Spell Quarantine
Instant
Each permanent and each player gains hexproof until
end of turn, then each player chooses new targets
for each spell and each ability he or she controls. "Airborne diseases are tricky; ætherborne diseases
are even more tricky. We learned to handle either."
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Retaliation BarrierWR
Instant (R)
Target creature gains indestructible until end of turn. If it becomes the target of a spell this turn, Retaliation Barrier deals damage equal to that spell's converted mana cost to its controller. "Right back at you."
Multiplicity 3UG
Instant
When target creature you control dies this turn, put two tokens that are copies of it onto the battlefield. "If at first you don't succeed, die again."
Angry Bob: This is an interesting card. It almost feels underpowered, but I guess in the right deck/situation, it's a good investment to sac one to save another. As for flavor for this challenge, the mechanic is a good fit, although the name sounds a little elaborate for something done on the fly.
alex123321123321: Well this is a fun wrath effect. I feel like it's costed about right in the world of "wrath all but one" effects, but I just worry that the fact its an Instant miiiight push it over an edge, even though obviously it needs to be. I'd be more comfortable if it cost 1 more. Definitely works for the challenge in terms of flavor, though.
SecretInfiltrator: Well this is an interesting redirection+ effect. I like the possibilities for it as a card, and the cost seems about right given that the choice of new targets is still the controller's to make. Flavorwise here for the challenge, there's certainly nothing wrong about it, although it doesn't quite jump out at me as a "perfect fit" either.
GG Crono: I think the timing of this is off. By the time you're casting this, the target is presumably already the target of the spell, so its too late for it to "become" the target. That fudges with the flavor link as well.
schweinefett: "Exile target spell." I guess that's a fine cost for that sort of thing. It's very simple, and I think that hurts it on the flavor score. It's just not… exciting. Not that a winning card has to be super complex, I just think it needed more flavor in general on the card.
lustlain: Well this isn't what I expected. I guess the cost here is fine, it might be high though. I feel like you can get one token copy of a creature for three mana, and this is basically just that, since you have to lose the creature for it to work. Also, switching to flavor and being a philosophy major, even if two tokens appear that are "copies of" you, you the original conscious protagonist of the story are dead. So… that's not good.
Winner: This one was tough but I ultimately feel best about SecretInfiltrator.
You utter a quick counter-incantation creating sphere impenetrable by spells around each of you. The dark mage's spell bounces around his sphere as he continues to try to dodge it, before it eventually strikes him. However, he doesn't seem to be killed by it like you were hoping. As you process him still being alive, he casts a new spell and in an instant, he is gone.
You take the opportunity to take a closer look at the place. He was clearly into some dark and forbidden stuff given the ingredients he was working with and the strange claw-marks that seem to run across any wooden surface in the lair, and even some stone. Fortunately, you don't detect anything capable of making those marks lingering here anymore.
CHOICE: Design a card to either
a) Look for clues where the dark mage may have gone, or
b) Escape the sewers/city and make your way into the wilderness, ignoring this for now
DESIGN RESTRICTIONS
Regardless of your choice, your card must have a CMC of 5+
Sleuthshade4UU
Creature - Shade (R)
Flying
As Sleuthshade enters the battlefield, name a card. Target opponent reveals his or her hand. If the named card is among them, he or she must cast it next turn if able.
At the beginning of your end step, if Sleuthshade didn't attack this turn, target opponent puts the top X cards of his or her library into their graveyard, where X is Sleuthshade's power. If the named card was among them, he or she must cast it if able. 4/4
Option A: Our hero becomes the sewer system in order to locate the dark mage.
Terra Form 5GGG
Enchantment {M}
You don't lose the game for having 0 or less life.
If you control no lands, you lose the game.
Whenever you take damage, if you have 0 or less life, sacrifice a land.
Lands you control are 2/2 creatures that are still lands. Some mages live on the land they defend. Others become it.
Combination A and B: Figure out if this wizard is above our pay grade, if they aren't, chase them down.
Rapid Assimilation X3UU
Sorcery
Delve
Scry X, then draw three cards. "Open ritual books, relevant, faint scent of brimstone, relevant, sound of water running north, relevant, proximity to ley lines, relevant, which means..."
Private Mod Note
():
Rollback Post to RevisionRollBack
I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Sigil of Seeking3UU
Sorcery (R)
Search your library for four cards with different names and reveal them. Shuffle your library, then randomly put one of the revealed cards into your hand, one on top of your library and one on the bottom of your library. Exile the last one. "You won't always find what you're looking for, but you'll usually find what you need."
