@KrampisZman, I mean the general flavor of Fae in general; that is, mischievous, cruel, capricious, with veiled emotions, and very dissimilar to humans.
@Credius, what I mean is... The Theros gods were legendary enchantment creatures who weren't creatures unless you had sufficient devotion to their color(s). The Amonkhet Gods are legendary creatures who can't attack or block unless you meet a certain condition. I want you to make your own kind of god; that is, one different from any before.
I actually loved the blue black faeries of the Lorwyn block and had a faerie flash deck. Super annoying and fun, even if the win percentage wasn't the highest haha. Here's my interpretation of how a pure faerie planeswalker would be
Opponent: @Credius I just couldn't wait! So, a few things about the format of this new type of god: 1. Defender, so as to not make the gods too powerful. This also makes sense, because usually, gods wouldn't go on quests or anything with warriors, but they might stay back to defend their people. 2. Worship. The reminder text: Worship X (At the beginning of your upkeep, tap X target creatures you control. Those creatures get worship counters. If you don't, sacrifice this creature, and creatures you control get -1/-1 until end of turn.) From this, I hope to convey that every day you have to worship these gods, or else they'll leave you and send a plague upon your people. 3. Chosen. This ability is usually a tap ability, which makes you remove worship from the creature who worships you most, the chosen one, and that chosen one brings a blessing upon you or your people from the god.
@Decaldor I'm not trying to be mean. But that card is extremely overpowered!
A guaranteed indestructible 2/4 body is far too strong and defender isn't enough of a penalty. Anything much better than the Theros gods in that aspect is too strong.
@modnation675 I thought that the 3 mana would balance out a 2/4, defender would almost balance out indestructible, and the worship would balance the rest. Wouldn't that make it only a little overpowered? If not, (after this round is over, of course) what could I do to make it better? Perhaps a higher worship?
Opponent: @Decaldor create a god, but different from Theros and Amonkhet gods
The premise here is to use gods similar to how Ormendahl works: a rather costly Relic Artifact with a good effect (but legendary so only one can be in play at any given time, so preventing spamming) that after a rather costly transformation price reveals a God.
Seeing that Ormendahl was my inspiration, I found it rather funny that a regular non-god creature could be such a game-changer while most theros gods were actually quite wimpy in that respect. This is supposed to be a card to create a deck for, not just an addition. So here's my end-game God: Unicyss, God of Union
VS. @BradXmagic -> Make a Potion. (Must be an artifact card with the subtype Potion, and should have something that involves ingredients, e.g. discarding a land or sacrificing another artifact and, “{t}, Sacrifice {this card}: {effect}.”)
@Faiths_Guide, I recognize that title and picture................... It's okay, though, because you changed the abilities. Just wanted to let you know, you're kind of toeing the line (to quote the rules, "ONLY. NEW. CARDS. Violators of this rule will be executed–– I mean, uh.... escorted out of this contest.").
@MagicChess I created it new for this contest after you put up the rules/pairs. Just didn't want to submit it until it was refined (seeing as I can't edit entries).
Opponent @Faiths_Guide -> Make a Potion. (Must be an artifact card with the subtype Potion, and should have something that involves ingredients, e.g. discarding a land or sacrificing another artifact and, “{t}, Sacrifice {this card}: {effect}.”)
@Faiths_Guide I really like the flavor of your card! I thought the thing with deathtouch was a pretty cool idea. Though a potion seems like it should effect one person, not all opponents. And if the opponent sacrifices a creature, doesn't that mean your opponents chose which creatures got affected by the potion? It seems like you should be the one to do that.
Okay, @KrampisZman, get your entry in right away, because today is the end date of this round. @Everybody, I will begin judging soon and probably release the results tomorrow.
@MagicChess I have been away for the past 5 days on business and have not had a chance to make anything yet. I'm going to need until around Tuesday, although I will try to enter tomorrow.
