@ZAHADOOM your entries 3 & 4 are very sneaky for this contest.... it required a keyword ability to help the card's chances of winning a place in this contest, however...if the ability DOES improve in the second half of the cards effects taking place, the keyword ability becomes irrelevant, and thus making it qualify. So I have to go and look at your cards carefully and determine which of them will be permitted. Hold on.
entry 3: while being a cool use of vanishing, it doesn't meet the criteria BECAUSE it doesn't improve the use of the card later on, it simply gets land again. The card doesn't need to leave, in fact it should stay on the stack, and while the spell resolves, it too would resolve. This doesn't fall under that in either way.
entry 4: these are my kind of cards, I enjoy win con cards, however this doesn't qualify because it is exactly that: it rewards you FOR playing land, which makes this a sneaky card for an entry into this contest. I almost allowed it, but further judging on this card, and it comes up as not eligable. Here's why to (hopefully) save confusion:
What I am looking for is cards that while the first ability should be to 'fetch land', the 2nd part of the card would have a keyword that refers to the spell rewarding you if that scenario is met. My threshold land card is a great example it can be viewed on page one of this contest if you care to look at it. First half of the card, you went to go get land. If the second half of the card is met, in that cards case, threshold (which means you need 7 or more cards in your graveyard), then ______ happens. It can be anything, in my cards case, it allowed you to get not one but two basic lands, so you see how it was a bonus? Thats what I am looking for. a bonus to the caster AFTER A CRITERIA IS MET, AFTER THE FIRST ABILITY OF FETCHING LAND(S) IS DONE. So long as the payoff is good or perhaps better then the 1st ability of the card, it qualifies. Your own 1st card is a really good example of that.
Just so you know: That does NOT mean entries 3 & 4 are not good cards. They are solid designed 'fetch land' cards I would run all day long, even the vanishing (and i'm not a fan of vanishing, so that should say something!) Your 1st entry card was spot on, try to do more like your first entry and you will have gotten this challenge. I didn't realize just how challenging this contest was going to be when I thought it up!
hey whats up @bnew07! I must say this: cool, a hellbent land! My friend Josh would love a hellbent land. (you could say hes HELLBENT about HELLBENT. sigh.) anywho. You are over the halfway hump to making that card count. Here is a suggestion, but you can take from it what you want of course:
"Impassable Chasm enters the battlefield tapped.
When Impassable Chasm enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{t}: Add {c}.
Hellbent - {1}, {t}, Sacrifice Impassable Chasm: Destroy target land an opponent controls. Activate this ability only if you have no cards in hand."
So the fact it comes in tapped means the second ability doesn't go off right away (for a permanent, this is fine. Otherwise, your land fetch card would be really op.)
Then there is hellbent. If you know your keywords, then you know that you need no cards in hand for hellbent to trigger or be 'activated'. If you have the ability like my example here, you get to destroy their land for meeting the criteria that hellbent demands from the controller of this permanent. in this situation, it requires you to have no cards in hand to go and destroy an opponents land. this is a very believable land card, and it is surprising it don't exist. (hellbent could have been better, in my opinion, it wasn't explored enough.) I'm going to say nice job on the card, but your version needs to come up with something like this, but the hellbent dont have to destroy an opponents land if you dont want it to do that (though a useful ability!!)
Seaworn Compass doesn't meet the criteria either. While imprint is really cool, the cards pretty much done its thing in the first effect, there is nothing else to reward you, except that you can keep getting the lands. yes that is a reward, but it doesn't meet a criteria that keywords require. hellbent, threshold, morbid, ascend, etc. etc. keyword abilities such as this will work as long as there is a reward or second ability on the card.
@sorinjace thanks for the feedback and the clarification. So the keyword ability does not have to increase the power of the land fetching ability, just be present on a card that already has a land fetching ability?
Also, can the mechanic take away the land fetching ability (if the land fetching was a drawback, for example)?
Sorry for all the questions, I just have a bunch of ideas and want to make sure they are valid
@bnew07 the mechanic shouldn't take away the land fetching ability, that would negate the whole concept of this contest. The point of the contest is to make fetch land cards more fun to play, which is why the keyword ability should act as a reward for meeting a criteria and it does something extra for you AFTER you have fetched a land with the spell. the criteria doesn't necessarily HAVE to be met in the game, its just extra incentive to put this card into your deck and you get more use out of the fetch land card other than just to go fetch a land. Does this help clarify what I'm striving for with the contest? I'm sorry for the confusion!
@bnew07 I like the land, I think I like it even more now than the original version even. It still don't work for the contest unfortunately. YOU have to search for land FIRST, then the reward payoff later that a keyword requires from a certain criteria being met (like threshold, or morbid, or yeah hellbent even works, but it doesn't work now how you have it on the card currently.)
Hellbent - {3}, {t}, Sacrifice Impassable Chasm: Destroy target land an opponent controls. You and that player each search their library for a basic land card and put it onto the battlefield, then shuffle their library. If you have no cards in hand, instead only you search and shuffle.
well, you dont search first, BUT the reward that is met is the most important part, so I guess it can sneak by because of that. but normally you should search for land first.
@bnew07 Also, the "Hellbent" might be more confusing than helpful here. It could be removed without affecting the functionality. I'm afraid people might think they could only activate the ability with an empty hand (even though the text clarifies otherwise).
I see it being very helpful that it adds a waste/colorless land to whatever the land its attached to taps for. While this is cool, it doesn't meet the criteria. It needs to have a criteria met when the spell is played, not later effects. I like that you went with fortify though, you don't see that often believe me! So I like your idea, but it doesn't meet the criteria for this contest, sorry. I will still give it a favorite for the entry, and I do like the card, hell, I like Darksteel Garrison even. I don't believe WotC hardly did enough with the idea of fortify.
