Glint, taken from MTG Art, by Igor Kieryluk and Wizards of the Coast
Welcome to the Card Creation League! Everyone is free to participate in either or both of the first two rounds. Come join us!
Theme
The magic of the natural elements is some of the most primal and mysterious there is - simplistic though it may seem, appearances can be deceiving, and the "elements" can include more abstract and powerful forces than most mages imagine.
This month, you'll be theming design around your picks from the following lists. Choose wisely, as your picks will carry over round-to-round.
Light
Grain
Moon
Energy (Static)
Sand
Holy
Metal
Water
Wind
Time
Energy (Potential)
Ice
Mist
Thought
Darkness
Void
Disease
Energy (Negative)
Blood
Poison
Soil
Fire
Stone
Speed
Energy (Kinetic)
Lightning
Dust
Magnetism
Wood
Storms
Life
Energy (Positive)
Seasons
Flesh
Wild
Challenge
Pick a third element from a list you haven't picked from in the first two rounds, then design a monocolor rare or mythic rare card with converted mana cost 6 or higher that's themed around all three of your elements.
Make sure to include a rarity.
Make sure you note your element choices.
No color restriction this time! Only thing is the card has to be exactly one color.
PLEASE NOTE: This month will include a scoring change on a trial basis. For this month, you must submit a Top 3 during a round's critique period in order to receive any points for the round. Submitting critiques as well will be worth 2 bonus points in the round.
Your submissions are due Thursday, July 27, 23:59 EST.
Contestants:
doomfish
JamBlock
IcariiFA
Rocco
Schedule
Round 1 — Open to Everyone (June 28th–July 4)
Round 2 — Open to Everyone (July 5th–10th)
Rounds 1 and 2 Critiques (Due July 15th)
Top 8 — Open to top 8 finishers (July 16th–20th)
Top 8 Critiques (Due July 22nd)
Top 4 — Open to top 4 finishers from last round (July 23rd–27th)
Top 4 Critiques (Due July 29th)
Final (End of month, winner determined by public poll)
Firestorm Revelations4RR
Enchantment (M)
Whenever you cast a spell, you may have Firestorm Revelations deal 2 damage to each creature.
Whenever a creature dies, you may exile the top card of your library. If you do, until end of turn, you may play that card. The power of flame is only outmatched by the genesis from its ashes.
W Moon R Stone B Darkness
(WIP)
----------------------
Pall of the New Moon5BB
Enchantment (R)
Nonblack, nonartifact creatures your opponents control are colorless artifact Golem creatures with defender.
Black creatures you control get +1/+1 and have menace. “May you never be scared to sleep.”
— Selhoff blessing
What is a new moon?
Supplemental reading on Selhoff here
(The flavor text has a double meaning)
W Moon R Stone G Life
-------------------- Lunae, Awaiting Moonlight4
Legendary Creature — Golem (M)
Defender, indestructible 1G: until end of turn, another target permanent you control becomes a Forest and gains indestructible.
At the beginning of your upkeep, transform Lunae, Awaiting Moonlight.
0/5 (5/5)
// Lunae, Twilight Awakener
Legendary Creature — Avatar (M)
Trample, lifelink, indestructible 2GG: Until end of turn, target Forest you control becomes a 4/4 green Elemental creature and gains trample, lifelink, and indestructible. It’s still a land.
At the beginning of you upkeep, transform Lunae, Twilight Awakener.
5/5
Subject to change or complete replacement until deadline:
SandW + WindU + LightningR
Sandswirl Shockmaw4RR
Creature - Elemental Beast (R)
Menace
Whenever an instant or sorcery spell you control deals damage to a creature, that creature can’t block this turn and Sandswirl Shockmaw deals that much damage to that creature’s controller. Blinded by sand, deafened by thunder, its prey never stands a chance.
6/4
Coil Titan4UU
Artifact Creature - Golem (R)
Coil Titan doesn't untap during your untap step.
Whenever you cast an artifact spell, untap Coil Titan.
Whenever Coil Titan becomes untapped, untap all other artifacts you control. Every movement a sight to behold.
6/6
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
IcariiFA - Seems like a great late-game inclusion for any creatureless-win-con blue/red control decks, and it evokes all the themes. I suspect it's balanced as well, so, high marks all around on this, and I'm sort of out of anything else to say.