B) Escape the sewers/city and make your way into the wilderness, ignoring this for now
Into the Wilderness3GG
Sorcery
Reveal the top five cards of your library. Put any number of lands from among them onto the battlefield tapped and the rest at the bottom of your library in any order. "All those dark alleys, canals and sewers make me sick. I need some fresh air!" - Gravaan the Wanderer
Gleeful Ransacker3RR
Creature - Goblin (U)
Haste
Whenever Gleeful Ransacker deals combat damage to an opponent destroy target artifact that player controls. If an artifact is destroyed this way draw a card. Sglog didn't always find something, but he always got to smash something.
2/2
LustLain: I don't think "must cast if able" can ever work. What defines "able"? Can they tap out during their upkeep? What if they just cast other more expensive things first? When is the check made on their "ability" to cast it. Because of these issues, this card cannot win, but nice flavor.
alex123321123321: I think this card does one too many things. Specifically the last thing. You don't need to animate the creatures. First, it makes it much easier to lose from playing this card. Second, the flavor is YOU becoming the land, which is muddled when the lands then go on to become other things. Without the last ability, I'd like this card a lot, and it could be cheaper.
Angry Bob: Boo not picking one option, but this is freeform-ish, so wharves. Anyway, the card: I feel like this is pretty powerful. This is a rare, I assume? I don't think the name really feels like it fits the mechanics of the card. "Rapid" on a sorcery is a little odd. Also I'm just not sure I get whats going on between delve and the main mech and the flavor text, but balance-wise it's probably about right.
GG Crono: This feels too good in formats where you have combos that can be fulfilled with a few different card options. That said, it costs enough more than gifts ungiven that it might be fine, and the randomness is good. Although I do wonder and its not clear in the wording: Do YOU know which of the two library cards went in which spot? I think its more balanced if the card in your hand is the only one where you know where it is.
soramaro: What rarity is this, because I'm trying to decide what would be appropriate and I can't. I mean, in a crazy-luck situation, this ramps you by a full five, and while it doesn't have the often-advantage of mulch where it fills your graveyard, it's pretty strong. Good flavor for the challenge though.
NVRBLND: My concern about this card is its p/t compared to its cost. I get that with haste, you might be able to get through with it once as a surprise and swing things in your favor assuming there's a potent artifact to destroy, but after that, its pretty easy to shut this guy down. I think I'd like him better without haste and as an aggressive 3-drop.
Winner: soramaro
Option B:
You make your way through the lair and continue through the sewers until you see the light at the end of the tunnel. You emerge, a little gross for wear, into a muck-stained pond. Looking behind you, you see the large walled city you left behind. Looking forward, you see an open grassland and several distant features you could set your sights on.
THREE OPTIONS!
a) Go back into the city, but in disguise so you don't get rearrested.
b) Go to a distant mountain that looks likely to be volcanic
c) Head into the nearby dark forest
RESTRICTION NO MATTER WHAT:
Must be an Aura or Equipment with 4+ colored mana symbols on the card, including in the mana cost.
Pyroconvergence RR
Enchantment - Aura(U)
Enchant Land
Enchanted Land has "1R, T, Discard a card: Add RRRRR to your mana pool." "We're going to need mana. Lots of mana."
Private Mod Note
():
Rollback Post to RevisionRollBack
I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Option A
Stolen Staticloak UR
Artifact - Equipment {U}
Equipped creature has +2/-1 and unblockable.
When equipped creature becomes the target of a spell or ability, flip a coin. If you win, you may choose a new target for that spell or ability.
Equip UB When the latest Izzet experiment yielded the ultimate espionage device, the Dimir saw fit to borrow it for their own uses.
soramaro: What rarity is this, because I'm trying to decide what would be appropriate and I can't.
I imagined this as an uncommon. Of course it can give you five lands, but it also can net you only one ... or zero, even. The average number of lands you get from it is most likely two or three - which is perfectly OK for a CMC5 sorcery. I guess in a certain environment, it could be a rare. It doesn't really feel like one, however.
Anyway, moving on. Option B:
Mountaineer's Equipment3
Artifact - Equipment [Rare]
Equipped creature gets +1/+1 and has mountainwalk and protection from red. RRRR: Return target creature that was equipped with ~ this turn from your graveyard to the battlefield. Attach ~ to it.