Whatever you want others to see. @MagicChess Yeah, I'm sorry about that. I was going to try to enter before I had to go on my trip, but then some stuff came up with work and I just didn't have the time
Opponent: @nsm91 Challenge: Make a Faerie Planeswalker
I wanted to go a different route than "mischievous, cruel and capricious" with my Faerie. I debated this for a bit because of the most important lesson I have learned in college: Doing what The Professor wants and not what You want is the best way to get a good grade. The thing is though, until 2007 with the release of Lorwyn, Faeries had stronger ties to green then they did black. In fact, there are actually more mono-green faerie creatures than there are mono-black faeries. Having Faeries in green made sense, since Faeries were traditionally thought of as small beings who lived in the woods, evading the eyes of people, or in the case of magic, larger beings. These faeries were not portrayed as mischievous, cruel and capricious, but rather as beautiful guardians of nature. Many of these Faeries were also tied to artifacts, whether they appeared in the Urza block or had protection from artifacts. The reason why the Fae kind of color bent into U/B was because there was a mechanical need for a tribe to fill that space in the Lorwyn block. Since Lorwyn faeries were scions of the Dream Theif and Queen of the Fae Oona, a cruel, ambition driven figure, it made sense that the Lorwyn Faeries behaved in this way.
Now, I really never thought of Faeries as "mischievous, cruel and capricious" because that's not how they are portrayed in other media. For example, Tinker Bell, who is probably the most famous of the Faeries, really doesn't embody the "Lorwyn Principals" too well. She is a little Capricious at times in the 1953 Disney film Peter Pan, but not really. In her more recent adaptations (mainly Disney's spin-off straight to DVD movie series) She is more of an Artificer than anything, fixing old broken things that wash up on the beaches.
I Wanted to make a card that focused on commander and cube play since those are where planeswalkers really shine in my opinion. It needed to be fairly broad, something that could fit into multiple different decks and strategies, while still having a basic theme.
So basically, I wanted to make a card that: -Felt like an Old-School Faerie, while still having some ties to new Faeries -Could fit into many different formats, decks and strategies -Fit with my idea of what a Faerie should be -Was actually a good card.
So Without further ado, here she is:
What a Beautiful new set symbol, am I right @Mtgcardsmith?
Anyway, I have split an explanation for my card into two parts: Lore and Design Choice. Read them in whatever order you see fit @MagicChess
Lore Elina is an Argothian Pixie, AKA a Faerie from Argoth. Argoth had once been used for resources long ago by ancient artificers, so many of its inhabitants hated artifacts and artificers in general. Our story begins right before the end ofBrother's War, when Argoth was destroyed by Urza and Mishra fighting. Elina had always thought that Artifice would be the only way to stop metallic monstrosities from destroying Argoth. Unfortunately, the Faerie Nobels did not agree, and they exiled Elina. She tried to continue work in artifice, but had to spend much of her time surviving in the harsh Argothian woods. Then, disaster struck. Argoth was destroyed by Golgothian Sylex, and Elina was close to the epicenter, instantly knocking her unconscious. When she awoke, she found her wings destroyed along with Argoth. The Trauma of this event caused Elina's spark to ignite, causing her to Planeswalk to Krampan. When she arrived, she found an inhospitable world, inhabited by ravenous beavers and Giant wargs. She used her new found powers to go into stasis. She was awakened by some friendly Faerie Artisans Thousands of years later. Under their tutelage, Elina was able to become a master of artifice, and was even able to create replacement mechanical wings for herself. Today, Elina mostly sticks to Krampan, creating wings for the inhabitants of the world, bestowing upon them the gift of flight. She still grieves over the loss of her Argothian friends, even if they did banish her, and she creates metallic copies of them to this day.
Design Choice I wanted Elina to have a tie into some of the first green faeries, a little bit of the Lorwyn faeries (since that's where most faeries are from), and the most recent faerie, Faerie Artisans. Her +1 is a subtle nod to many of the Lorwyn faeries "Top card of Library/Card draw" theme, and to Faerie Mechanist. The whole "discard a card unless the revealed card was an artifact, creature, or land" thing is really more for balance than anything else. The -1 ability is really more mechanical than anything else, because walkers that can protect themselves are usually better and more playable. This is also a lore reference. Her ultimate is somewhat similar to that of Elspeth, Sun's Champion, but allows for some nice Faerie Tribal and Artifact Synergy. I kind of think of this as a Faerie Noble / Sprite Noble reference as well. It works nicely with her lore, since she "creates wings for the inhabitants of Krampan, bestowing upon them the gift of flight."