Rocco - I realize this is very expensive and that artifact creatures can get around it so no color of deck is 100 percent succeptible to it, but I think that the defender might just push this card over the top of what I'm comfortable with. On the one hand, overwhelming splendor is a card and now I guess we have to judge everything against that? But that card is bonkers and this card might be too much of a "win" spell in certain matchups as well. Also, and I'm not taking any points off for this or anything, but does the nonartifact part of the ability get sort of confusing with the fact that it turns them into artifacts? It feels like the creatures would exist in some weird spacetime phase-loop.
doomfish - This is interesting. Part of me thinks the power level here would be totally fine without the untap step restriction. But there are combos that are clearly just going to love this card, and I like that about it. Also plays well into the themes.
IcariiFA
Both abilities are strong and flavorful. In most cases I prefer my 6-drops to make an immediate splash, or at least have an imminent effect on the boardstate. This one only REALLY comes online if you untap with it, but then it's pretty unstoppable. It's an incidental creature sweeper that fuels itself. Crazy. I think the high CMC and the lack of impact it has when played are necessary to keep it from being downright oppressive. In limited, it will mostly amount to winmore, since any game where you can afford to do nothing with 6 mana for a turn is likely a game you were winning anyway. Maybe it would fit into some control decks, but how many limited control decks are comfortable paying double red? But in constructed, I would fully expect this to get brewed around, and probably broken wide open. Mythic is definitely the correct rarity. I don't think the word "genesis" is used correctly in the flavor text.
Challenge-wise, this is super-duper good. The name and both abilities each individually evoke all three elements without the effort being obvious.
JamBlock Ripscale Preadator meets Repercussion meets Mugging on-a-stick. Definitely a lively card. I like it, though it's got so much going on, I feel it should be a mythic rare. It's strong, to be sure, but not totally imbalanced, since it requires that additional spells be cast. The trouble is that burn decks curve out at 3, maybe 4. This thing is out of reach for much of its intended audience. Opposite of IcariiFA's card, this will see much more use in limited than constructed, as 6 mana is no big deal for any limited deck. It turns even mediocre damage-based removal into serious threats. Magma Spray becomes Lunge, which is obviously pretty good.
Challenge-wise, very solid. The name covers all the bases. The mechanics clearly feature all three elements, and the flavor text is pretty darn decent.
doomfish
At first glance, it looks like this card could easily be made to go infinite with the help of a twiddle artifact, but after searching for a bit, I can't find a two-card infinite combo after all. I'm still suspicious of it,
but it's not exploitable to the degree I thought it cold be.
The rules are easy enough to understand, but it seems a little redundant to have the second ability trigger off of the first. They could be combined into a single triggered ability without changing how the card works 99% of the time.
Challenge-wise, magnetism and metal-themed designs are tough to distinguish from each other in general. I see the magnetism, and I see the potential energy, but metal seems to have been glossed over. Some metallic reference in the card's name or flavor text would have helped here.
The rules are easy enough to understand, but it seems a little redundant to have the second ability trigger off of the first. They could be combined into a single triggered ability without changing how the card works 99% of the time.
I guess the rules aren't so easy to understand after all, because the second ability will only trigger when the Titan was actually tapped. Combining the two would allow you to always untap all your artifacts without first having to find a way to tap the Titan.
Holder, to be filled in tomorrow...
So the first ability alone would already be a proficient way for a control deck to keep the board clean. Most of the time two spells will be enough to keep things off the board. Of course 6 mana would be a bit much for that, but making it accessible at lower mana cost could be very dangerous, so it's good this costs a bit more and adds some on top. The interaction between the two effects is very cool and scary. What I dislike is that this might just be a bit too powerful. Once you got this out you should always be able to keep everything off the board while burning your opponent in the process. That seems rather oppressive. What I like is the possibility to combo this with cards like Dragon Fodder. So after playtesting results I'd probably explore a way to steer the card in that direction even more.
Isn't this a bit oppressive? Isn't the game over most of the time when you resolve this? In most cases your opponents creatures can't attack you anymore. Which I understand as still the most common way for decks to end games. Even if half of the games this card isn't affecting your opponent to the point where the game becomes unwinnable, it's hardly a good design to have a card that's either completely game-breaking or not having an effect remotely worth the cost of the card. I guess at 7 mana this is still quite inaccessible in many formats and aggressive decks just have to end you before you reach the point of casting this. Doesn't seem like very interactive gameplay though. In commander this could be interesting as there's likely a couple creatures hanging out on the board that can still attack you. What I like is giving your creatures menace to have a way to bypass the army of defenders that now has to stay home. What I really like is the great combination of your list choices into this card. The flavor is great and it all comes together neatly.
