For those who never posted their last cards, I judged more or less as if the cards were done, but the general consensus is of course that the card didn't feel quite finished for a legendary creature (with the exception of Moppe + Broom which is already as complicated as they need to be). All of your cards feel fine nonlegendary, so the penalty of missing the deadline (by a lot at this point) is losing legendary status. All of your characters lived out their stories, but their names were lost and never glorified. Nobody ever even knew Moppe had a name, and Smiles was probably dubbed "Smiles" by the necromancer. Siddiq was never famous, and never sought glory.
I wish you'd gotten to come up with your own endings, but I don't blame anybody for not posting earlier. Life gets in the way, and this is just a silly online game. I enjoyed the whole process. I might host another iteration with slightly different rules in the future. Probably on Nexus, because this place seems to be a ghost town now (at least the custom cards forum, the cube forum is still great here). If anyone is curious, I found cardsrealm.com to be the best place to easily get card illustrations without downloading or uploading anything.
Siddiq, Child of Asha1WW
Creature - Human Knight
Vigilance
2/2
------------>
Siddiq, Child of Asha1WW
Creature - Human Knight
Vigilance, Renown 1
Heroic: Gain 3 life or Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
2/2
----------------->
Siddiq, Child of Asha1WW
Creature - Human Knight
Flying, First Strike, Vigilance
Heroic: Prevent the next 1 damage that would be dealt to up to 3 target creatures this turn. Draw a card.
2/2
---------------------------------
Final form missing
-----------------------------------
Well, the card is unfinished, and you can feel that. Nevertheless, it's a strong keyword soup card. The obvious comparison is Aerial Responder, and by comparison, this is better if you are actually triggering Heroic, and significantly worse otherwise. I don't know what you would have done at the end, but only a small tweak could have really made it feel legendary. Something like "Sacrifice an aura: Draw a card" could make this a really interesting commander for mono-white (though there's no obvious flavor reason for that). As is, this feels a lot like Danitha Capashen, Paragon. Like Danitha, she fits as an uncommon legend, and will be decent anywhere she isn't directly outclassed by Aerial Responder. She'll mostly just be good in draft.
Siddiq has had a harder time than some of the other characters. Unfortunately for her, that was only the beginning of her troubles. As a guide, Siddiq was shot, stabbed, beaten, bitten, trampled, poisoned, mauled, and robbed several times over the course of her career. Many times she managed defeat her assailants. Other times, she was left for dead, and saved only by the favor of the angels. She got a reputation as a sturdy guide, but Siddiq was always humble, and never craved any glory. She gained the respect of many pilgrims and travelers who owed her their lives, but she never won the glory or fame of a sigiled knight of Bant.
Siddiq lived to the ripe old age of 41. She was to convey a famous poet through the saltwater bayous far southeast of Topan, and she blocked a bite from a Saltwater Yath with her body. She saved the poet, but she knew there was no cure. Nevertheless, she managed by the will of the Amesha to stay alive and keep him safe until they reached his tiny village, where she died in the village gate. The poet had never asked her name, but did eventually write the Ballad of Asha's guide. It was entirely fictitious, and it was not one of his popular works.
However, Siddiq isn't without a legacy. She lived a full life, and was even married once, though not for as long as a decade. Her husband disappeared while she was on a long pilgrimage, and was presumed dead. She was left with a son. A quiet, self-reliant fellow with almost no sense of humor. He was six when his father disappeared and thirteen when his mother never returned. Nevertheless, he was stoic, and had learned many survival skills from his mother. He followed in her footsteps as one of Bant's more intrepid hinterland guides.
Hassan, Child of Asha1GW
Legenday Creature- Human Knight Scout (R)
When Hassan becomes the target of an aura spell, draw a card and gain 1 life. (G/W): Hassan gains your choice of Flying, First Strike, Vigilance, or Trample until end of turn. Prevent the next 1 damage that would be dealt to Hassan this turn.
2/2
[note]: You may not have seen Siddiq as a lifelong Bant Wilderness Guide, but that's certainly what this story turned out to be about. I hope you're not too bothered by the creative liberties I took with your character. I think it's an interesting other side to Bant than what we've seen on cards, which is mostly ritual combat for glory and sigils. I haven't read any of the books, so I only know what's on the cards, but it makes a lot of sense that there's a lot of wild space out there.
Moppe, Enthusiastic Custodian1RW
Legendary Artifact Creature - Gnome
Protection from rats, spiders, and insects "You forget to close one little teleportal and off it goes, sweeping right into the painforges of the archzebrademons. I wonder how far it got?"
--Luka Pnyx, Laboratory Assistant
0/1
---------------------> Moppe, Enthusiastic Custodian1RW
Legendary Artifact Creature - Gnome
First strike, haste, protection from Rats, from Spiders, and from Insects (Melds with Demonbristle Broom) "I forgot to close one little teleportal and off it went, sweeping right into the painforges of the archzebrademons. I wonder, how long could it have survived in there?"
--Luka Pnyx, Laboratory Assistant
0/1
+
Demonbristle Broom1R
Artifact - Equipment
Equipped creature gets +3/+0 and has "R: this creature gets +1/+0 until end of turn."
