@Corwinnn cool cards but the creature doesn't have a subtype and I think the wording for the enchantment is... if enchanted creature would die, exile it and forced retribution instead then return forced retribution to the battlefield transformed under its owners control.
Entry 1: http://mtgcardsmith.com/view/trials-of-time The negative effect is that it does absolutely nothing for several whole turns. The upside in the end is that you get to draw a large amount of cards.
The art is beautiful too. Props to xetobyte on DeviantArt!
In Egyptian mythology, the gods would gamble moonlight for various reasons, such as calendars, favors, or even reconstructing eyes. (Thanks for that one, Horus.) However, gambling moonlight often came at high stakes, and that's what I tried to capture here. It becomes anyone's game, and you just have to hope that the odds align in your favor.
Not quite Egyptian based on the art per se but when I think of trials I see the balance of challenge and reward. When you seek great reward you embrace greater hardship. I tried to capture a bit of that in this card. If you endure and indeed fight through the suffering you emerge far stronger than before. To me, that is the purpose of a trial.
Lyndon, here's my trial http://mtgcardsmith.com/view/trial-of-the-twin-dragons and the tokens that come with it http://mtgcardsmith.com/view/tiamat-27?list=set&set=16337 http://mtgcardsmith.com/view/coatl-1 Dragonrage: Whenever a dragon enters the battlefield, you may split X +1/+1 counters among dragons you control, where X is the amount of dragons you control. Basically for 13 mana, 5 creatures, and 2 life: you get 2 massive creatures that control the board. Lore: This card is in my new set Awakening of the Tyrant Dragons Now let's get to lore. I wish Xiucoatl was never here. Harkan thought. Every since that massive dragon had taken over Dragotir, the world was a living hell. Peaceful dragons such as earth dragons had gone corrupt and flew to the giant cloud of dragons. Without the earth dragons, the ground was much weaker. He knew he couldn't fight him alone, at least he needed his more powerful brother Sarkhan. He would have to search for the twin dragons. As he expected, the twin dragons would not just fight for him without a price. He would have to sacrifice 5 of his companions, and bring them oceans of mana. And just for the task, he would have to swear a blood oath by cutting off one of his fingers. But Harkan knew himself he was one of the most persevering planeswalkers in the Multiverse. In only 10 days, he had already completed the task. But as he was leaving, the tyrant dragon Xiucoatl had already found out his plan. He sent his storm of dragons to kill him. Harkan died that moment, when he was leaving the dragons cave; when he was in his most glory-filled times. When the dragons had found out about this, they were furious. Coatl and Tiamat hunted for Xiucoatl, and once they met, had a epic confrontation. Tiamat was killed in this battle, which made Coatl in a blood-frenzy, killing Xiucoatl and his minions, then grieving for his twin sister, muttering, "History will repeat itself" over and overr. But the lesson was learned. To get reward, you must give.
Round 1 fight! @Arceus8523 vs @theimmortaldeath Good luck to my opponent! You have a really solid entry, this is gonna be tough to call! The Lore: The five trials of Amonkhet are meant to find the warriors who are the absolute best at what they do. They need to be strong, quick with their weapon of choice, but most of all, according to the God who this trial belongs to, clever and quick-thinking.
While not very powerful in the way of physical combat, especially against other Gods and the God-Pharaoh himself, Techu is bestowed by the God-Pharaoh with incredible magical powers in exchange for his unending loyalty to the God-Pharaoh. He serves the God-Pharaoh as his voice and consistently stays the most connected to both the mortals of Amonkhet and the God-Pharaoh himself, delivering the words and messages of the God-Pharaoh to his subjects. He is also credited with extending the length of days on Amonkhet in a gamble with another God, so that the sun can give the mortal's crops extra nurture. On his own, Techu admires wisdom, cleverness, and deceit above all else, though it is very hard for a trial-going warrior to win his favor.
Techu's trial is the last Trial warriors attempt before winning the favor of all five Gods. Techu had always loved the simplicity of his Trial. The warriors would walk into the trial site fully-armored and with powerful weapons, both physical and magical, only to find no monsters, no traps, nothing but a table with 7 potions on it and a scribe containing a riddle. Over the millennia, Techu had learned that a warrior's flaws are often of mind, not of body, and many Warriors can be hasty-thinkers or dim-whited. 'How can one call themselves a great fighter when they can hardly think of a battle plan, or unravel their opponent's strategies?' he reasoned.
As soon as a trial-goer enters the site, they are trapped as the only entrance and only exit become blocked by two different barrier spells, one protecting the entrance and a different one blocking the exit, lethal to anyone who passes through them without the proper magical protection. Of the seven potions, one gives the magical protection to pass through the exit, one giving the magical protection to pass back the way they came, three that are lethal if consumed, one that is harmless, but really spicy in flavor (even Gods like to witness and chortle at the stupidity of man when presented with an unexpected, mildly unpleasant condition), and one that is just colored water.
