Hold HostageW
Instant (U)
Exile target creature until you're dealt combat damage.
people are saying this has memory issues, which i'm not surprised to hear, but i was hoping folks would to come to the same conclusion i did, which is that the exiled card can be used as a reminder and can be held on your side of the board in view
Shackles of Lies1UU
Enchantment - Aura (Rare)
Enchant creature
You control enchanted creature.
Whenever Shackles of Lies or enchanted creature becomes the target of a spell or an ability, sacrifice Shackles of Lies.
Hypnotic Trance2UU
Enchantment - Aura (U)
Enchant creature
You control enchanted creature.
When enchanted creature becomes the target of a spell or ability, sacrifice Hypnotic Trance.
i'll often see other folks post designs in the DCC that i've done before, sure we all do, but this is the first time it's happened twice on the same day!
Flameblast Phoenix1R
Creature — Phoenix (U)
Flying, haste
At the beginning of the end step, sacrifice Flameblast Phoenix.
Whenever you attack with three or more creatures, return Flameblast Phoenix from your graveyard to the battlefield tapped and attacking.
2/2
Siege Phoenix1RR
Creature - Phoenix (R)
Flying, haste
Whenever you attack with a red creature and two or more other creatures, return Siege Phoenix from your graveyard to the battlefield under your control tapped and attacking.
2/2
also considered having it sacrifice itself each turn
Higher GroundR
Enchantment (Rare)
When Higher Ground enters the battlefield, draw a card.
Whenever a creature you control fights another creature you don’t control, it deals the damage before the second creature. (This ability triggers before the fight.)
i really like this idea, dunno if it works within the rules tho. fighting still happens within the timespace of the ability resolving. not sure what the rule is, maybe something about state based thingies and when those are checked or whatever.
Bitter Old Man2B
Creature — Human Wizard (U)
Bitter Old Man can't be blocked except by artifact creatures and/or black creatures.
At the end of each phase, each player loses life equal to the amount mana in his or her mana pool. "Back in my day, fool-hardy, young mages that expended more power than necessary would be punished for their wastefulness!"
2/2
it probably works? the way i've been wording this is like, "as unused mana empties from a player's mana pool, that player loses that much life." partly using Kruphix, God of Horizons as a template guide.
i have this ability on a creature called Sly Devil, referencing Sligh decks. it's paired with another ability that pings each player on their end step for each untapped land under their control. that way the mana burn part will be much more relevant and it punishes players who can't use all their mana sources each turn.
people are saying this has memory issues, which i'm not surprised to hear, but i was hoping folks would to come to the same conclusion i did, which is that the exiled card can be used as a reminder and can be held on your side of the board in view
yeah, this race is pretty tight. tight like the 80s, 'cause it's Highlander up in here!
also i've definitely unintentionally submitted a rerun to the contest more than twice
i'll often see other folks post designs in the DCC that i've done before, sure we all do, but this is the first time it's happened twice on the same day!
also considered having it sacrifice itself each turn
i really like this idea, dunno if it works within the rules tho. fighting still happens within the timespace of the ability resolving. not sure what the rule is, maybe something about state based thingies and when those are checked or whatever.
Ride Down
*shakes fists at the heavens*
good game.
@flatline- omg this is so close
it probably works? the way i've been wording this is like, "as unused mana empties from a player's mana pool, that player loses that much life." partly using Kruphix, God of Horizons as a template guide.
i have this ability on a creature called Sly Devil, referencing Sligh decks. it's paired with another ability that pings each player on their end step for each untapped land under their control. that way the mana burn part will be much more relevant and it punishes players who can't use all their mana sources each turn.