Equip: 2 RW: If you both own and control Demonbristle Broom, and it is equipping a creature you both own and control named Moppe, Enthusiastic Custodian, exile them, then meld them into It That Pans the Dust. Restrictions breed creativity. Of course, having plentiful magical materials to hand and access to hellfire-fueled forges doesn't hurt.
=
It That Pans the Dust Color Indicator: Red and White
Legendary Artifact Creature - Gnome
Double strike, haste, protection from Rats, from Spiders, from Insects, and from Demons (R/W): It That Pans the Dust gets +1/+0 until end of turn.
When It That Pans the Dust enters the battlefield it deals damage equal to its power to each creature you don't control. Moppe turned toward its demonic captors with a righteous fury it had never before known. At long last it had completed its weapon and cleared the dungeons of vermin: now it was going to take out the trash.
3/1
----------------------
Missing phase 3 and 4
----------------------
I was sorry to see you not return, but sometimes real life gets in the way. As is, this feels like a finished enough pair of cards. My main issue is that this is a broom, and it's giving you a Greatsword's level of power. Then with It that Pans the Dust, the three damage is not too much mechanically, but it is too much in flavor. It that Pans the Dust seems like it should be It that Rains the Doom. Anger of the Gods is a bit much for a gnome with a broom.
Nevertheless, taken outside of the flavor, the designs do feel about right. Demonbristle Broom is a powerful colored equipment, and it justifies playing weird little Moppe by melding into a thing you are rewarded for melding into. The broom would be a pretty high pick in draft, but it's not overly good for an uncommon. Moppe will be a jank rare, but obviously there will be an equipment theme in the set they're from, so it fits as an archetype card. Also the fact that the rare is the lower pick in draft increases the odds that it will be available later in the pack to the person who took the broom early for value. My only issue is that the flavor doesn't match the effects. It's kinda like how Thieving Amalgam is a 6/7 even though it looks more like a 3/3. It's not wrong wrong, but it's a little wrong.
To complete Moppe's story:
Moppe really believed that it could defeat Zeikai, the Archzebrademon. The modified Moppe struck when Zeikai was drunkest, and certainly surprised the demon. However, Zeikai was too drunk on bloodwhiskey to really understand the situation. He struck out at whatever was attacking him and obliterated poor Moppe and the broom.
Ultimate Disregard2WB
Instant (R)
Attacking creatures lose all abilities. Destroy those creatures and all equipment attached to them. "Yaigh?!" -Zeikai
With one disintegration sneeze, Zeikai unmade half of the room, and more than one Zebrademon. Bits of things were blown out for miles. That was the end of it. Or at least it should have been. But somehow, some small part of the tenacious gnome survived, blasted way out into the desert. It constructed some semblance of a body for itself out of rubble. Then it began to clean up.
Scrap Gnome0
Artifact Creature- Gnome (U) T: Exile target artifact or land card from a graveyard. "Would you look at that! I think it's trying to tidy the desert." Pygar the Scavenger
0/1
Smiles, The Skeleton2BB
Legendary Creature - Skeleton "It's perpetual smile could kill anything."
5/2
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Smiles, Sturdy Skeleton2BB
Legendary Creature - Skeleton 3: Tap Smiles, Sturdy Skeleton. It gains indestructible until end of turn. "Undaunted by threats, it could wait out obstacles for eternity."
5/2
-------------->
Smiles, Spiny Skeleton2BB
Legendary Creature - Skeleton
Wither 3: Tap Smiles, it gains indestructible until end of turn. It is said that the skeleton use to have a master. But its journey being so long that time was minuscule.
5/2
The design for Spiny Skeleton feels like a powerful uncommon, but there's certainly no reason for it to be legendary. Phase 4 would have really made or broken this card. I can't really imagine exactly what it would have been.
Story wise, Smiles never really had an arc. All Smiles wanted to do was to go. In fact, Smiles didn't even really care about that. After all... it's a skeleton. Eventually of course, Smiles will crumble away to nothing.
Ancient Skeleton2BB
Creature- Skeleton (U)
Indestructible, Wither
Vanishing 4 "I swear it's smiling. I know skeletons always smile, but this one's smiling!"
6/1
Here are my evaluations of the finished cards. I'll post evaluations of the ones that missed finished versions tomorrow. (That gives stragglers another chance to post!) My evaluations will be based on the most recently posted version of the card.
Everyone who has made it to the end will definitely be immortalized in the legendary hall. None of the cards are overpowered. Several are low on the power spectrum, but I think they all manage to justify their existence.
Naki1RG
Creature-Elf Monk
First Strike
2/1
--------------->
Naki, Life of the Party1RG
First Strike RG: Target creature gets +1/+0 until end of turn. "C'mon, friend! One drink can't hurt!"