Equip 2 "Caution is the prime principle. If you fall anyway, there's nothing much you can do. Good reflexes certainly help." - Arvin the Hermit
Goldglimmer Cloak UU
Enchantment - Aura
Enchant Creature
When ~ enters the battlefield, choose a creature type.
~ has protection from the chosen creature type. UU: Change the creature type chosen for ~.
Cover of the Dark ForestBG
Enchantment - Aura (U)
Enchant creature
Enchanted creature has hexproof. 1B, Sacrifice Cover of the Dark Forest: Enchanted creature gains deathtouch until end of turn. 1G, Sacrifice Cover of the Dark Forest: Enchanted creature gets +3/+3 until end of turn.
Darkwood ArmorBG
Enchantment - Aura (U)
Enchant creature
If enchanted creature would be destroyed, sacrifice Darkwood Armor and regenerate it instead. BG: Exile target land from a graveyard, put a +1/+1 counter on enchanted creature.
Veil of Many Forms1(G/U)(G/U)
Enchantment - Aura (R) 1G: Equipped creature becomes a Beast with base power and toughness 4/4 and trample until end of turn. 1U: Equipped creature becomes a Bird with base power and toughness 3/3 and flying until end of turn. 3GU: Equipped creature becomes a Mutant with base power and toughness 6/6 and flying and trample until end of turn.
Angry Bob: I feel like this is too powerful of ramp. It's not inconceivable to use this card to have access to 6 mana on turn three, with the right hand. I like that it sort of spellshapes a land, though. Also on a flavor score, it seems like this card IS the volcano, and doesn't really play into the concept of going to the volcano.
schweinefett: Oof. Phasing. I feel like repeatable instant-phasing is a pretty strong ability. of course this aura is pretty mana intensive for an effect that we can get for one blue mana these days, more or less. It might ultimately be overcosted. Flavorwise, it's fine, though it seems more like a "staying unseen" than a "disguise" and I wonder how you'd be able to interact with anyone in town.
Lustlain: This feels too narrow to be rare. Losing creature types isn't a loss in most situations, and shroud really isn't THAT good in a world of hexproof. Plus the card draw is almost an afterthought. It's an interesting card, but if it weren't for complexity, would probably be common. Flavorwise, it's a bit convoluted, but I think I get it.
DeadSpectra: I think this has more downsides than it needs to. Requiring three colors instead of two seems unnecessary, and lowering toughness seems unnecessary. I think you could just add a 1 to the equip cost but make it Izzet colors, and make it +2/+0 instead and then you have something more general sought-after. Flavorwise, I do like that this is a much more literal disguise, and that it "deflects" prying eyes.
soramaro: I look at this card and I have one main thought: It's phoenix-based, right? That activated ability is super cool and feels like a phoenix ability, but nothing about the flavor of the card makes it a phoenix thing. I like the card a lot as a design, I think it's pretty well balanced and has a cool effect, I just personally would make different flavor choices about it. It definitely has great go-to-the-mountain flavor, though.
Xioslkon: This makes me wonder a lot of things. First, is this a blue effect? I think it could be, but it also feels white. Second, it could use a rarity. Third, regardless of rarity, is this overcosted or undercosted or just right? If you want to use it to get through on attack, there are much cheaper ways. If you want to use it on defense then a) again it feels like it should be white, and b) It's probably about right on power level, assuming your opponent isn't tribal? That said, I feel like you could make this card as a rare and have it be card type instead of creature type and not even have to change a cost, which makes me suspect it's underpowered. Fine on flavor, though. It's a cool cloak.
Ogonomany: I like the idea here. My one reservation is that I honestly think the Aura could do more than just hexproof before you sac it, considering the sac effects dont have the element of surprise and are costlier than they might be on an instant, anyway. Maybe a +1/+1 counter when it enters the battlefield or something? Not sure, but I think it could have been pushed a bit further. As for flavor, it's more of an already-in-the-woods card than a go-to-the-woods card, but that's not a big deal.
NVRBLND: I realize this ability is a bit different from Totem Armor, but it feels like you could have just used Totem Armor. Overall, this card feels just a bit underwhelming. It's a one-time free regen shield with the power to pump up a dude probably a decent amount, but at a semi-significant cost in terms of mana and needing resources in the right place. I like it, I just don't love it on a balance level. Flavor fit is strong though, so that's good.
