colour would hate which is incredibly clever!
Negator Mage: http://mtgcardsmith.com/view/negator-mage?list=set&set=14267 I'm choosing this one because it shows you can make an Angel set without designing only Angel cards. It's refreshing, outside the box, and the fact that it's also a really clever design isn't for nothing in the fact that I'm mentioning this card
By @OneBigBlueSky: I love a lot of what this set has to offer, from the multicolor theme to the strategies behind Shift and Destined. However, I feel like Domination seems reminiscent of some of the Theros based strategies related to devotion. I agree with @ningyounk on the fact that there seems to be only a handful of strategies that can come out of this set, but I do think its very interesting how Shift-based deck match-ups will often rely heavily on the deck they are facing up against. All in all a really cool, flavorful set that definitely feels new and different.
By @Ningyounk: Aora is, from what I understand, a plane under great danger because of mana storms, provoking magical changes in its inhabitants. I counted 3 mechanics: - Shift (Whenever any color of mana is added to your mana pool, this card becomes that color until end of turn.) - Destined (Whenever a creature dies, put a fate counter on this creature.) - Domination/Dominance (the name changes between cards?) - Activate this ability only if you control 3 or more permanents that share a color with this permanent.
Overall I think this set has a strong mechanical identity, with a focus on multicolour that's innovative and very interesting in its execution thanks to the key mechanic Shift. The idea of having a multicolour set with mainly monocoloured cards was really original! I think you pulled the most of the concept with very interesting ideas, and weren't scared of taking some risks. You had a starting idea that could have been a real trap because of complexity issues, having cards constantly changing colours could really have hurt how the set reads, but your block mechanics stay intuitive and as simple as they can.
For the (I hope constructive) criticism, I'll note that Shift really takes a lot of place in the set. In your 32 cards, you have 15 Shift cards, 5 Destined cards, and 6 Domination cards. This lets only 5 cards in the whole set that doesn't feature any block mechanic. On top of that, Shift and Domination form an obvious duo as the colour-matters archetype which leads to feeling like there are only two playstyles in the set really available. On the same note, you designed almost exclusively creatures (20 out of the 26 noncreature slots). These two points makes me wonder what would happen if a player would dislike the Shift mechanic, would that player still find what he/she needs to build a Limited deck in Aora? Would there be enough variety in the decks we would see in Aora Limited?
That's my main concern about this set, though it definitely has a really solid base for the colourshifting aspect that you created, which sounds really appealing
And, to make sure we end up on a positive note for everyone, here's my 3 favourite cards of the set:
Desolate Cathedral: http://mtgcardsmith.com/view/desolate-cathedral?list=set&set=14184 This is actually the whole land cycle that I'm mentioning through this card of course ^^ I think it's really difficult to find good land cycles, and you really nailed it as it was especially important in a set like this They're quirky, original, and completely works in this set!
Iala, Keeper of the Refuge: http://mtgcardsmith.com/view/iala-keeper-of-the-refuge-1?list=set&set=14184 While this card is a bit strangely worded, I really admire the effort of creating a whole new templating, and I think the effect really gives you that feel of an explosion of all types of mana at once It really makes me feel empowered just to read it.
Devoted Goremonger: http://mtgcardsmith.com/view/devoted-goremonger?list=set&set=14184 While I find the creature itself it a bit weak (why not giving it any power?), I can't just ignore how subtle this design is! Making a card that gives that much card advantage yet somehow still keeping it balanced is a real tour de force =D
By @KrazyKobold98: Yes, I think you succeeded very well in giving Zocarus its own personality! You accomplished giving it an adventurous feel, but in a different, more gung-ho and thrilling way than Zendikar.
As for MSE, oh well, maybe it's better as it's own self-contained little thing. Of course, if you ever change your mind, I would love to help in any way I could! I'm amazed at how such a small set has me so smitten with the world of Zocarus, and I would jump at the chance to work on a full set! It feels like this was just a sneak-peek of a larger, vaster world to explore! Regardless, I thought the set symbol and "Loot" token you came up with was really cool. By the way, the name "Zocarus" wouldn't happen to have been inspired by Guns of Icarus, would it?
Thanks everyone! =D I'm super happy about how positive the reactions were about this set It was my first time working on a team challenge and I thought that was really fun!
@TrippleBoggey3, thanks so much for hosting this amazing contest.
I would personally like to thank @ningyounk, @Yururu, and @TheEverSpikesWarlord for being such wonderful and creative teammates. This was my first time working on a team challenge and I loved it!
Thank you @everyone for so many positive reactions towards Zocarus!
Comments
All the sets are great, and there are a lot of cards to go through, so I appreciated the feedback everyone posted here, it really helped when I went to each set!