2/1
------------------>
Naki, Wild Fist1RG
Creature-Elf Monk
First Strike R:Naki gets +1/+0 until end of turn. G:Naki gets +0/+1 until end of turn
2/1
------------------------>
Naki, The Performance Fighter1GR
Creature- Elf Monk Rouge
First Strike RR: Target creature gains +2/+0 and gains haste until end of turn. RG: Target creature gets +1/+1 and gains trample until end of turn. GG: Target creature gains +0/+2 and gains hexproof until end of turn.
2/1
I really enjoy the logical progression here. It seems like a simple evolution, but the cards all work really differently. Life of the Party is a less efficient Ghitu War Cry on legs. Wild Fist has a classic Viashivan Dragon build. Performance fighter is more reminiscent of Order of the Ebon Hand, or maybe Torchling. All the cards are reasonable for their mana cost. Even level 0 Naki is decent common chaff (though it wouldn't be legendary).
Design-wise, I think the main issue is that the final card doesn't quite feel legendary. He has loads of abilities, but they are basically combat focused, and none of them say "build around this". It actually feels like it would be part of a rare cycle in Invasion block if you replace hexproof with shroud text.
It's the kind of rare that is strong in draft, and strong on the kitchen table, but played nowhere else because it's just too fair. There's nothing wrong with that kind of card.
I've enjoyed Naki's personality, and I think I had more fun with his rival than anyone else's. I also think it was a strong character moment when he killed Kero. He could have just beaten and humiliated him, but Naki didn't hesitate to run him through in the square. I didn't expect him to end up being a full-time D&D type adventurer. I would have seen him becoming a wealthy merchant, or remaining a lone wanderer, or becoming a jovial hermit. But I suppose it's nice to see him no longer alone.
Naki still feels the poison when it's going to rain, but he's used to it. Really, this is just the beginning of his adventures. He and his crew have some good years in them before they eventually die or retire.
Ritsuko, Storm Watcher3UR
Legendary creature - Moonfolk Wizard
Flying 2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
---------------------->
Ritsuko, Storm Caller3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to any target. 2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
------------------------------>
Ritsuko, Storm Caller3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to each opponent who has less cards in their hand than you. 2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
It's odd that the final iteration is decidedly weaker than the previous one, at least in two player. Maybe it's better in multiplayer, but I'm not completely convinced. I looked it up, and only combat damage counts for commander damage. She really just needs a little push to be good, and I want her to be a little more powerful. But I do see what you did with the flavor there: the change mechanically represents Ritsuko's growing hubris. I like that, and I like where you took there character, but I want the card to be more playable. 3RU for a 3/3 are just not great stats, and bounce ability doesn't quite make up for that. Is it too much to give the ETB ability a cantrip? I think that would make it a viable commander.
BUT If this is an uncommon legend rather than a rare, that changes things. A repeatable bounce engine at uncommon is well worth it, and 3/3 flying for 5 is not a terrible rate. This is about the typical power level for an uncommon legend: it does something powerful and worthwhile as a build-around, but it's costed very conservatively.
I was glad to see somebody take their character to a place of defeat and tragedy. Ritsuko could have been a great sage of the moonfolk, but instead, she stood against them and squandered everything she had earned. Indeed, her name was lost to time, but in Kamigawa's equivalent of Kabuki theater, there is a classic play heavily dramatizing the story of the East Wind Sage. In the play, the East Wind Sage is the most skilled and most learned of the sages. She then falls in love with a mysterious, brilliant scholar (who of course turns out to be a dragon in disguise). The dragon betrays her to learn her family secrets, and she seeks vengeance. She kills the dragon, but to gain the power to do so, she betrays her family and her honor. The fifth act is a bit of a jumble, but in the end she realizes that she has betrayed all she believed in, and she kills herself in shame. It's a popular play.
Fall of the East Wind1RU
Enchantment- Saga (U)
1: Return a land you control to its owner's hand. Return target nonland permanent to its owner's hand.
2: Target creature gains flying until end of turn. At the beginning of the next end step, Fall of the East Wind deals 4 damage to each creature with flying.
3: Return any number of lands you control to their owner's hands. For each land returned in in this way, return target nonland permanent to its owner's hand.
Basander, Forlorn Pilgrim2WB
Legendary Creature - Kor Cleric
Lifelink He left the enclave as much to find himself, as he did to lose the others.
3/3
---------------->
Basander, Stoic Pilgrim2WB
Legendary Creature - Kor Cleric
Lifelink 2W: Basander, Stoic Pilgrim gains indestructible, has base power and toughness 0/2, and is an artifact in addition to their other types until end of turn. The stoneform spell is not the most impressive feat of lithomancy, but it is far more useful than it appears. While uncomfortable it allows practitioners to weather miserable travel conditions and even rest in plain sight without fear of bandits or beasts.
3/3
The card never got finished, but I do like where it was going. Bassander's name is lost and gone. His card is not legendary. It is simply Stoic Pilgrim, and it is a solid uncommon. Here is his final iteration:
Stones of Nessos
Legendary Land (R) T: Add C. 5: Stones of Nessos is no longer a land and becomes a 3/3 Kor Cleric creature with lifelink and "2: Stones of Nessos is no longer a creature and becomes a land." "I hurd some o' dese rocks is really lithomandies. Ain't true though." -Volrog, Goblin Guide
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch No one can sate him, and no one should want to.