GG Crono: This is pretty cool, I have to say. My one wish about it is that is protected itself or the creature it's attached to more. You have to pay at least 5 mana to "use" it even once, and all that gets you is base power 4 at most. I think some hexproof would not be out of place on this card somewhere, as power-level wise, I think it's actually not incredibly strong. It's very cool, though. Flavorwise, I do worry that, while it affords toy many disguises, those disguises don't lend themselves to interacting with the world in a not-being-hunted way.
Winner: Not an easy one, but… Soramaro
You make your way away from town and toward the volcano in the distance. The journey is long, and you are lucky that on your way there, it begins to rain, bringing you some much needed sustenance as the air turns drier and hotter the closer you get to your destination.
Unfortunately, the rain does not let up and is not content to simply nourish you. Before long, you find yourself facing strong winds and pouring rain, entirely canceling out the dry heat that might normally characterize this place. Wind and rain shortly give way to thunder and lightning.
By now, shivering, you have made your way to what one could call the base of the mountain. Almost as if it were a divine reward, the rain begins to let up. You manage to catch your breath as the rain turns to drizzle. However, there is one final clap of thunder, followed by a thunderous sound that might be better called a "roar."
Turning and looking up to the mountain, you see two great beasts emerge from behind the mountain. On one side, aThunder Dragonflies around menacingly. On the other, aThundercloud Elementaldrifts around surveying its domain.
THREE OPTIONS:
A) Take on the Thunder Dragon and follow that path up the mountain
B) Take on the Thundercloud Elemental and follow that path up the mountain
C) Run away
DESIGN RESTRICTIONS:
You cannot make auras or use the word target or abilities with target in their reminder text
Compelling Visage1UU
Instant
Return target creature you control to its owner's hand. Put a token of that creature into play that is an Illusion and sacrifice that creature at the beginning of the next end step. Grark's smile faded quickly as he lunged through his cornered opponent into the stone wall behind him.
My card's fine with either option A or B, so I'll go with B since 3 to the dome doesn't sound like fun.
Pestilent Atmosphere 3BG
Enchantment - R
Creatures with flying lose flying and get -X/-0, where X is their base toughness. Without the skies, you are but flesh writhing on bone.
Song of Spiders4GGG
Enchantment
Whenever a forest you control untaps, put a 1/2 spider creature token with reach and deathtouch onto the battlefield.
"SPIDERS! YOU GET A SPIDER! YOU GET SPIDER! EVERYBODY GETS SPIDERS! AHAHAHAHAHAHAAAAAAA!"
Private Mod Note
():
Rollback Post to RevisionRollBack
I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
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Instant
Each permanent and each player gains hexproof until
end of turn, then each player chooses new targets
for each spell and each ability he or she controls.
"Airborne diseases are tricky; ætherborne diseases
are even more tricky. We learned to handle either."
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Instant (R)
Target creature gains indestructible until end of turn. If it becomes the target of a spell this turn, Retaliation Barrier deals damage equal to that spell's converted mana cost to its controller.
"Right back at you."
instant
Exile up to one target spell from the stack.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Instant
When target creature you control dies this turn, put two tokens that are copies of it onto the battlefield.
"If at first you don't succeed, die again."
alex123321123321: Well this is a fun wrath effect. I feel like it's costed about right in the world of "wrath all but one" effects, but I just worry that the fact its an Instant miiiight push it over an edge, even though obviously it needs to be. I'd be more comfortable if it cost 1 more. Definitely works for the challenge in terms of flavor, though.
SecretInfiltrator: Well this is an interesting redirection+ effect. I like the possibilities for it as a card, and the cost seems about right given that the choice of new targets is still the controller's to make. Flavorwise here for the challenge, there's certainly nothing wrong about it, although it doesn't quite jump out at me as a "perfect fit" either.
GG Crono: I think the timing of this is off. By the time you're casting this, the target is presumably already the target of the spell, so its too late for it to "become" the target. That fudges with the flavor link as well.
schweinefett: "Exile target spell." I guess that's a fine cost for that sort of thing. It's very simple, and I think that hurts it on the flavor score. It's just not… exciting. Not that a winning card has to be super complex, I just think it needed more flavor in general on the card.
lustlain: Well this isn't what I expected. I guess the cost here is fine, it might be high though. I feel like you can get one token copy of a creature for three mana, and this is basically just that, since you have to lose the creature for it to work. Also, switching to flavor and being a philosophy major, even if two tokens appear that are "copies of" you, you the original conscious protagonist of the story are dead. So… that's not good.