While this isn't your modern MTG Faerie, I hope you still like this very much @MagicChess, and thanks again for the wonderful Kontest.
Okay, @Everybody, Round Three is officially over! Here are the results:
@Faiths_Guide vs. @BradXmagic -> Make a Potion. (Must be an artifact card with the subtype Potion, and should have something that involves ingredients (for example, discarding a land or sacrificing another artifact) and, “{t}, Sacrifice {this card}: {effect}.” See POTION MAKING GAME (http://forums.mtgcardsmith.com/discussion/2761/potion-making-game#latest)). Winner:@BradXmagic with Bewildering Toxin! (https://mtgcardsmith.com/view/bewildering-toxin-1) NOTE: This was a crazy hard decision! I love both of your cards. They are both simple, elegant, clean, and realistic, as well as extremely interesting. Unfortunately, I have to eliminate somebody
@KrampisZman vs. @nsm91 -> Make a Faerie Planeswalker. (In addition to normal judging criteria, you will be evaluated on how well you convey the flavor of the Fae. You might be able to help @Quryix XD!). Winner:@nsm91 with Maralen, Fae Avatar! (https://mtgcardsmith.com/view/maralen-fae-avatar) NOTE: Another difficult decision! Now that we’re down to the final six, none of the judging is simple! @KrampisZman, don’t think for a second that this decision was because you didn’t conform to my idea of the Fae. Your card is balanced, interesting, and conveys the flavor of the Fae; just different from how I would do it, and I respect that. Great job, both of you!
ATTENTION:Round Four will be different from the previous rounds. All contestants will receive the same challenge, and I will eliminate only one. That person will claim third place! Then Round Five will be the final match, and there will be THREE challenges that both of the remaining players will have to complete. The winner of each challenge will get a point, and the person with the most points will claim first place, and the other second place. The challenge for Round Four will be announced soon!
@MagicChess & @BradXmagic Well, now that I'm out, and meaning no ill will, I should probably say that Bewildering Toxin is unplayable. You lose card advantage and tempo for a very very narrow effect that your opponent can easily circumvent without really costing him much/anything. I realize Brad is still pretty new around these parts, and I'm not at all trying to be mean, but that's why I wasn't commenting on his card before judging (since he was unable to change it anyway).
Congrats BradXmagic! Thanks for the contest MagicChess!
Comments
The Theros gods were legendary enchantment creatures who weren't creatures unless you had sufficient devotion to their color(s). The Amonkhet Gods are legendary creatures who can't attack or block unless you meet a certain condition. I want you to make your own kind of god; that is, one different from any before.
I actually loved the blue black faeries of the Lorwyn block and had a faerie flash deck. Super annoying and fun, even if the win percentage wasn't the highest haha. Here's my interpretation of how a pure faerie planeswalker would be
I just couldn't wait!
So, a few things about the format of this new type of god:
1. Defender, so as to not make the gods too powerful. This also makes sense, because usually, gods wouldn't go on quests or anything with warriors, but they might stay back to defend their people.
2. Worship. The reminder text: Worship X (At the beginning of your upkeep, tap X target creatures you control. Those creatures get worship counters. If you don't, sacrifice this creature, and creatures you control get -1/-1 until end of turn.) From this, I hope to convey that every day you have to worship these gods, or else they'll leave you and send a plague upon your people.
3. Chosen. This ability is usually a tap ability, which makes you remove worship from the creature who worships you most, the chosen one, and that chosen one brings a blessing upon you or your people from the god.
I'm not trying to be mean. But that card is extremely overpowered!
A guaranteed indestructible 2/4 body is far too strong and defender isn't enough of a penalty. Anything much better than the Theros gods in that aspect is too strong.
I thought that the 3 mana would balance out a 2/4, defender would almost balance out indestructible, and the worship would balance the rest. Wouldn't that make it only a little overpowered? If not, (after this round is over, of course) what could I do to make it better? Perhaps a higher worship?
Ohhhh, I completely thought worship was something different. You're definitely correct, so it's fine as is.
create a god, but different from Theros and Amonkhet gods
The premise here is to use gods similar to how Ormendahl works: a rather costly Relic Artifact with a good effect (but legendary so only one can be in play at any given time, so preventing spamming) that after a rather costly transformation price reveals a God.