1/6
------------------------->
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life. No one can sate him, and no one should want to.
1/6
---------------------------------->
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life. BRG, T, Sacrifice another creature: Caumotch deals X damage to any target and you add X mana in any combination of colors, where X is the sacrificed creature's toughness. No one can sate him, and no one should want to.
1/6
+
Foreboding Flight3B
Enchantment - Aura
Enchant creature
Enchanted creature has flying. B: Enchanted creature gains indestructible until end of turn. Tap it unless it's named Caumotch, the Murder-Mouth. B, Pay 2 life: Put a +1/+1 counter on enchanted creature. If it's named Caumotch, the Murder-Mouth, put two +1/+1 counters on it instead. Leathern fluttering hearkens to the next stage of terror.
The final ability really ties it all together. It works with the deathtouch, it works with the exiling bit, and it just makes sense that Caumotch eats your stuff too. My main complaint is that Forboding Flight feels a little random now that the card is finished. When it was first posted, it really looked like it rounded the card out well, but now that Caumotch is a fully realized card, it just seems like win-more to put this on Caumotch. You might actually rather put it on another creature, pump it full of +1/+1 counters, and sacrifice it for lethal to Caumotch's ability. In the end, I think that Foreboding Flight would be in the same set as Caumotch, and would feature him in the art, but would lose the Caumotch matters text. Both cards are fine without it. Regardless of that, I think that this final card is very well put together, and the design seems quite intentional. This absolutely feels right for a rare legendary creature.
I was a little disappointed in your resolution for Caumotch storywise. He certainly wasn't going to stop eating, but I figured something would eventually stop him. There is nothing subtle about Caumotch, and he's not without weaknesses that could be exploited by those he oppresses. It seems like his arc has to end with him eventually meeting his comeuppance. But if nothing else will do it, Enantae the angel will eventually return in an entirely new form:
Bonds of Retribution6W
Enchantment- Aura (U)
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Bonds of Retribution costs X less to cast, where X is the toughness of the creature it targets.
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk
3/2
------------>
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
----------------->
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
---------------------------->
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk (M)
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
As long as an opponent controls 4 or more tapped nonland permanents, Arabal has double strike.
3/2
Triple Fiend Binder (plus hitting artifacts) is quite an ability. Plus it can tap more if you pump it, which gives you something to build around. The double strike also really justifies the red mana, and in multiplayer EDH, it turns on pretty easily, allowing you to go for commander damage. Protection from black is actually further evasion. All told, this is probably the most powerful card of the final submissions. It earns its legendary status, and it earns mythic rarity. It's a rock solid design, and it's impressive that you managed not to overpower the card after adding that powerful tap ability so early. It's not a card I'm particularly drawn to play, but that's not really a strike against it.
The only thing that bothers me is that Arabal still isn't powerful enough to defeat Vixyath, Spirit of the Woods, even with his double strike active unless he also had a Bonesplitter or something. But perhaps Arabal has grown as a person, and learned not to be so vain as to assume he should be able to vanquish any foe. As Arabal ages, he'll come to realize that he's done much more good in sculpting young minds than in all the glorious victories of his youth.
Zemoo, Irresponsible Inventor2UR
Legendary Creature - Human Artificer
2/4
------------->
Zemoo, Irresponsible Inventor2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
2/4
-------------------->
Zemoo, Indentured Pumble2UR
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
----------------------------------->
Zemoo, Pumble Freedman2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
This is such a weird weird card. It's certainly a more interesting artifact-matters commander than Jhoira, Weatherlight Captain. But... it's so weird. You want to steal their artifact abilities when you attack, and have artifacts that you can double the effects of-- but you have to block to get that, which requires the enemy's assistance unless you are forcing attacks. It also requires the benefits to be useful at instant speed. Getting Fool's Lotuses is actually the most grockable ability. They make big mana, but Zemoo's got no evasion, and they don't stick around forever. It's a pretty cool commando ability, and the vanishing makes great mechanical sense as well as flavor sense. You're not made to be able to stack up five lotuses, but you can get double mana out of them if you block.
This card is so strange that it has to be legendary, and it has to be rare. It's really awkward how much it's trying to both attack and block without vigilance. In the end, I really doubt this card would get played a lot, but it would be a lot of fun when it worked. "Bands with cats" was hilarious.
I like Zemoo's character arc quite a bit actually. By the end, he's still exactly the same guy, but he's been forced to become more mature by the nature of his captivity. It feels like the right direction for Zemoo. But he's certainly still an irresponsible inventor. I also like that we never actually see the legendary Black Lotus. Maybe it wasn't out there at all.
Of course Zemoo's best frenemy was sent to kill him, but that was mostly just an inconvenience.
Joru, Vengeful GahlBWR
Legendary Creature- Cat Warrior T: Destroy target Human.
Joru gets +2/+2 and vigilance as long as he is equipped.
3/2
Time passes. For some of you, that might be many years. For others, it might just feel like years. Each of you is on a very different kind of journey from the others. For some, that journey is literal. For others, not really. This will be the last time you have a chance to change your cards, so consider the overall balance.