I like the idea of creature supported burn decks. I also like the idea of using your burn spells on creatures, but still damage your opponent in the process. The two concepts go against eachother a bit, since your creatures can deal with their creatures, so it's less of a problem, but I guess you ultimately want your creatures to connect with their life totals, so their creatures are still as much of a hindrance. You deal beautifully with that by that "no block" clause. Menace is an interesting addition and makes for some cool strategic choices. The card is a bit costy, but I guess it can work as a finisher in a midrange deck.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
My computer is in for repairs so I'm forced to rely on my phone. Typing out long critics on it is annoying, so pardon my brevity.
Rocco - doesn't feel monoblack. Super strong color hater that would autowin lots of games and be a thing in edh. Needs balancing.
JamBlock - The can't block part of the ability seems like it has narrow applications. Flavor text is odd for last words. Bad name. Neat connection of flavor and abilities other wise.
Doomfish - I like most everything about this, though I don't think it evokes magnetism. More likely to be a combo piece than an actual beater.
That's what I'm talking about as well. The third ability on the card does not trigger from the second ability unless the card is truly tapped. Wording it like "Whenever you cast an artifact spell, untap all artifacts you control." would not require you to have the card itself tapped and could cause very dangerous interaction too easily.
Regarding IcariiFA's comment, the idea was that the Titan itself is magnetic and pulls the other artifacts with it when it untaps. That's why the movement is "a sight to behold", because everything around it is affected. At first I also tapped all artifacts when the Titan became tapped, but that made for wonky and pointless gameplay.
Also my comments and top 3 are done.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
And it looks like our final matchup is IcariiFA vs. JamBlock! Congrats to the finalists and thank you to the other two semifinalists. Final round will be up shortly.
“Trinity United”
Glint, taken from MTG Art, by Igor Kieryluk and Wizards of the Coast
Theme
The magic of the natural elements is some of the most primal and mysterious there is - simplistic though it may seem, appearances can be deceiving, and the "elements" can include more abstract and powerful forces than most mages imagine.
This month, you'll be theming design around your picks from the following lists. Choose wisely, as your picks will carry over round-to-round.
Light
Grain
Moon
Energy (Static)
Sand
Holy
Metal
Water
Wind
Time
Energy (Potential)
Ice
Mist
Thought
Darkness
Void
Disease
Energy (Negative)
Blood
Poison
Soil
Fire
Stone
Speed
Energy (Kinetic)
Lightning
Dust
Magnetism
Wood
Storms
Life
Energy (Positive)
Seasons
Flesh
Wild
PLEASE NOTE: This month will include a scoring change on a trial basis. For this month, you must submit a Top 3 during a round's critique period in order to receive any points for the round. Submitting critiques as well will be worth 2 bonus points in the round.
Contestants:
doomfish
JamBlock
IcariiFA
Rocco
Schedule
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Firestorm Revelations 4RR
Enchantment (M)
Whenever you cast a spell, you may have Firestorm Revelations deal 2 damage to each creature.
Whenever a creature dies, you may exile the top card of your library. If you do, until end of turn, you may play that card.
The power of flame is only outmatched by the genesis from its ashes.
(WIP)
----------------------
Pall of the New Moon 5BB
Enchantment (R)
Nonblack, nonartifact creatures your opponents control are colorless artifact Golem creatures with defender.
Black creatures you control get +1/+1 and have menace.
“May you never be scared to sleep.”
— Selhoff blessing
What is a new moon?
Supplemental reading on Selhoff here
(The flavor text has a double meaning)
W Moon
R Stone
G Life
--------------------
Lunae, Awaiting Moonlight 4
Legendary Creature — Golem (M)
Defender, indestructible
1G: until end of turn, another target permanent you control becomes a Forest and gains indestructible.
At the beginning of your upkeep, transform Lunae, Awaiting Moonlight.
0/5 (5/5)
//
Lunae, Twilight Awakener
Legendary Creature — Avatar (M)
Trample, lifelink, indestructible
2GG: Until end of turn, target Forest you control becomes a 4/4 green Elemental creature and gains trample, lifelink, and indestructible. It’s still a land.
At the beginning of you upkeep, transform Lunae, Twilight Awakener.
5/5
SandW + WindU + LightningR
Sandswirl Shockmaw 4RR
Creature - Elemental Beast (R)
Menace
Whenever an instant or sorcery spell you control deals damage to a creature, that creature can’t block this turn and Sandswirl Shockmaw deals that much damage to that creature’s controller.
