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  • Siege of Eldermoor Citade
    Siege of Eldermoor Citade by jpastor | MTG Cardsmith
    Flavor text: The forces of Eldermoor rallied behind the mighty citadel, defending their ancestral lands from those who sought to claim it.

    Citadels Resilience
    Citadel's Resilience by jpastor | MTG Cardsmith
    Flavor text: The remnants of Eldermoor Citadel serve as a symbol of resilience, empowering those who wield them with unyielding strength.

    I'm sure you can figure out the story aspect from the flavor text, but if not, here's more:

    Location: The Siege of Eldermoor Citadel takes place in the realm of Arcania. Eldermoor Citadel stands as a legendary fortress within the enchanted woodlands, protecting the heart of the realm and its mystical energies.

    During the battle, rival factions clash for control over Eldermoor Citadel, seeking to harness its power and dominance. The defenders of Eldermoor fight valiantly to repel the invaders, using the citadel's strategic advantages to hold their ground. The conflict shapes the destiny of the land, and the Siege of Eldermoor Citadel becomes a pivotal event in Arcania's history.

    I hope this Siege card and its transformation into Citadel's Resilience fulfill the challenge.

    Spicy Level: 
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    The challenge involved creating a card that transitions from being a Siege to an Equipment upon defeat, while incorporating a canon location for the battle. This required designing mechanics that reflected the progression of the siege and finding a suitable location within an established lore. Overall, it was a complex task that required careful consideration of the card's abilities, flavor, and storytelling elements.
  • @Korora12
    See above! I hope I shredded it.
  • While the equipment is great, the Battle feels more like it should be an enchantment. First of all, all of the 5-cost Siege cards so far have come with at least 4 defense counters; having only 3 makes this easier to remove. This is mitigated by punishing you for attacking your opponent instead of the battle, but that just means you have to attack it first if you want to remove it. But then, why would you, when leaving it on the battlefield benefits you? As its controller, you get the +1/+1 bonus, while your opponent is stuck protecting it. There are very few ways to get rid of a battle short of attacking it, and as the battle's protector, your opponent can't really get rid of it. It's basically a very-hard-to-remove enchantment at this point. Every other Siege has an ETB effect instead of a lasting effect.
    I do like how you used the planeswalker format to make it, though, since we don't have a format for battles (yet).
  • Dude @jpastor I love the dracula card. Sick!
  • edited May 19
    I see - I'm not good with Sieges nor have I ever played them.

    Here's my rebuttal based on my intentions. Maybe I'm off on the lasting effect part, but the thought was this:

    You as the controller have control over whether you want to keep fighting for this thing and so does your opponent. If they don't block you, all that happens is you keep a +1/+1 boost for 5-mana for longer since you gain defense counters. This could be strategic for a cardsmith who can wipe your board. Now you're stuck with +1/+1 all vs +3/+3 indestructible for one.

    Meanwhile on your end... if you are losing your board state - like if you were in the actual battle for the citadel - and your army is decreasing... now you want to change from +1/+1 all to +3/+3 for one creature. That's when you start getting 'greedy' and switch from trying to keep the citadel alive to harnessing it's powers for personal gain. Literally, betraying it.. if you will.

    So the flavor and story is built directly into the card.

    At least that was my intention.
  • edited June 29
    I have a challenge for you: Make a commander partner cards that are based on the storm crow and the almighty brushwagg. The cards have to be good on a normal commander game
  • Stormwing Aerial Ascendant Brushwagg Primal Force

    So - they're both cheap ... there's that.. Stormwing is for storm decks... and Brushwagg gets all mad when an opponent has less traumatic life experiences than it does... so it gets motivated to kick more ass if your opponent has less stuff in their graveyard... so this synergizes with ... stormwing
  • Stormwing, Aerial Ascendant by jpastor | MTG Cardsmith
    Brushwagg, Primal Force by jpastor | MTG Cardsmith

    Spicy Rating
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  • I love them! I also like the art you have chosen for them, specially the one for Stormwing
  • I come bearing a new challenge!

    Create a MDFC where both sides are nonland, but neither side can be cast from your hand under most circumstances.
  • After the one of cadstar369 I have another:
    Create a commander that has Eminence, but the eminence ability is not related to tribal.
  • @cadstar369
    I went way out into left field with this one even though I didn't really have to.

    Side A: Enigmatic Relic
    Enigmatic Relic by jpastor | MTG Cardsmith

    Side B: Forbidden Knowledge
    Forbidden Knowledge by jpastor | MTG Cardsmith

    The state based action of drawing a card says you put it into your hand. In addition to the other 'putting' actions out there, just drawing this card puts it into your graveyard for immediate, uncounterable activations. This is necessary since the artifact does absolutely nothing except exile a card to draw a card for 3 mana as a sorcery once each turn.

    Meanwhile, the Study mechanic allows for any effect you'd like, depending on the card it is on. Most Study cards (if they existed) would not be on a Discovered card, although they synergize. Study is simply an activated ability in your graveyard that can only be activated there. I can see the theme of Study being something that involves a pain for gain thing. I made an example card here:

    Oddwing Phoenix
    Oddwing Phoenix by jpastor | MTG Cardsmith

    Side B on the other hand can only be cast with Flashback. Its accessibility is also extremely limited to having cards in exile. So, it's not castable under most conditions, except for direct synergy with Side A or other exile spells you may be running in blue/black control - As well, the pool of exiled cards can be limited, and the cost of casting it could be too high in many cases. 

    All in all this is a poorly designed card by me, but it fits the challenge and led me to create the Study mechanic... which I think is pretty cool with its "Archaeological" theme.

    Spicy as can be: ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ ๐ŸŒถ (10)
  • Also - I realized the wording of Study makes it to where you can only study once a turn, even if you have many cards in your graveyard with study. This is not a problem, but it further makes my MDFC even crappier.
  • @Corwinnn
    Please close this discussion. No more than 5 discussions from me at one time is more than enough for the community, and I'm cooking up my new saga.

    Thanks pal!
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