The challenge this phase is very simple: give yourself an ability (or modify an ability) to represent what your character has learned, earned, gained, or lost at the completion of their arc. That is all. It's a very open-ended challenge, and allows you to interpret your own character's story and personality arc as you will.
Whether you become a hermit, find a legendary item, kill yourself in shame, become a lord, gain enlightenment, or simply return home to begin a family, I can't presume for your characters. I want you to tell me how they end up, and show me with a final ability that wraps the design together. Be as brief or as wordy as you see fit. I don't want to restrict you too much because I want you to have control over the final design of your character.
Swithin, please feel free to post for phase 4 even though you missed phase 3. We all know that Moppe's arc revolves around defeating the Zebrademons anyway.
I'll begin phase 5 (final evaluation) on Saturday. Those who fail to post by then cede to me the right to end their arc as I see fit (and likely in tragedy). Thanks everyone for playing. I've really enjoyed it.
We're waiting on Moppe and Smiles. I don't want to move on without them, but I will if I don't get anything by say tuesday. That won't be the end for them though. Moppe will continue biding its time, and Smiles may fall under the thrall of the necromancer, but the skeleton will outlive the human.
Indighost (Bassander) messaged me that he wouldn't be able to participate further. Bassander spends the rest of his days in quiet contemplation in Nessos Shrine. In time, he stops thinking about the goblins being eradicated by a dragon. He becomes like the stone: quiet, resolute, and permanent. A hundred years later, another pilgrim will make her way to the Nessos Shrine, and stop to rest on an oddly shaped stone, like the many oddly shaped stones in the shrine. She will never know that the soul of a Bassander lies within, still in meditation.
Zemoo, Indentured Pumble 1UR
Creature - Human Artificer (R)
~ cannot be blocked by artifact creatures or equipped creatures.
Whenever ~ deals combat damage to an opponent, that player reveals the top card of their library. You may search your library for an artifact card with the same converted mana cost as the revealed card and put it into your hand, if you do, shuffle your library.
1/3
I'm afraid you've misunderstood the rules. Rather than creating a new card each round, the idea is to bring a single card to fruition over three rounds. You aren't allowed to change your card's mana cost, and you're supposed to keep any abilities you gained in previous rounds, although you can alter them to fit a new challenge.
You could definitely use the trigger off the previous Zemoo's second ability to trigger the tutor off this Zemoo's second ability, for example. However, you aren't supposed to use entirely to different abilities, and you definitely aren't supposed to change the mana cost. That's the main constraint.
Phase four is the last phase where you'll be changing your card, so it should be close to a finished design after this round, while still leaving a little room to develop.
For phase 3, I'll be taking a more customized approach. I think phase 4 may be more like phase 2 was. I wrote some of these yesterday and some today. The ones I wrote today tend to be quite a bit wordier than the ones I wrote yesterday. Don't feel bad if I didn't write as much for you as for others. It's not because I don't like your character, but more because this post is already nine pages in a word document.
Each of you has here an enemy to overcome. A few of you have a choice that would allow you not to face your enemy at all. Others have a foe that they MUST fight, with little hope of escape or diplomacy. Still others might be able to get out of a fight by tricking your enemy, fleeing, or otherwise avoiding what may be lethal combat. If you do fight your opponent, you don't necessarily have to be able to outright kill them (on the MTG battlefield) to overcome them. But don't allow them to outright kill you. I'm pretty open to interpretation on this round, and each of you has a very different challenge. Some of your opponents would be pretty difficult to beat. Others less so.
Naki travels where his feet take him. His destination is always forward, and he has no reason to look back. He was almost disappointed that the "haunted" forest seemed to be haunted by nothing but a bunch of bugs. In reality, the sentinel of these woods finds Naki amusing, and wishes him a silent good luck (though he certainly doesn't respond to Naki's greetings).
Without looking back, Naki trots along out of the wilderness, and into scraggly farmlands. Where there are farms there are farmers, and where there are farmers, there are markets, and that's the place to buy drink. He found the farmers, and stayed the night at the farmhouse (Naki didn't realize Orcish Farmers were so hospitable). Then it was off to the market. Every day is a delight when you delight in every day.
Naki has just bought a large bottle of some strong stuff called Gaknukt from a one-legged Dwarf when he hears somebody shout his name. He turns, and sees one of the orcs he's befriended pointing him out to someone else. It's an elf, but Naki doesn't know the man. Whoever it is, he doesn't look happy. "NAKI!!!" shouts the elf again, and he charges. The monk dodges out of the way of the first blow as the crowd form a bubble around the two.
"You bastard! I'll kill you, you bastard! I tracked you all this way, and now I'll kill you!" Naki is really confused now, and his adversary can see it. It only incenses him further. "You don't even know who I am do you?! DO YOU?!" Naki has no idea, but the brute doesn't give him time to respond. "There once was a man. An elvish monk like you. You were friends. FRIENDS! Now he's dead. Do you know who I am now?! NAAKII!!! You killed my brother!!!"