Winner: This one was tough but I ultimately feel best about SecretInfiltrator.
You utter a quick counter-incantation creating sphere impenetrable by spells around each of you. The dark mage's spell bounces around his sphere as he continues to try to dodge it, before it eventually strikes him. However, he doesn't seem to be killed by it like you were hoping. As you process him still being alive, he casts a new spell and in an instant, he is gone.
You take the opportunity to take a closer look at the place. He was clearly into some dark and forbidden stuff given the ingredients he was working with and the strange claw-marks that seem to run across any wooden surface in the lair, and even some stone. Fortunately, you don't detect anything capable of making those marks lingering here anymore.
CHOICE: Design a card to either
a) Look for clues where the dark mage may have gone, or
b) Escape the sewers/city and make your way into the wilderness, ignoring this for now
DESIGN RESTRICTIONS
Regardless of your choice, your card must have a CMC of 5+
Creature - Shade (R)
Flying
As Sleuthshade enters the battlefield, name a card. Target opponent reveals his or her hand. If the named card is among them, he or she must cast it next turn if able.
At the beginning of your end step, if Sleuthshade didn't attack this turn, target opponent puts the top X cards of his or her library into their graveyard, where X is Sleuthshade's power. If the named card was among them, he or she must cast it if able.
4/4
Terra Form 5GGG
Enchantment {M}
You don't lose the game for having 0 or less life.
If you control no lands, you lose the game.
Whenever you take damage, if you have 0 or less life, sacrifice a land.
Lands you control are 2/2 creatures that are still lands.
Some mages live on the land they defend. Others become it.
Rapid Assimilation X3UU
Sorcery
Delve
Scry X, then draw three cards.
"Open ritual books, relevant, faint scent of brimstone, relevant, sound of water running north, relevant, proximity to ley lines, relevant, which means..."
Sigil of Seeking 3UU
Sorcery (R)
Search your library for four cards with different names and reveal them. Shuffle your library, then randomly put one of the revealed cards into your hand, one on top of your library and one on the bottom of your library. Exile the last one.
"You won't always find what you're looking for, but you'll usually find what you need."
Sorcery
Reveal the top five cards of your library. Put any number of lands from among them onto the battlefield tapped and the rest at the bottom of your library in any order.
"All those dark alleys, canals and sewers make me sick. I need some fresh air!" - Gravaan the Wanderer
Gleeful Ransacker 3RR
Creature - Goblin (U)
Haste
Whenever Gleeful Ransacker deals combat damage to an opponent destroy target artifact that player controls. If an artifact is destroyed this way draw a card.
Sglog didn't always find something, but he always got to smash something.
2/2
Signature by DarkNightCavalier at Heroes of the Plane Studios
alex123321123321: I think this card does one too many things. Specifically the last thing. You don't need to animate the creatures. First, it makes it much easier to lose from playing this card. Second, the flavor is YOU becoming the land, which is muddled when the lands then go on to become other things. Without the last ability, I'd like this card a lot, and it could be cheaper.
Angry Bob: Boo not picking one option, but this is freeform-ish, so wharves. Anyway, the card: I feel like this is pretty powerful. This is a rare, I assume? I don't think the name really feels like it fits the mechanics of the card. "Rapid" on a sorcery is a little odd. Also I'm just not sure I get whats going on between delve and the main mech and the flavor text, but balance-wise it's probably about right.
GG Crono: This feels too good in formats where you have combos that can be fulfilled with a few different card options. That said, it costs enough more than gifts ungiven that it might be fine, and the randomness is good. Although I do wonder and its not clear in the wording: Do YOU know which of the two library cards went in which spot? I think its more balanced if the card in your hand is the only one where you know where it is.
soramaro: What rarity is this, because I'm trying to decide what would be appropriate and I can't. I mean, in a crazy-luck situation, this ramps you by a full five, and while it doesn't have the often-advantage of mulch where it fills your graveyard, it's pretty strong. Good flavor for the challenge though.
NVRBLND: My concern about this card is its p/t compared to its cost. I get that with haste, you might be able to get through with it once as a surprise and swing things in your favor assuming there's a potent artifact to destroy, but after that, its pretty easy to shut this guy down. I think I'd like him better without haste and as an aggressive 3-drop.