Blinded by sand, deafened by thunder, its prey never stands a chance.
6/4
Coil Titan 4UU
Artifact Creature - Golem (R)
Coil Titan doesn't untap during your untap step.
Whenever you cast an artifact spell, untap Coil Titan.
Whenever Coil Titan becomes untapped, untap all other artifacts you control.
Every movement a sight to behold.
6/6
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
IcariiFA - Seems like a great late-game inclusion for any creatureless-win-con blue/red control decks, and it evokes all the themes. I suspect it's balanced as well, so, high marks all around on this, and I'm sort of out of anything else to say.
Rocco - I realize this is very expensive and that artifact creatures can get around it so no color of deck is 100 percent succeptible to it, but I think that the defender might just push this card over the top of what I'm comfortable with. On the one hand, overwhelming splendor is a card and now I guess we have to judge everything against that? But that card is bonkers and this card might be too much of a "win" spell in certain matchups as well. Also, and I'm not taking any points off for this or anything, but does the nonartifact part of the ability get sort of confusing with the fact that it turns them into artifacts? It feels like the creatures would exist in some weird spacetime phase-loop.
doomfish - This is interesting. Part of me thinks the power level here would be totally fine without the untap step restriction. But there are combos that are clearly just going to love this card, and I like that about it. Also plays well into the themes.
Top Three:
1. IcariiFA
2. doomfish
3. Rocco
Both abilities are strong and flavorful. In most cases I prefer my 6-drops to make an immediate splash, or at least have an imminent effect on the boardstate. This one only REALLY comes online if you untap with it, but then it's pretty unstoppable. It's an incidental creature sweeper that fuels itself. Crazy. I think the high CMC and the lack of impact it has when played are necessary to keep it from being downright oppressive. In limited, it will mostly amount to winmore, since any game where you can afford to do nothing with 6 mana for a turn is likely a game you were winning anyway. Maybe it would fit into some control decks, but how many limited control decks are comfortable paying double red? But in constructed, I would fully expect this to get brewed around, and probably broken wide open. Mythic is definitely the correct rarity. I don't think the word "genesis" is used correctly in the flavor text.
Challenge-wise, this is super-duper good. The name and both abilities each individually evoke all three elements without the effort being obvious.
JamBlock
Ripscale Preadator meets Repercussion meets Mugging on-a-stick. Definitely a lively card. I like it, though it's got so much going on, I feel it should be a mythic rare. It's strong, to be sure, but not totally imbalanced, since it requires that additional spells be cast. The trouble is that burn decks curve out at 3, maybe 4. This thing is out of reach for much of its intended audience. Opposite of IcariiFA's card, this will see much more use in limited than constructed, as 6 mana is no big deal for any limited deck. It turns even mediocre damage-based removal into serious threats. Magma Spray becomes Lunge, which is obviously pretty good.
Challenge-wise, very solid. The name covers all the bases. The mechanics clearly feature all three elements, and the flavor text is pretty darn decent.
doomfish
At first glance, it looks like this card could easily be made to go infinite with the help of a twiddle artifact, but after searching for a bit, I can't find a two-card infinite combo after all. I'm still suspicious of it,
but it's not exploitable to the degree I thought it cold be.
The rules are easy enough to understand, but it seems a little redundant to have the second ability trigger off of the first. They could be combined into a single triggered ability without changing how the card works 99% of the time.
Challenge-wise, magnetism and metal-themed designs are tough to distinguish from each other in general. I see the magnetism, and I see the potential energy, but metal seems to have been glossed over. Some metallic reference in the card's name or flavor text would have helped here.
2. JamBlock
3. doomfish
Holder, to be filled in tomorrow...
2. IcariiFA
3. Rocco
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Rocco - doesn't feel monoblack. Super strong color hater that would autowin lots of games and be a thing in edh. Needs balancing.
JamBlock - The can't block part of the ability seems like it has narrow applications. Flavor text is odd for last words. Bad name. Neat connection of flavor and abilities other wise.
Doomfish - I like most everything about this, though I don't think it evokes magnetism. More likely to be a combo piece than an actual beater.
1: Doomfish
2: JamBlock
3: Rocco
Regarding IcariiFA's comment, the idea was that the Titan itself is magnetic and pulls the other artifacts with it when it untaps. That's why the movement is "a sight to behold", because everything around it is affected. At first I also tapped all artifacts when the Titan became tapped, but that made for wonky and pointless gameplay.
Also my comments and top 3 are done.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