The riddle reveals the one that will allow the warrior to turn back, though have them be branded a coward in the eyes of the god, and gives hints and clues as to the nature of the other six vials. Despite how easy this trial may seem, compared to the physically-demanding trials of the other Gods, this is the Trial the fewest warriors succeed at, hence why it is the last of the five.
The cards: The trials: Each of the Trials would be a legendary, two-color enchantment with the following template: Trial of [description] Cost based on the colors of the god they represent Legendary Enhcnatment - Trial (There can only be one permanent with Trial on the battlefield. If another permanent with Trial would enter the battlefield, its controller sacrifices it.) [Downside effecting a certain type of permanent controlled by the controller of the trial] [Cost-based effect that can exile the trial if a certain condition is met.] As long as Trial of [description] is exiled, [permanent type that was effected by the trail's downside]s controlled by the player who controlled Trial of [description] when it was exiled get/gain/have [upside] for as long as Trial of [description] remains exiled.
The gods: The gods are legendary, two color creatures whose effects vary depending on their lore. I intended for all of the Gods to have U, B, or R as one of their colors, to show their connection to the God-Pharaoh.
My entry: http://mtgcardsmith.com/view/trial-of-reason Note: I must apologize for how cluttered this card is, I really wanted the costed effect to flavorfully reflect the trial and the effect I decided on ended up being very wordy and complex. The god the Trial is tied to:(If you can only look at one card, consider the actual Trial my entry, this is just here to complete the flavor). http://mtgcardsmith.com/view/techu-scribe-of-the-ages
I'm replacing my previous entries with this card (my opponent is @IanLowenthal): I considered making this WUBRG, but I changed it to just 2UB for balance and flavor reasons. It was too hard to get at WUBRG cost. Blue is the color of knowledge, and black is the color of ambition, which are the primary aspects of this cards.
The card depicts a slightly different flavor of trial from the usual boon of the gods. This card represents someone trying to unlock the secrets of the gods. Most trials I've seen and made have had the flavor of a champion doing some deed and receiving a gift from the gods. This champion does not want to wait for the power of the gods, they want to take the power of the gods for themselves. Why settle for some petty blessing when all the power can be yours.
I know this isn't going to happen, but I really wish they would just ignore the Gatewatch for a bit and have some sort of story on Amonkhet with someone attempting to surpass the gods, more akin to Xenagos on Theros than the superfriends taking down another big baddy (though I am excited for the return of Bolas).
Comments
(if that's allowed)
Entry 1: http://mtgcardsmith.com/view/trials-of-time
The negative effect is that it does absolutely nothing for several whole turns. The upside in the end is that you get to draw a large amount of cards.
The art is beautiful too. Props to xetobyte on DeviantArt!
Changed my submission.
Here's my trial: http://mtgcardsmith.com/view/trial-of-peace
(again)
You may get 1 entry, put swap and edit it all you want.
Here's another one instead.
http://mtgcardsmith.com/view/complete/full/2016/11/23/1479911988705014.png
token:
http://mtgcardsmith.com/view/complete/full/2016/11/23/1479912207658304.png
(Apologies for the wall of text! Required some explanation.)
Here's mine:
In Egyptian mythology, the gods would gamble moonlight for various reasons, such as calendars, favors, or even reconstructing eyes. (Thanks for that one, Horus.) However, gambling moonlight often came at high stakes, and that's what I tried to capture here. It becomes anyone's game, and you just have to hope that the odds align in your favor.
Not quite Egyptian based on the art per se but when I think of trials I see the balance of challenge and reward. When you seek great reward you embrace greater hardship. I tried to capture a bit of that in this card. If you endure and indeed fight through the suffering you emerge far stronger than before. To me, that is the purpose of a trial.
Trial (To trail a creature, roll a six-sided die. If the rolled number is less than the creature's power, it is successful.)
EDIT: Made a typo with the ability, so it's horribly broken. Pretend it said less instead of greater.
http://mtgcardsmith.com/view/trial-of-the-twin-dragons
and the tokens that come with it
http://mtgcardsmith.com/view/tiamat-27?list=set&set=16337
http://mtgcardsmith.com/view/coatl-1
Dragonrage: Whenever a dragon enters the battlefield, you may split X +1/+1 counters among dragons you control, where X is the amount of dragons you control.
Basically for 13 mana, 5 creatures, and 2 life: you get 2 massive creatures that control the board.
Lore:
This card is in my new set Awakening of the Tyrant Dragons
Now let's get to lore.
I wish Xiucoatl was never here. Harkan thought. Every since that massive dragon had taken over Dragotir, the world was a living hell. Peaceful dragons such as earth dragons had gone corrupt and flew to the giant cloud of dragons. Without the earth dragons, the ground was much weaker. He knew he couldn't fight him alone, at least he needed his more powerful brother Sarkhan. He would have to search for the twin dragons.
As he expected, the twin dragons would not just fight for him without a price. He would have to sacrifice 5 of his companions, and bring them oceans of mana. And just for the task, he would have to swear a blood oath by cutting off one of his fingers. But Harkan knew himself he was one of the most persevering planeswalkers in the Multiverse. In only 10 days, he had already completed the task.