Seeing that Ormendahl was my inspiration, I found it rather funny that a regular non-god creature could be such a game-changer while most theros gods were actually quite wimpy in that respect. This is supposed to be a card to create a deck for, not just an addition. So here's my end-game God: Unicyss, God of Union
edit: added the contestdetails
(Turn three Vendillion Clique into turn four Cryptic Command...)
Oh yeah, just a $29 card and a $27 card? Can't believe I didn't rock four of each >.<
Also, Cryptic command has returned in Amonkhet Invocations (very cool layout btw)
It's okay, though, because you changed the abilities. Just wanted to let you know, you're kind of toeing the line (to quote the rules, "ONLY. NEW. CARDS. Violators of this rule will be executed–– I mean, uh.... escorted out of this contest.").
I created it new for this contest after you put up the rules/pairs. Just didn't want to submit it until it was refined (seeing as I can't edit entries).
Is it against the rules to talk to your opponent about their entry? To give feedback or ask questions
@Everybody, I will begin judging soon and probably release the results tomorrow.
@MagicChess Yeah, I'm sorry about that. I was going to try to enter before I had to go on my trip, but then some stuff came up with work and I just didn't have the time
Opponent: @nsm91
Challenge: Make a Faerie Planeswalker
I wanted to go a different route than "mischievous, cruel and capricious" with my Faerie. I debated this for a bit because of the most important lesson I have learned in college: Doing what The Professor wants and not what You want is the best way to get a good grade. The thing is though, until 2007 with the release of Lorwyn, Faeries had stronger ties to green then they did black. In fact, there are actually more mono-green faerie creatures than there are mono-black faeries. Having Faeries in green made sense, since Faeries were traditionally thought of as small beings who lived in the woods, evading the eyes of people, or in the case of magic, larger beings. These faeries were not portrayed as mischievous, cruel and capricious, but rather as beautiful guardians of nature. Many of these Faeries were also tied to artifacts, whether they appeared in the Urza block or had protection from artifacts. The reason why the Fae kind of color bent into U/B was because there was a mechanical need for a tribe to fill that space in the Lorwyn block. Since Lorwyn faeries were scions of the Dream Theif and Queen of the Fae Oona, a cruel, ambition driven figure, it made sense that the Lorwyn Faeries behaved in this way.
Now, I really never thought of Faeries as "mischievous, cruel and capricious" because that's not how they are portrayed in other media. For example, Tinker Bell, who is probably the most famous of the Faeries, really doesn't embody the "Lorwyn Principals" too well. She is a little Capricious at times in the 1953 Disney film Peter Pan, but not really. In her more recent adaptations (mainly Disney's spin-off straight to DVD movie series) She is more of an Artificer than anything, fixing old broken things that wash up on the beaches.
I Wanted to make a card that focused on commander and cube play since those are where planeswalkers really shine in my opinion. It needed to be fairly broad, something that could fit into multiple different decks and strategies, while still having a basic theme.
So basically, I wanted to make a card that:
-Felt like an Old-School Faerie, while still having some ties to new Faeries
-Could fit into many different formats, decks and strategies
-Fit with my idea of what a Faerie should be
-Was actually a good card.
So Without further ado, here she is:
What a Beautiful new set symbol, am I right @Mtgcardsmith?
Anyway, I have split an explanation for my card into two parts: Lore and Design Choice. Read them in whatever order you see fit @MagicChess
Lore
Elina is an Argothian Pixie, AKA a Faerie from Argoth. Argoth had once been used for resources long ago by ancient artificers, so many of its inhabitants hated artifacts and artificers in general. Our story begins right before the end ofBrother's War, when Argoth was destroyed by Urza and Mishra fighting. Elina had always thought that Artifice would be the only way to stop metallic monstrosities from destroying Argoth. Unfortunately, the Faerie Nobels did not agree, and they exiled Elina. She tried to continue work in artifice, but had to spend much of her time surviving in the harsh Argothian woods. Then, disaster struck. Argoth was destroyed by Golgothian Sylex, and Elina was close to the epicenter, instantly knocking her unconscious. When she awoke, she found her wings destroyed along with Argoth. The Trauma of this event caused Elina's spark to ignite, causing her to Planeswalk to Krampan. When she arrived, she found an inhospitable world, inhabited by ravenous beavers and Giant wargs. She used her new found powers to go into stasis. She was awakened by some friendly Faerie Artisans Thousands of years later. Under their tutelage, Elina was able to become a master of artifice, and was even able to create replacement mechanical wings for herself. Today, Elina mostly sticks to Krampan, creating wings for the inhabitants of the world, bestowing upon them the gift of flight. She still grieves over the loss of her Argothian friends, even if they did banish her, and she creates metallic copies of them to this day.