Winner: soramaro
Option B:
You make your way through the lair and continue through the sewers until you see the light at the end of the tunnel. You emerge, a little gross for wear, into a muck-stained pond. Looking behind you, you see the large walled city you left behind. Looking forward, you see an open grassland and several distant features you could set your sights on.
THREE OPTIONS!
a) Go back into the city, but in disguise so you don't get rearrested.
b) Go to a distant mountain that looks likely to be volcanic
c) Head into the nearby dark forest
RESTRICTION NO MATTER WHAT:
Must be an Aura or Equipment with 4+ colored mana symbols on the card, including in the mana cost.
Pyroconvergence RR
Enchantment - Aura(U)
Enchant Land
Enchanted Land has "1R, T, Discard a card: Add RRRRR to your mana pool."
"We're going to need mana. Lots of mana."
Etherealise 1UUB
Enchantment - aura
enchant creature
enchanted creature gains shadow.
UB: Enchanted creature phases out.
"you can hide, but you cannot run! Where'd he hide off to now?
-unknown assassin
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Ectoslight UU
Enchantment - Aura (R)
Enchant Creature
Enchanted creature loses all subtypes and gains shroud.
UU, Sacrifice Ectoslight: Draw a card.
Cuffs aren't for the formless.
Stolen Staticloak UR
Artifact - Equipment {U}
Equipped creature has +2/-1 and unblockable.
When equipped creature becomes the target of a spell or ability, flip a coin. If you win, you may choose a new target for that spell or ability.
Equip UB
When the latest Izzet experiment yielded the ultimate espionage device, the Dimir saw fit to borrow it for their own uses.
I imagined this as an uncommon. Of course it can give you five lands, but it also can net you only one ... or zero, even. The average number of lands you get from it is most likely two or three - which is perfectly OK for a CMC5 sorcery. I guess in a certain environment, it could be a rare. It doesn't really feel like one, however.
Anyway, moving on. Option B:
Artifact - Equipment [Rare]
Equipped creature gets +1/+1 and has mountainwalk and protection from red.
RRRR: Return target creature that was equipped with ~ this turn from your graveyard to the battlefield. Attach ~ to it.
Equip 2
"Caution is the prime principle. If you fall anyway, there's nothing much you can do. Good reflexes certainly help." - Arvin the Hermit
Option A
Goldglimmer Cloak UU
Enchantment - Aura
Enchant Creature
When ~ enters the battlefield, choose a creature type.
~ has protection from the chosen creature type.
UU: Change the creature type chosen for ~.
Cover of the Dark Forest BG
Enchantment - Aura (U)
Enchant creature
Enchanted creature has hexproof.
1B, Sacrifice Cover of the Dark Forest: Enchanted creature gains deathtouch until end of turn.
1G, Sacrifice Cover of the Dark Forest: Enchanted creature gets +3/+3 until end of turn.
Darkwood Armor BG
Enchantment - Aura (U)
Enchant creature
If enchanted creature would be destroyed, sacrifice Darkwood Armor and regenerate it instead.
BG: Exile target land from a graveyard, put a +1/+1 counter on enchanted creature.
Signature by DarkNightCavalier at Heroes of the Plane Studios
Veil of Many Forms 1(G/U)(G/U)
Enchantment - Aura (R)
1G: Equipped creature becomes a Beast with base power and toughness 4/4 and trample until end of turn.
1U: Equipped creature becomes a Bird with base power and toughness 3/3 and flying until end of turn.
3GU: Equipped creature becomes a Mutant with base power and toughness 6/6 and flying and trample until end of turn.
schweinefett: Oof. Phasing. I feel like repeatable instant-phasing is a pretty strong ability. of course this aura is pretty mana intensive for an effect that we can get for one blue mana these days, more or less. It might ultimately be overcosted. Flavorwise, it's fine, though it seems more like a "staying unseen" than a "disguise" and I wonder how you'd be able to interact with anyone in town.
Lustlain: This feels too narrow to be rare. Losing creature types isn't a loss in most situations, and shroud really isn't THAT good in a world of hexproof. Plus the card draw is almost an afterthought. It's an interesting card, but if it weren't for complexity, would probably be common. Flavorwise, it's a bit convoluted, but I think I get it.