Ohhhhhhhh. Now it makes sense. He's Reko's brother. Naki didn't kill Reko. Not exactly. The were friends. Good friends. And it was sort of Naki's fault that Reko died. At the time, he had really blamed himself. But Naki had gotten through all that. Apparently Reko's brother, Kero hasn't, and he really doesn't look like he wants to listen to reason. Kero strikes again, this time with more precision. It's clear that this enemy intimately understands the techniques of Naki's order. He may be a brute, but he has clearly spent his life studying the art of combat.
Kero, Vengeful Monk1RR
Legendary Creature- Elf Monk Warrior
Haste, First Strike
When a creature blocks or becomes blocked by Kero, that creature loses First strike until end of turn. RRR: Kero gets +1/+0 until end of turn.
2/2
For all intents and purposes, you can assume that he can't pump himself more than once. Who has six red mana lying around?
Bassander turns southward along the river's bank as it lazily winds about the increasingly mountainous terrain. To the south lie the Clayfinger Mountains, and the sacred Nessos Shrine of the enclosed valley. Many clerics and lithomancers have made the pilgrimage such a holy site, and Bassander may as well travel there since he's made it this far. It's as good a place as any for solitude and reflection.
As he travels, Bassander is pestered by a pair of young leonin, who seem convinced that the stone-man's blood is magic, and that they can sell it. Bassander's stone form protects him from their attacks, but they continue to follow him for a distance. As the mountains begin to loom closer, the young catfolk back off, frightened of the dragons who roam those skies.
The mountains are said to be beautiful, and they do not disappoint. Walking by the river bank for a few days, Bassander is easily able to forage food for himself, and despite the fears of the leonin, he sees no dragons except for one or two very very far away. In the distance, he can see the ancient pillars of the Nessos Shrine. Dragons wouldn't dare disturb the birthplace of the Greater Stone Spirits. Just as Bassander turns his route away from the river and towards the shrine, he hears voices. Since he is in his stone form, all he has to do to hide is crouch down, and he will simply appear to be a strange stone-- hardly suspicious in these rocky lands.
The voices belong to five goblins, who have left their caves to fish in the river. At first it seems like they're just joking around and making fun of one another. One keeps making fart sounds, and the others keep laughing. But it soon becomes clear that these goblins are terrified. A nocturnal dragon that they call Shushu has raided their warrens three nights in a row. The goblins have been moving from cave to cave, but somehow the beast has found them night after night, and gorged herself on their kin. The five brothers have been lucky to survive, and they fear that if the dragon returns tonight, there will be nothing left of their clan in the morning. Despite this grave reality, the brothers continue their fishing, and continue finding fart sounds hilarious. Goblins have always had an admirable brazenness on the subject of death. After some time, they move upriver allowing Bassander to continue his pilgrimage.
Bassander knows that the wisdom of his elders would say that this is a natural event. A dragon eating goblins is no different than an aardvark eating ants. Nevertheless, there's something about these crass folk, (who are concerned only for their daily catch despite the nightly peril) that Bassander can't help but find endearing, and even almost noble. Bassander has a choice. He can go to the shrine as intended, where he will undoubtedly become further enlightened, or he can attempt to help the goblins against their vicious dragon.
If you choose to meditate on spiritual matters, you will gain some ability reflecting that. Otherwise, you'll have to face a dragon.
Nessos Shrine
Legendary Land T: Add C. T: Add CC. Activate this ability only if you control no other lands. You can't play other lands this turn. T: Add CC. Activate this ability only if you control nine or more lands.
(nothing to overcome, but endless enlightenment to achieve)
or
Shushu, Blind Hellkite3RB
Legendary Creature- Dragon Bat
Flying, Haste, Trample
When Shushu attacks, she deals 1 damage to each other creature.
When a creature dies, Shushu deals 1 damage to that creature's controller.
5/5
You can see why it would be a problem for 1/1 goblins. Shushu would have eaten them all if she weren't saving more for later. She's definitely not a mindless creature. If Bassander cares observe, he'll find that she hunts goblins by her acute hearing, but more by her acute sense of smell. She can sniff out a goblin warren like a bomb-dog.
Smiles would have laughed at the silly cat and her silly weapons if it were capable of laughing. She must have used every weapon in the book. Seriously: axes, swords, knives, nunchucks, brass knuckles, spears, and more-- she even threw a rock. Again and again she struck, and again and again, Smiles just put itself back together. It was entertaining while it lasted, and it was all witnessed by a flying leonin. Eventually she gave up. She cursed the skeleton, who had sorta grown fond of the well-armed, persistant fool.
Smiles made its way through the grasslands, paying little heed to the traps or the scouts. Why should the skeleton care? Eventually the grasslands begin to form pools of standing water. After many miles it becomes a muddy fen. No leonin live here, which is why it surprised Smiles to find one of them slowly approaching. Not a normal cat at all, but a zombie. It attacks Smiles, but its weapons have no more effect than previous catfolk. Smiles makes the thing stop bothering it.