Design Choice
I wanted Elina to have a tie into some of the first green faeries, a little bit of the Lorwyn faeries (since that's where most faeries are from), and the most recent faerie, Faerie Artisans. Her +1 is a subtle nod to many of the Lorwyn faeries "Top card of Library/Card draw" theme, and to Faerie Mechanist. The whole "discard a card unless the revealed card was an artifact, creature, or land" thing is really more for balance than anything else. The -1 ability is really more mechanical than anything else, because walkers that can protect themselves are usually better and more playable. This is also a lore reference. Her ultimate is somewhat similar to that of Elspeth, Sun's Champion, but allows for some nice Faerie Tribal and Artifact Synergy. I kind of think of this as a Faerie Noble / Sprite Noble reference as well. It works nicely with her lore, since she "creates wings for the inhabitants of Krampan, bestowing upon them the gift of flight."
While this isn't your modern MTG Faerie, I hope you still like this very much @MagicChess, and thanks again for the wonderful Kontest.
@Faiths_Guide vs. @BradXmagic -> Make a Potion. (Must be an artifact card with the subtype Potion, and should have something that involves ingredients (for example, discarding a land or sacrificing another artifact) and, “{t}, Sacrifice {this card}: {effect}.” See POTION MAKING GAME (http://forums.mtgcardsmith.com/discussion/2761/potion-making-game#latest)).
Winner: @BradXmagic with Bewildering Toxin! (https://mtgcardsmith.com/view/bewildering-toxin-1)
NOTE: This was a crazy hard decision! I love both of your cards. They are both simple, elegant, clean, and realistic, as well as extremely interesting. Unfortunately, I have to eliminate somebody
@KrampisZman vs. @nsm91 -> Make a Faerie Planeswalker. (In addition to normal judging criteria, you will be evaluated on how well you convey the flavor of the Fae. You might be able to help @Quryix XD!).
Winner: @nsm91 with Maralen, Fae Avatar! (https://mtgcardsmith.com/view/maralen-fae-avatar)
NOTE: Another difficult decision! Now that we’re down to the final six, none of the judging is simple! @KrampisZman, don’t think for a second that this decision was because you didn’t conform to my idea of the Fae. Your card is balanced, interesting, and conveys the flavor of the Fae; just different from how I would do it, and I respect that. Great job, both of you!
@Credius vs. @Decaldor -> Make a God. (You must come up with a new God style, instead of using the Amonkhet or Theros template).
Winner: @Credius with Core of Convergance // Unicyss, God of Union! (https://mtgcardsmith.com/view/core-of-convergence // https://mtgcardsmith.com/view/unicyss-god-of-union)
NOTE: Yet again, your gods were pretty evenly matched.
Great job, everybody!
ATTENTION:Round Four will be different from the previous rounds. All contestants will receive the same challenge, and I will eliminate only one. That person will claim third place! Then Round Five will be the final match, and there will be THREE challenges that both of the remaining players will have to complete. The winner of each challenge will get a point, and the person with the most points will claim first place, and the other second place. The challenge for Round Four will be announced soon!
Well, now that I'm out, and meaning no ill will, I should probably say that Bewildering Toxin is unplayable. You lose card advantage and tempo for a very very narrow effect that your opponent can easily circumvent without really costing him much/anything. I realize Brad is still pretty new around these parts, and I'm not at all trying to be mean, but that's why I wasn't commenting on his card before judging (since he was unable to change it anyway).
Congrats BradXmagic! Thanks for the contest MagicChess!