DeadSpectra: I think this has more downsides than it needs to. Requiring three colors instead of two seems unnecessary, and lowering toughness seems unnecessary. I think you could just add a 1 to the equip cost but make it Izzet colors, and make it +2/+0 instead and then you have something more general sought-after. Flavorwise, I do like that this is a much more literal disguise, and that it "deflects" prying eyes.
soramaro: I look at this card and I have one main thought: It's phoenix-based, right? That activated ability is super cool and feels like a phoenix ability, but nothing about the flavor of the card makes it a phoenix thing. I like the card a lot as a design, I think it's pretty well balanced and has a cool effect, I just personally would make different flavor choices about it. It definitely has great go-to-the-mountain flavor, though.
Xioslkon: This makes me wonder a lot of things. First, is this a blue effect? I think it could be, but it also feels white. Second, it could use a rarity. Third, regardless of rarity, is this overcosted or undercosted or just right? If you want to use it to get through on attack, there are much cheaper ways. If you want to use it on defense then a) again it feels like it should be white, and b) It's probably about right on power level, assuming your opponent isn't tribal? That said, I feel like you could make this card as a rare and have it be card type instead of creature type and not even have to change a cost, which makes me suspect it's underpowered. Fine on flavor, though. It's a cool cloak.
Ogonomany: I like the idea here. My one reservation is that I honestly think the Aura could do more than just hexproof before you sac it, considering the sac effects dont have the element of surprise and are costlier than they might be on an instant, anyway. Maybe a +1/+1 counter when it enters the battlefield or something? Not sure, but I think it could have been pushed a bit further. As for flavor, it's more of an already-in-the-woods card than a go-to-the-woods card, but that's not a big deal.
NVRBLND: I realize this ability is a bit different from Totem Armor, but it feels like you could have just used Totem Armor. Overall, this card feels just a bit underwhelming. It's a one-time free regen shield with the power to pump up a dude probably a decent amount, but at a semi-significant cost in terms of mana and needing resources in the right place. I like it, I just don't love it on a balance level. Flavor fit is strong though, so that's good.
GG Crono: This is pretty cool, I have to say. My one wish about it is that is protected itself or the creature it's attached to more. You have to pay at least 5 mana to "use" it even once, and all that gets you is base power 4 at most. I think some hexproof would not be out of place on this card somewhere, as power-level wise, I think it's actually not incredibly strong. It's very cool, though. Flavorwise, I do worry that, while it affords toy many disguises, those disguises don't lend themselves to interacting with the world in a not-being-hunted way.
Winner: Not an easy one, but… Soramaro
You make your way away from town and toward the volcano in the distance. The journey is long, and you are lucky that on your way there, it begins to rain, bringing you some much needed sustenance as the air turns drier and hotter the closer you get to your destination.
Unfortunately, the rain does not let up and is not content to simply nourish you. Before long, you find yourself facing strong winds and pouring rain, entirely canceling out the dry heat that might normally characterize this place. Wind and rain shortly give way to thunder and lightning.
By now, shivering, you have made your way to what one could call the base of the mountain. Almost as if it were a divine reward, the rain begins to let up. You manage to catch your breath as the rain turns to drizzle. However, there is one final clap of thunder, followed by a thunderous sound that might be better called a "roar."
Turning and looking up to the mountain, you see two great beasts emerge from behind the mountain. On one side, a Thunder Dragon flies around menacingly. On the other, a Thundercloud Elemental drifts around surveying its domain.
THREE OPTIONS:
A) Take on the Thunder Dragon and follow that path up the mountain
B) Take on the Thundercloud Elemental and follow that path up the mountain
C) Run away
DESIGN RESTRICTIONS:
You cannot make auras or use the word target or abilities with target in their reminder text
Compelling Visage 1UU
Instant
Return target creature you control to its owner's hand. Put a token of that creature into play that is an Illusion and sacrifice that creature at the beginning of the next end step.
Grark's smile faded quickly as he lunged through his cornered opponent into the stone wall behind him.
Signature by DarkNightCavalier at Heroes of the Plane Studios
Pestilent Atmosphere 3BG
Enchantment - R
Creatures with flying lose flying and get -X/-0, where X is their base toughness.
Without the skies, you are but flesh writhing on bone.
Song of Spiders 4GGG
Enchantment
Whenever a forest you control untaps, put a 1/2 spider creature token with reach and deathtouch onto the battlefield.
"SPIDERS! YOU GET A SPIDER! YOU GET SPIDER! EVERYBODY GETS SPIDERS! AHAHAHAHAHAHAAAAAAA!"