My votes...
1. D
2. A
3. C
4. B
@Corwinnn just posted XD
Looks like we'll have to follow his judgement. I don't want to be burned at the stake.
XD
I think you voted extremely well XD
Huzzah!
You've emerged victorious! (Right @TrippleBoggey3?)
Team B: @Lujikul, @DingusXeon, @DashDo101, @KrampisZman
Set: http://mtgcardsmith.com/user/DingusXeon/sets/13963
Comments:
By @OneBigBlueSky: Team B: Raid is exactly the same as the Mardu keyword from Khans of Tarkir. While Polarize is a cool take on what feels like the Bestow strategy from Theros, Raid sticks out for me because of its re-use. Also, because you re-used Raid, you guys only have 1 new mechanic for the set, which leaves players using the set with only 1 new strategy to play with. The lands are also a re-use, having the same ability as the Battle for Zendikar lands. While the vikings vs. religious people theme is new and well put together, the mechanics and strategies don't seem to be for this set.
By @Ningyounk: Born in Fire is, from what I understood, a medieval set with an emphasis on Religion and battles. I counted three mechanics and a half:
1) Raid -- If you attacked with a creature this turn, EFFECT.
Returning mechanic from the Tarkir block, it's featured on all 6 monoRed and monoBlack cards, but finds a more Viking subtheme in this set ^^
2) Devotion -- Effect that counts the number of a certain mana symbol in the mana cost of permanents you control.
Another returning mechanic from Theros this time, that is featured on 3 green cards in your set.
3) Polarize {cost} (This creature loses all types and becomes a colorless equipment artifact attached to target creature you control. It is a creature as long as it is unequipped.)
The new flashy mechanic of the set, featured on 8 different cards.
and a half) With 5 different cards featuring an agressive draw mechanic, I'm also counting this as a half mechanic ^^
I think your set does a really great job at giving a medieval feel, with very simple yet flavourful cards like Diligent Farmers, High Priest of Corwinhorna, or Village Militia. But the part of your set that, I think, you depicted the best was the Red/Black Viking faction that has a very strong mechanical feel. Your custom mechanic Polarize is very interesting, it kind of reminds me of Bestow but more intuitive as it's basically "This creature becomes an equipment." You really dug for different aspects of this mechanics and found some really interesting designs.
On the "what could be improved" side of the set, now. Somes cards feel a little unpolished: there are typos on an unusual number of cards, there are weird art choices (your land cycle have some actual real-life pictures for instance), and things like Hornfiskr Cavalry having the Raid keyword but no Raid ability. If you take into account that you also designed only one new original mechanic, this leads me to think you needed more time and had to rush a few cards? The other thing is a certain lack of diversity in the set. In the 26 slots that were not mandatory noncreature, you designed no less than 1 instant, 1 enchantment, and 24 creatures. Additionally, two third of thoses creatures are Humans (and they're either villagers, vikings, or priests).
So, in a nutshell, the set does a good job at depicting its main story with but may have benefited, on my opinion, from some "outside the box cards", to give it more texture, and especially one more custom mechanic ^^
And, as usual, let's finish on a positive note with my 3 favourite cards from Born in Fire:
Priest of Nature: http://mtgcardsmith.com/view/priest-of-nature?list=set&set=13963
A very flashy Rare that uses Devotion in an explosive way ^^ It's not super original since the Theros block did this in more swingy ways (Evangel of Heliod, Maser of Waves, and Abhorrent Overlord) but it's clean and cheap =D
Heavyweight Housecarl: http://mtgcardsmith.com/view/heavyweight-housecarl?list=set&set=13963
I have to say tiny Zurgo Helmsmasher is cute as hell x) The trample + loot on damage trigger combo is a really appealing idea. Tiny critic though, a lot of Vikings like Housecarl uses the *BLUE* looting even though they're RED Red looting makes you discard *before* drawing
Steelbind Crab: http://mtgcardsmith.com/view/steelbind-crab?list=set&set=13963
I think this is the more interesting Polarize card, not as in "the most powerful" but as in "the most balanced and interesting choice" that I saw on Polarize cards in the set ^^
By @littledemon: TEAM B,
Pros:
I think this set was really well made. : ) But something that stuck out to me was That Raid was coming back. I think it fit perfectly with the invasion of the Vikings. I also think that polarize doesn't really fit with the set. So i bet right now your like huh? i thought this was pros? I'm putting it here because i can forgive it for not fitting in with the rest of the set. Why? Because its FREAKIN' AWESOME!
Cons:
Well there were of couple random typos on creatures. Also, some cards had emty spaces at the bottom that could have been easily fixed with flavor text.