There is a slow, but genuine applause from a shadowy figure, who steps fourth beaming. He seems quite excited. "That filthy fleabag was telling the truth! And look at you, you are magnificent! You simply must be mine."
Filo Veyrul, Collector of the Dead2BB
Legendary Creature- Human Wizard
Skeletons, Vampires, Zombies, and Spirits you control get +1/+1. T: Gain control of target Skeleton, Vampire, Zombie, or Spirit creature until Filo Veyrul leaves the battlefield. "Necromancer is an ugly term. I'm an art collector."
1/6
There is are two feet of standing water surrounding Smiles. If the skeleton dove in and hid (using evasion) it's likely the necromancer would never find it. But is running and hiding really something Smiles would think to do?
We all know who Moppe's enemy has to be:
Zeikai, Archzebrademon7BW
Legendary Creature- Demon
Flying, Vigilance, Trample
When Zeikai attacks or blocks, target player sacrifices a creature. If a player does, you gain life equal to the sacrificed creature's toughness, and put a +1/+1 counter on each demon creature you control.
Remove a +1/+1 counter from Zeikai: Zeikai gains indestructible until end of turn.
7/7
Moppe has an advantage being beneath the demons' notice. Seeing the utility of the little gnome, they grew to rely on Moppe for certain conveniences. Unfortunately, it won't be so easy to take on an archdemon in physical combat. However Moppe has learned that Zeikai is the oldest and strongest archzebrademon. Without him, the fires of the painforge will die out, and the Zebrademons will be left in turmoil.
Perhaps the correct approach is to attack the forge instead of the demons themselves. Zebrademons feed on the pain (and also the flesh) of their enemies. The painforge is a crucial part of the extraction process, and powering it is what allows the Archzebrademons control over the lesser Zebrademons. If this balance were disrupted, Moppe doesn't doubt the younger, and more arrogant Zebrademons rebel against their elders. The resulting conflict would surely bring the downfall of the Zebrademons.
Painforge of the Zebrademons4
Artifact
When a creature an opponent controls dies, that player loses 1 life and you gain 1 life. Then put a +1/+1 counter on each creature you control.
"Arrogant fool." Says a lurking figure. Arabal sensed his presence before. Indeed, he senses that this creature seems bonded to the very fabric of this forest. Its magic protects him. "You think your light can save you? Do you even know what it is? It is an abomination, and an affront to all we hold sacred. That it once again defiles the domain of my beloved--" The vampire trails off, distracted by his own hatred. A moment later, he falls upon the monk ferociously, seeking to tear him to pieces and water the trees of his love with Arabal's blood.
Fyernok, Watcher in the WoodsGBB
Legendary Creature- Vampire Shaman
Flying, Deathtouch, Lifelink, Hexproof
When Fyernok dies, you may put a card named "Vixyath, Spirit of the Woods" from your graveyard onto the battlefield.
2/3
Indeed, this is a powerful enemy. Perhaps a worthy foe. But he's not the true threat. That is all around you. If you go so far as to kill this vampire here, you will stir a more ancient and more dangerous adversary. Fortunately, she won't yet have the power to revive her love.
Vixyath, Spirit of the Woods5GB
Legendary Creature- Spirit Avatar
Hexproof T: Target creature gets -5/-5 until end of turn. 5GB: Return a card named "Fyernok, Watcher in the Woods" from your graveyard to the battlefield.
9/9
In the face of such dangers, perhaps the wisest course is to flee (likely using evasion). But then again, Arabal has never fled from anything.
As Zemoo struts irresponsibly through the leonin lands, he should be completely unsurprised to encounter leonins. Did he really think he was sneaky in those clothes? As he hums a diddy he learned from a one-legged dwarf, an arrow whirs past his ear.
A voice rings out from amidst a hedge. "That was a warning shot. Be still, or be dead." A striped leonin steps into the road with a magnificent black longbow drawn and pointed at Zemoo. Such a weapon was not made from the local twigs that pass for trees around here, and the man's garb suggests that he is no ordinary Blade of the Sixth Pride.
Joru of Tribe Hazau2W
Legendary Creature- Cat Warrior 2: Untap Joru. Activate this ability only if Joru is equippd. W,T: Tap target creature.
2/3
Equipped with:
Blackfen Longbow3
Articact- Equipment
Equip 2
Equipped creature has "T: This creature deals 2 damage to target attacking, blocking, or tapped creature."
As the warrior looks Zemoo over, his eyes rest on the remains of the blade-traps. Zemoo has already begun refashioning them to his liking. He speaks with some surprise. "You have an artificer's skill!"
The stranger will introduce himself as Joru, one of the Gahls of tribe Hazau (basically a prince who can't become king). He will demand a demonstration of Zemoo's artifice, and then he will demand that Zemoo accompany him.
You have two options: the first is to fight Joru, or attempt to escape him with some sort of trickery. The second option is to go with him and see what he wants. Zemoo can't help but be curious... but it's probably not good.
If you choose the first option, you don't need to read any further (but you can anyway). If you choose the second option, Joru will lead you into a dense hedge on a twisting path. Escape now would be impossible: this is his domain.