@Blazin_Biscuit Replicate works because it improves the spell. The same is true with Cycling, Morbid, Threshold, Landfall, Ascend, etc. etc. So in other words, it would be helpful to have a keyword ability on the land fetch card. There is one card that gets away in this contest that doesn't have the keyword ability, but it still operates as such, and that is @Faiths_Guide's Uncharted Order. Spell Mastery works as well, finale, etc.
Comments
entry 3: while being a cool use of vanishing, it doesn't meet the criteria BECAUSE it doesn't improve the use of the card later on, it simply gets land again. The card doesn't need to leave, in fact it should stay on the stack, and while the spell resolves, it too would resolve. This doesn't fall under that in either way.
entry 4: these are my kind of cards, I enjoy win con cards, however this doesn't qualify because it is exactly that: it rewards you FOR playing land, which makes this a sneaky card for an entry into this contest. I almost allowed it, but further judging on this card, and it comes up as not eligable. Here's why to (hopefully) save confusion:
What I am looking for is cards that while the first ability should be to 'fetch land', the 2nd part of the card would have a keyword that refers to the spell rewarding you if that scenario is met. My threshold land card is a great example it can be viewed on page one of this contest if you care to look at it. First half of the card, you went to go get land. If the second half of the card is met, in that cards case, threshold (which means you need 7 or more cards in your graveyard), then ______ happens. It can be anything, in my cards case, it allowed you to get not one but two basic lands, so you see how it was a bonus? Thats what I am looking for. a bonus to the caster AFTER A CRITERIA IS MET, AFTER THE FIRST ABILITY OF FETCHING LAND(S) IS DONE. So long as the payoff is good or perhaps better then the 1st ability of the card, it qualifies. Your own 1st card is a really good example of that.
Just so you know:
That does NOT mean entries 3 & 4 are not good cards. They are solid designed 'fetch land' cards I would run all day long, even the vanishing (and i'm not a fan of vanishing, so that should say something!) Your 1st entry card was spot on, try to do more like your first entry and you will have gotten this challenge. I didn't realize just how challenging this contest was going to be when I thought it up!
I don't think these two will count under the criteria you just posted in response to @ZAHADOOM, but I want to check just in case they do:
https://mtgcardsmith.com/view/impassable-chasm?list=user
https://mtgcardsmith.com/view/seaworn-compass?list=user
"Impassable Chasm enters the battlefield tapped.
When Impassable Chasm enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{t}: Add {c}.
Hellbent - {1}, {t}, Sacrifice Impassable Chasm: Destroy target land an opponent controls. Activate this ability only if you have no cards in hand."
So the fact it comes in tapped means the second ability doesn't go off right away (for a permanent, this is fine. Otherwise, your land fetch card would be really op.)
Then there is hellbent. If you know your keywords, then you know that you need no cards in hand for hellbent to trigger or be 'activated'. If you have the ability like my example here, you get to destroy their land for meeting the criteria that hellbent demands from the controller of this permanent. in this situation, it requires you to have no cards in hand to go and destroy an opponents land. this is a very believable land card, and it is surprising it don't exist. (hellbent could have been better, in my opinion, it wasn't explored enough.) I'm going to say nice job on the card, but your version needs to come up with something like this, but the hellbent dont have to destroy an opponents land if you dont want it to do that (though a useful ability!!)
Seaworn Compass doesn't meet the criteria either. While imprint is really cool, the cards pretty much done its thing in the first effect, there is nothing else to reward you, except that you can keep getting the lands. yes that is a reward, but it doesn't meet a criteria that keywords require. hellbent, threshold, morbid, ascend, etc. etc. keyword abilities such as this will work as long as there is a reward or second ability on the card.
Also, can the mechanic take away the land fetching ability (if the land fetching was a drawback, for example)?
Sorry for all the questions, I just have a bunch of ideas and want to make sure they are valid
Don't forget to shuffle.
https://mtgcardsmith.com/view/impassable-chasm
Perhaps:
{t}: Add {c}.
Hellbent - {3}, {t}, Sacrifice Impassable Chasm: Destroy target land an opponent controls. You and that player each search their library for a basic land card and put it onto the battlefield, then shuffle their library. If you have no cards in hand, instead only you search and shuffle.
Good XD
@bnew07
Also, the "Hellbent" might be more confusing than helpful here. It could be removed without affecting the functionality. I'm afraid people might think they could only activate the ability with an empty hand (even though the text clarifies otherwise).
(To clarify, the ETB ability will trigger whether it enters as a creature or an aura.)
https://mtgcardsmith.com/view/sylvan-wellspring-1
Does this work for the contest?
https://mtgcardsmith.com/view/shore-to-shore
https://mtgcardsmith.com/view/druids-renewals
Might as well be called Endless Remakes at this point...
Haha, trying to make an ability word work that even WotC said shouldn't exist is hard. Still probs doesn't work tho.
I see it being very helpful that it adds a waste/colorless land to whatever the land its attached to taps for. While this is cool, it doesn't meet the criteria. It needs to have a criteria met when the spell is played, not later effects. I like that you went with fortify though, you don't see that often believe me! So I like your idea, but it doesn't meet the criteria for this contest, sorry. I will still give it a favorite for the entry, and I do like the card, hell, I like Darksteel Garrison even. I don't believe WotC hardly did enough with the idea of fortify.