I'll take and redeem the Shmugs. The hugs can go to @Corwinnn for the co-win against The Predator. The two favourites can go on any other cards of your choice in the same collection: https://mtgcardsmith.com/user/jadefire_wsn/cards
A Key to the Hallway of Inspiration (Inspiration of Jadefire)
A Key to the Virtual Mystery World Room (Adventure Course 🏕️)
or a Mystery Box that contains: Radiant Lantern 🏮 Doubles the prize in your next box if you have a prize. (Post the 🏮 when asking for it.) Mystery Challenge: Submit any old or new Sylvan Sorcery with a quote from Nissa.
Remember to choose 1 of the options above. You'll always find 3 things in the Vault.
Submit any old or new card that breaks, breaks, or inverts one of the following (or invent your own) - then give an example (e.g.) for the rest for me to distribute in random boxes this deadline as challenges. Since this is the first time doing this, I've provided an example for one of them:
A hard rule
A deckbuilding rule (e.g., "Commander decks must be singleton.")
A mechanical tradition
A color pie norm
A timing rule
A game phase rule
Example Challenge would be:
Deckbuilding Rule: A card that allows you to have copies of your commander
Just to be clear, I pick one of the above six and submit a card that breaks that rule and then I also create a mystery challenge for each of the remaining five?
@Jadefire - sorry for my typo - i meant submit 1 card that breaks, bends, or inverts one of the rules - then list an "e.g" or a specific rule for each category. I'll formulate the mystery challenges as i deal them out
Before I design this, I'd like to say, I am pleased at this challenge, on account of some Shade trivia I know, that I was talking about literally, just yesterday.
From best to worst in terms of design, based on clarity, power balance, mechanical elegance, and how well they fit within Magic’s existing rules and themes:
Why: A clean red spell that synergizes with red's looting and impulsive draw themes. The scaling damage based on discarded mana value is flavorful, skill-testing, and adds interesting decision-making. Plays well in Limited and Constructed.
Why: A very flavorful white uncommon with a conditional edict effect that’s both risky and rewarding. Plays well into white’s themes of martyrdom and combat tricks.
Why: A straightforward design with clear upside and a drawback that creates tension. Excellent for Limited as a strong but fair uncommon. The flavor text is a nice touch too.
Why: Phasing is underused and this uses it in a cool way, though the “can't phase in” clause is not currently rules-supported and would need extra rules baggage.
Design Strength: Flavorful and functional but needs templating work.
Why: Captures the classic D&D feel and has a good death chain. Feels a bit over-costed, and 3 bodies across 2 deaths may be a little much for a Rare 6-drop, but it's not broken.
Design Strength: Flavorful death cascade, but on the edge of being clunky.
Why: A clever implementation of odd/even choice with both defensive and offensive mechanics. Might be a little fiddly to track, and probably more confusing than helpful in most formats.
Design Strength: Creative but a bit too complex for the payoff.
Why: Each chapter is powerful on its own, but the whole card feels like three hate cards jammed together. It shuts down too many strategies (graveyard, storm, tempo) in a non-interactive way.
Design Strength: Strong in concept, but unfun in practice; Saga structure doesn’t enhance the gameplay much.
Why: The vehicle support is flavorful but highly niche, and asking a 3-color legend to enable Vehicles is too narrow. The "crew with legendary" ability is cool, but may not be very impactful in most decks.
Design Strength: Thematic but too narrow and parasitic.
Why: This card is a strange mash-up of unblockable poison, deathtouch, and regeneration. The unblockable poison effect scales wildly and may kill too fast in a dedicated Frog deck. The card is both weak (0/1 base) and potentially busted.
Design Strength: The idea of a Frog that poisons or kills everything is neat, but the execution is too chaotic for consistent or fair play.
Why: It breaks the mana curve with an 8-land ramp on entry, then becomes a gigantic beater with trample and forestwalk. It lacks interactivity and is likely busted in any green ramp shell.
Choose 3 cards each trial - you start with 20 HP - you face the 5 trials - each challenge you fail you lose HP. Each trial is a color with 3 random cards of the chosen color. Defeat them or lose the HP.
Trial 1: Blue You're up against the following 3 cards. Submit 3 old or new cards to defeat this trial. Haunting Imitation + Liberty Prime, Recharged + Connive//Concoct
Comments
https://mtgcardsmith.com/view/violeta-harmonic-attunement
I'll take and redeem the Shmugs. The hugs can go to @Corwinnn for the co-win against The Predator. The two favourites can go on any other cards of your choice in the same collection:
https://mtgcardsmith.com/user/jadefire_wsn/cards
I'll enter the Vault again.