Overall:
Overall, i think this was an awesome set. The idea was pretty unique and the cards were cool and had good flavor. Thumbs up to you guys! : )
My top three cards:
3.Airborne Havoc
2.Quicksilver Armorer
1.Heavyweight Housecarl
Team C: @TrippleBoggey3, @Feyamius, @Mila, @TurkeyAssylum
Set: http://mtgcardsmith.com/user/Faiths_Guide/sets/14267?page=1
Comments:
By @OneBigBlueSky: A lot of the themes in this set feel like they have been used in magic before. The whole angel theme, while nicely put together in your set, seems a little overdone as there isn't much else if a player doesn't want to play with angels. Along with that, you guys used only 2 new mechanics that I can see (Fall of Faith and Pious). Fall of Faith is used only once, and Pious, while interesting, isn't the kind of mechanic that I could see someone basing a strategy around. All in all, flavor is definitely there, but the idea just feels recycled to me.
By @Ningyounk: Based on what I gathered, Beclouding Heavens is an Angel set taking place on Dominaria. I counted no less than 10 different mechanics:
> 7 returning mechanics appear on one or two cards: Cumulative Upkeep, Hellbent, Morbid, Intimidate, Fear, Echo and Exalted.
> The returning mechanic Cycling appears on 8 cards, though 5 of them are part of the same cycle, but makes it the most consistent keyword in the set and therefore the main mechanic of the set, if I understand correctly?
> Pious (This creature can't attack planeswalkers) is a new custom mechanic that appears on a whole cycle of Angels.
> Fall of Faith {cost} (You may cast this creature for its Fall of Faith cost. If you do, this creature becomes the colors of its Fall of Faith cost, and all instances of colors mentioned on this card become those colors.) is also a custom mechanic for this set, featured on one card: Serra's Faithless.
We can feel your love for Dominaria through these cards and I have to say it's very contagious Returning to the biggest plane of the Multiverse is a very tricky challenge as it has a more complex identity than any other planes, and I think you nailed it by using multiple references to mythical names of Magic's old times like Serra and Yawgmoth which is exactly what one would expect from a return to Dominaria. Additionally, I think doing an Angel set on the same model as Tarkir and Dragons is a very exciting proposition, and you indeed delivered on what I was really expecting from this, which is a complete horizontal cycle of Angels. On top of that, there is a lot of original abilities on these cards, especially the Lockdown Angels cycle that I was just mentioning, but on many other cards as well. You weren't afraid of novelty and digging for new design space, which is a real upside in the set.
Now, for the things that could be enhanced, on my personal opinion. The set is a bit confusing mechanically because of how many keywords you used. The mechanical link between the cards become less obvious than if you had focused on fewer mechanics, and created some strong block keywords to support them. Right now, both Pious and Fall or Faith are underwhelming as they don't really impact the board - a mechanic that cares ony about a subset of Mythical rare like planeswalkers won't matter often enough. On the other hand, I wish you would have taken more from Tarkir's design as you went into a lot of traps like designing too many Angels (11/26 noncreature) instead of cards caring about Angels, making them all big and high rarity instead of all sizes and some commons, and keeping your cards too much in the Angels colours that are White and Black. Indeed, among the 27 nonland cards of your set you have 11 white cards, and 13 black cards, which include no less than 7 white/black cards.
Overall, your set will probably trigger a lot of nostalgia from the oldest players while appealing to the newest with your exciting Angel theme, though I think it could have been more coherent if there were fewer but more recognizable mechanics (Cycling is a little flavourless to be the main mechanic of the set), and if you had done with the Angels what Tarkir had done (or should have done) with Dragons.
And, as usual, let's finish on a positive note with my favourite 3 cards of Beclouding Heavens:
Rid of Heresy: http://mtgcardsmith.com/view/rid-of-heresy?list=set&set=14267
The templating is not perfect (you don't control colours) but I get what you mean x) This is a perfect example of a card that gives you a strong flavour feel about the set without featuring any angel on it. On top of that, it's simple and very elegant
Angel of Grace: http://mtgcardsmith.com/view/angel-of-grace-3?list=set&set=14267
I like the whole cycle actually, I'm just pointing my favourite of the five. Once again, the templating could have been improved on each of the 5 angels, but I'm really fond of the originality of these abilities. This kind of arbitrary lockdown has a White feeling, making sure they feel like Angels, but you managed to redirect the hate on specific things each colour would hate which is incredibly clever!
