I just realized how awesome it would be if the other three rounds in August were based on the other three elements (water, earth, fire) along with three different card types (enchantment, creature, sorcery?). See, now that would be a neat way to link a month's rounds.
i know the the word will mostly point towards blue! But it was in white too! I could see it more in black than in white. Even in green! Like naturaly forecasting stuff from natural signs. The only colors that doesn't seem to fit at all is red. Since they never think of the future.
but that's why i need more opinions!
Just my personal opinion, but I think that, given the right flavor for the card, nearly any mechanic could go in nearly any color. Sometimes the name of the mechanic is more trouble than the mechanic itself (think Hellbent, for example). In that case, you can un-keyword it (not that that helps for the bonus point in this challenge).
The way I see it, you need flavor justification, mechanical justification, or preferably both.
The idea of forecast is you're using a piece of a spell before you come out and cast it. You're holding back on the full force of your magical might but getting some beneficial effect of it by hinting at its later arrival. It's the spell equivalent of a check swing.
In this, I feel Forecast is more mutable. Any color could accomplish this attitude the same way any color can justify wizards casting spells. For each of them, the specifics would probably change to accommodate (wizards v shamans for instance), but the ability could be there.
Clearly we can paste this ability in any color combination and have it work within the rules, so what I'm talking about is what this does and what color or colors should be able to do it. Since the effect of the spell (or of forecasting the spell) is not suggested or enforced by the mechanics, either, we need to take a step back from that, too.
We're looking at what the card with Forecast theoretically does, and what part of color philosophy that means. It sits in your hand, and once per turn allows you to pay a cost to get an effect. It's a way to hold on to what you have and get some use out of it.
It's a fit for blue because it lets the thinking mage hold back on playing out his hand until the last possible moment.
It's a fit for white because of the measured regularity and rules-accountability of it all. I may be getting a spell without casting it, bit I'm doing so in an orderly and fair fashion.
I further feel it could be a fit for black (its original color), in a sense of foreboding doom, holding onto what you have without giving any of it up, and generally exploiting resources.
I feel it could be a fit for green as a sense of continuous growth. Building resources upon resources over time, like having an extra land in your hand that does stuff.
The short answer is yes.
The requirement is that the card be an instant and have "air" in the name.
As long as the card is nonblue, it will satisfy bonus 1.
As long as it mentions a keyword ability somewhere in the rules (having a kicker cost would do this), it will satisfy bonus 2.
I don't like to DQ people over snippy things, so if you're really pleased with your card name I'd encourage a judge to look at it.
That said, part of the challenge of the round was meant to be making a card with the exact letters "air" in that order in the name, so I feel I would be allowing you to work under more flexible rules than the others if I okayed it.
Stupid English perhaps, but trace things back etymologically and every word is sooner or later every other word. (spoiler: may not actually be true)
I would just like to apologize for this being the 2ND consecutive month i submitted to be a player and failed to turn in a render. I has a couple ideas in mind, but i never grabbed the chance to use card editor or even post text in its place. Sorry to mess up the brackets and screw with the judges heads =). Best of luck to all, i may try again next month if college doesn't wreck me....
Since no one responded to my question earlier, here it is again.
Are we counting Ability words (Chroma, Domain, Channel etc.) and Keyword Actions (Regenerate, Counter, Clash etc.)?
I'm not an "official" answer, but my opinion as a judge (barring a specific ruling by Cantripmancer) would be that Keyword Actions count, but ability words don't.
Beyond just the naming of them, "ability words" are really just for flavor and connection between cards. Removing the ability word has no effect at all on the behavior of the card--e.g. If you take the word "Chroma" off of a card that says "for each white mana symbol..." it still does the exact same thing. Removing "regenerate" from a card would require adding several lines of additional text to maintain the functionality.