But as he was leaving, the tyrant dragon Xiucoatl had already found out his plan. He sent his storm of dragons to kill him. Harkan died that moment, when he was leaving the dragons cave; when he was in his most glory-filled times. When the dragons had found out about this, they were furious. Coatl and Tiamat hunted for Xiucoatl, and once they met, had a epic confrontation. Tiamat was killed in this battle, which made Coatl in a blood-frenzy, killing Xiucoatl and his minions, then grieving for his twin sister, muttering, "History will repeat itself" over and overr.
But the lesson was learned. To get reward, you must give.
Also my opponent is @Beeswax, good luck even though you won't need it.
Good luck to my opponent! You have a really solid entry, this is gonna be tough to call!
The Lore:
The five trials of Amonkhet are meant to find the warriors who are the absolute best at what they do. They need to be strong, quick with their weapon of choice, but most of all, according to the God who this trial belongs to, clever and quick-thinking.
While not very powerful in the way of physical combat, especially against other Gods and the God-Pharaoh himself, Techu is bestowed by the God-Pharaoh with incredible magical powers in exchange for his unending loyalty to the God-Pharaoh. He serves the God-Pharaoh as his voice and consistently stays the most connected to both the mortals of Amonkhet and the God-Pharaoh himself, delivering the words and messages of the God-Pharaoh to his subjects. He is also credited with extending the length of days on Amonkhet in a gamble with another God, so that the sun can give the mortal's crops extra nurture. On his own, Techu admires wisdom, cleverness, and deceit above all else, though it is very hard for a trial-going warrior to win his favor.
Techu's trial is the last Trial warriors attempt before winning the favor of all five Gods. Techu had always loved the simplicity of his Trial. The warriors would walk into the trial site fully-armored and with powerful weapons, both physical and magical, only to find no monsters, no traps, nothing but a table with 7 potions on it and a scribe containing a riddle. Over the millennia, Techu had learned that a warrior's flaws are often of mind, not of body, and many Warriors can be hasty-thinkers or dim-whited. 'How can one call themselves a great fighter when they can hardly think of a battle plan, or unravel their opponent's strategies?' he reasoned.
As soon as a trial-goer enters the site, they are trapped as the only entrance and only exit become blocked by two different barrier spells, one protecting the entrance and a different one blocking the exit, lethal to anyone who passes through them without the proper magical protection. Of the seven potions, one gives the magical protection to pass through the exit, one giving the magical protection to pass back the way they came, three that are lethal if consumed, one that is harmless, but really spicy in flavor (even Gods like to witness and chortle at the stupidity of man when presented with an unexpected, mildly unpleasant condition), and one that is just colored water.
The riddle reveals the one that will allow the warrior to turn back, though have them be branded a coward in the eyes of the god, and gives hints and clues as to the nature of the other six vials. Despite how easy this trial may seem, compared to the physically-demanding trials of the other Gods, this is the Trial the fewest warriors succeed at, hence why it is the last of the five.
The cards:
The trials: Each of the Trials would be a legendary, two-color enchantment with the following template:
Trial of [description]
Cost based on the colors of the god they represent
Legendary Enhcnatment
-
Trial (There can only be one permanent with Trial on the battlefield. If another permanent with Trial would enter the battlefield, its controller sacrifices it.)
[Downside effecting a certain type of permanent controlled by the controller of the trial]
[Cost-based effect that can exile the trial if a certain condition is met.]
As long as Trial of [description] is exiled, [permanent type that was effected by the trail's downside]s controlled by the player who controlled Trial of [description] when it was exiled get/gain/have [upside] for as long as Trial of [description] remains exiled.
The gods: The gods are legendary, two color creatures whose effects vary depending on their lore. I intended for all of the Gods to have U, B, or R as one of their colors, to show their connection to the God-Pharaoh.
My entry:
http://mtgcardsmith.com/view/trial-of-reason
Note: I must apologize for how cluttered this card is, I really wanted the costed effect to flavorfully reflect the trial and the effect I decided on ended up being very wordy and complex.
The god the Trial is tied to: (If you can only look at one card, consider the actual Trial my entry, this is just here to complete the flavor).
http://mtgcardsmith.com/view/techu-scribe-of-the-ages
I considered making this WUBRG, but I changed it to just 2UB for balance and flavor reasons. It was too hard to get at WUBRG cost. Blue is the color of knowledge, and black is the color of ambition, which are the primary aspects of this cards.
The card depicts a slightly different flavor of trial from the usual boon of the gods. This card represents someone trying to unlock the secrets of the gods. Most trials I've seen and made have had the flavor of a champion doing some deed and receiving a gift from the gods. This champion does not want to wait for the power of the gods, they want to take the power of the gods for themselves. Why settle for some petty blessing when all the power can be yours.
I know this isn't going to happen, but I really wish they would just ignore the Gatewatch for a bit and have some sort of story on Amonkhet with someone attempting to surpass the gods, more akin to Xenagos on Theros than the superfriends taking down another big baddy (though I am excited for the return of Bolas).
http://mtgcardsmith.com/view/the-winter-trial