- A Key to the Hallway of Inspiration (Inspiration of Jadefire)
- A Key to the Virtual Mystery World Room (Adventure Course 🏕️)
- or a Mystery Box that contains: Radiant Lantern 🏮 Doubles the prize in your next box if you have a prize. (Post the 🏮 when asking for it.) Mystery Challenge: Submit any old or new Sylvan Sorcery with a quote from Nissa.
Remember to choose 1 of the options above. You'll always find 3 things in the Vault.https://forums.mtgcardsmith.com/index.php?p=/discussion/comment/239099#Comment_239099
https://mtgcardsmith.com/view/bayou-gharial
https://mtgcardsmith.com/view/arkveld-ceaseless-hunger
https://mtgcardsmith.com/view/the-battle-of-dragon-brothers
Thank you!
Submit any old or new card that breaks, breaks, or inverts one of the following (or invent your own) - then give an example (e.g.) for the rest for me to distribute in random boxes this deadline as challenges. Since this is the first time doing this, I've provided an example for one of them:
A hard rule
A deckbuilding rule (e.g., "Commander decks must be singleton.")
A mechanical tradition
A color pie norm
A timing rule
A game phase rule
Example Challenge would be:
Deckbuilding Rule: A card that allows you to have copies of your commander
Presenting a Human Soldier with a different person's quote on it! I decided to go with Lynde, Cheerful Tormentor, hope you like it!
May I have another box?
...and the deadline has arrived...
From best to worst in terms of design, based on clarity, power balance, mechanical elegance, and how well they fit within Magic’s existing rules and themes:
Top Tier – Strong Design
Kindled Imagination @Jadefire
Why: A clean red spell that synergizes with red's looting and impulsive draw themes. The scaling damage based on discarded mana value is flavorful, skill-testing, and adds interesting decision-making. Plays well in Limited and Constructed.
Design Strength: Elegant, flavorful, interactive.
Doomed Dragonslayer @Ranshi
Why: A very flavorful white uncommon with a conditional edict effect that’s both risky and rewarding. Plays well into white’s themes of martyrdom and combat tricks.
Design Strength: Resonant, Limited-relevant, mechanically clear.
Perfervid Witchstalker @Ranshi
Why: A straightforward design with clear upside and a drawback that creates tension. Excellent for Limited as a strong but fair uncommon. The flavor text is a nice touch too.
Design Strength: Balanced, thematic, self-contained.
Mid Tier – Good Concepts, Room to Refine
Evade the Nestmother @Ranshi
Why: Phasing is underused and this uses it in a cool way, though the “can't phase in” clause is not currently rules-supported and would need extra rules baggage.
Design Strength: Flavorful and functional but needs templating work.
Glowering Beholder @SpellPiper2213
Why: Captures the classic D&D feel and has a good death chain. Feels a bit over-costed, and 3 bodies across 2 deaths may be a little much for a Rare 6-drop, but it's not broken.
Design Strength: Flavorful death cascade, but on the edge of being clunky.
Violeta, Harmonic Attunement @Jadefire
Why: A clever implementation of odd/even choice with both defensive and offensive mechanics. Might be a little fiddly to track, and probably more confusing than helpful in most formats.
Design Strength: Creative but a bit too complex for the payoff.
Lower Tier – Overdesigned or Unclear Execution
Peaceful Respite @Corwinnn
Why: Each chapter is powerful on its own, but the whole card feels like three hate cards jammed together. It shuts down too many strategies (graveyard, storm, tempo) in a non-interactive way.
Design Strength: Strong in concept, but unfun in practice; Saga structure doesn’t enhance the gameplay much.
Altair, Procession's Exalted @Jadefire
Why: The vehicle support is flavorful but highly niche, and asking a 3-color legend to enable Vehicles is too narrow. The "crew with legendary" ability is cool, but may not be very impactful in most decks.
Design Strength: Thematic but too narrow and parasitic.
Bottom Tier – Major Balance or Clarity Issues
Green Kamatayan @Corwinnn
Why: This card is a strange mash-up of unblockable poison, deathtouch, and regeneration. The unblockable poison effect scales wildly and may kill too fast in a dedicated Frog deck. The card is both weak (0/1 base) and potentially busted.
Design Strength: The idea of a Frog that poisons or kills everything is neat, but the execution is too chaotic for consistent or fair play.
Old Man of the Forest @Mellow_MC
Why: It breaks the mana curve with an 8-land ramp on entry, then becomes a gigantic beater with trample and forestwalk. It lacks interactivity and is likely busted in any green ramp shell.
Design Strength: Thematically strong, mechanically broken.
https://mtgcardsmith.com/view/true-disestablishmentarian
I'll Enter the Vault again.
Trial 1: Blue
You're up against the following 3 cards. Submit 3 old or new cards to defeat this trial.
Haunting Imitation + Liberty Prime, Recharged + Connive//Concoct