Negator Mage: http://mtgcardsmith.com/view/negator-mage?list=set&set=14267
I'm choosing this one because it shows you can make an Angel set without designing only Angel cards. It's refreshing, outside the box, and the fact that it's also a really clever design isn't for nothing in the fact that I'm mentioning this card
Team A: @Flatfish, @KrazyKobold98, @Monty, @litledemon
Set: http://mtgcardsmith.com/user/TurboPancakeApocalypse/sets/14184
Comments:
By @OneBigBlueSky: I love a lot of what this set has to offer, from the multicolor theme to the strategies behind Shift and Destined. However, I feel like Domination seems reminiscent of some of the Theros based strategies related to devotion. I agree with @ningyounk on the fact that there seems to be only a handful of strategies that can come out of this set, but I do think its very interesting how Shift-based deck match-ups will often rely heavily on the deck they are facing up against. All in all a really cool, flavorful set that definitely feels new and different.
By @Ningyounk: Aora is, from what I understand, a plane under great danger because of mana storms, provoking magical changes in its inhabitants. I counted 3 mechanics:
- Shift (Whenever any color of mana is added to your mana pool, this card becomes that color until end of turn.)
- Destined (Whenever a creature dies, put a fate counter on this creature.)
- Domination/Dominance (the name changes between cards?) - Activate this ability only if you control 3 or more permanents that share a color with this permanent.
Overall I think this set has a strong mechanical identity, with a focus on multicolour that's innovative and very interesting in its execution thanks to the key mechanic Shift. The idea of having a multicolour set with mainly monocoloured cards was really original! I think you pulled the most of the concept with very interesting ideas, and weren't scared of taking some risks. You had a starting idea that could have been a real trap because of complexity issues, having cards constantly changing colours could really have hurt how the set reads, but your block mechanics stay intuitive and as simple as they can.
For the (I hope constructive) criticism, I'll note that Shift really takes a lot of place in the set. In your 32 cards, you have 15 Shift cards, 5 Destined cards, and 6 Domination cards. This lets only 5 cards in the whole set that doesn't feature any block mechanic. On top of that, Shift and Domination form an obvious duo as the colour-matters archetype which leads to feeling like there are only two playstyles in the set really available. On the same note, you designed almost exclusively creatures (20 out of the 26 noncreature slots). These two points makes me wonder what would happen if a player would dislike the Shift mechanic, would that player still find what he/she needs to build a Limited deck in Aora? Would there be enough variety in the decks we would see in Aora Limited?
That's my main concern about this set, though it definitely has a really solid base for the colourshifting aspect that you created, which sounds really appealing
And, to make sure we end up on a positive note for everyone, here's my 3 favourite cards of the set:
Desolate Cathedral: http://mtgcardsmith.com/view/desolate-cathedral?list=set&set=14184
This is actually the whole land cycle that I'm mentioning through this card of course ^^ I think it's really difficult to find good land cycles, and you really nailed it as it was especially important in a set like this They're quirky, original, and completely works in this set!
Iala, Keeper of the Refuge: http://mtgcardsmith.com/view/iala-keeper-of-the-refuge-1?list=set&set=14184
While this card is a bit strangely worded, I really admire the effort of creating a whole new templating, and I think the effect really gives you that feel of an explosion of all types of mana at once It really makes me feel empowered just to read it.
Devoted Goremonger: http://mtgcardsmith.com/view/devoted-goremonger?list=set&set=14184
While I find the creature itself it a bit weak (why not giving it any power?), I can't just ignore how subtle this design is! Making a card that gives that much card advantage yet somehow still keeping it balanced is a real tour de force =D
Team @Ningyounk, @OneBigBlueSky, @Yururu, @TheEverSpikesWarlord
Set: http://mtgcardsmith.com/user/TeamD_NOTY/sets/14172
Comments:
By @KrazyKobold98: Yes, I think you succeeded very well in giving Zocarus its own personality! You accomplished giving it an adventurous feel, but in a different, more gung-ho and thrilling way than Zendikar.
As for MSE, oh well, maybe it's better as it's own self-contained little thing. Of course, if you ever change your mind, I would love to help in any way I could! I'm amazed at how such a small set has me so smitten with the world of Zocarus, and I would jump at the chance to work on a full set! It feels like this was just a sneak-peek of a larger, vaster world to explore! Regardless, I thought the set symbol and "Loot" token you came up with was really cool. By the way, the name "Zocarus" wouldn't happen to have been inspired by Guns of Icarus, would it?
Personally, I agree with the votings. They were completely right.
I would like to thank @Ningyounk for being so nice and helpful with all these comments.
Thanks everyone! =D I'm super happy about how positive the reactions were about this set It was my first time working on a team challenge and I thought that was really fun!
I would personally like to thank @ningyounk, @Yururu, and @TheEverSpikesWarlord for being such wonderful and creative teammates. This was my first time working on a team challenge and I loved it!
Thank you @everyone for so many positive reactions towards Zocarus!