The path is confusing and not remotely straight, but after perhaps half an hour, a village appears, guarded by numerous hulking leonin, all of whom look at Zemoo with disgust, but at Joru with reverence.
Once beyond the village gates, the modest village seems to transform into a bustling city. Clearly the common folk aren't allowed to leave the city or there would be a lot more of them outside. Security is tight here, and escape seems all but impossible. Joru leads you to his mother, the queen. It's no auspicious palace though, just an open forum on the square with statues of great catfolk all around. The Queen is sitting on a step, and lazily stroking a pterodon as she listens to a philosopher speak. Wearing impressive weapons is clearly a status symbol among these folk, and she wears a weapon more magnificent than any Zemoo has ever seen.
When the queen (or Dahl in their custom) sees Zemoo, her eyes flicker with rage. She stands and addresses her son angrily. She yells at him for a few minutes for his idiocy in bringing you to this sacred place, mentioning that if he weren't a Gahl that the penalty would be death. She inquires as to why he should be spared this penalty. Joru (trembling and humiliated) stammers "H-he has an artificer's skill, great one. I only thought that he could be the answer to the prayers that you had issued. You said at the feast that anyone who could-- who could bring you someone to find the-- the flower that they would be rewar--" She grabs him by the face and throws him to the ground.
"You want a reward?! Idiot!" She turns to Zemoo and looks him up and down. She smells him too, which is awkward, but she is a cat after all. The philosopher looks at the remodeled blade-traps with some amusement. "So, pumble, you think you can bring it to me?" Zemoo knows that 'pumble' is a racial slur against humans, but he doesn't have any idea what she wants. "Well I hope you do, because your life depends on it." She storms off followed by some attendants. A glance to Joru insists he follow as well. He slinks off with a look back at Zemoo like they are rival schoolchildren who are being punished together.
The philosopher remains, and speaks more gently to Zemoo, although he still insists on calling him 'pumble'. The philosopher explains the meaning of Zemoo's strange situation. Every 33 years, a magic, metallic flower blooms somewhere in the savannah or in the neighboring fens. The magic of this flower is the stuff of legends, and it was with this magic that the current Dahl's own royal blade was created 33 years prior by the previous Dahl. Truly a masterwork of artifice. If Dahl Shakii is unable to find the flower within the year, it will wither, or worse will be found by a rival tribe, or even one of the treacherous fen witches. She is desperate to find it, and she knows that her mother employed an artificer of some sort to find the treasure in her time. That's where Zemoo the pumble comes in.
Zemoo will be under the strictest of scrutiny until he is able to bring Dahl Shakii her prize. If Zemoo should fail to find it within the year, he'll be executed horribly in a process euphemized as "the boats". The legendary flower is of course a Black Lotus, and the task is to tutor it somehow.
Caumotch takes flight! All flee before him and are consumed. Warriors, wizards, birds, and beasts are imbibed, but it's not enough. Now that Caumotch has begun to eat, he cannot stop himself. He feeds for days, scourging a massive Caribou Range, and gorging himself on an entire elven village. But as always, he proves too greedy for his own good.
One of the elf children prays a prayer before being devoured, and this prayer is answered. Curse his innocence! Curse his delicious stink village! Caumotch knows what's coming. He can feel it.
It is she! She who all but destroyed Caumotch in his previous form. She who has terrorized him as long as the world could remember. Human terms fail to describe the absolute hatred between the two ancient foes. No words are spoken between the two. None are needed.
Enantae, Hand of Retribution2WRU
Legendary Creature- Angel Avatar
Flying, First strike, Haste RU: Enantae gets +2/+0 until end of turn. Target creature gets -2/-0 until end of turn.
When a Demon creature enters the battlefield under an opponent's control, or when a demon attacks you, you may pay W to return Enantae, hand of Retribution from your graveyard to the battlefield.
5/5
Considering Caumotch's aura, this battle would devolve into the one with the most resources winning. We can assume for this purpose that Caumotch and Enantae both have a lot of resources at their disposal. Also, Enantae knows she can't permanently destroy Caumotch any more than he can permanently destroy her. She is satisfied to keep him at bay until her powers grow stronger. She is yet newborn in this form.
Note: Unfortunately, your current build would not let you survive three consecutive Desert triggers unless you trigger heroic (which Desert and Kiss of the Amesha neither do). I do appreciate the Bant theme that you have going on, and Kiss of Amesha plays along with that quite well. Gaining 7 life also does make flavor sense as a ways to recover from the desert, even though it doesn't actually effect creatures in game. I considered giving some sort of penalty, (like a -1/-1 counter), but I thought better of it. Instead, I've made Siddiq's journey through the previous round more difficult than other characters.
Siddiq underestimated the oppressive heat of the Topan Savannah. She has traveled this road in summers before, but this is the driest and the hottest summer in over a hundred years, and all the creeks and ponds Siddiq knows have dried up by the time she leads her weary pilgrims to them. The travelers wish to rest in the day, and travel only at night, but Siddiq pushes them on, knowing that the more time they waste, the less water they will have to carry them to the river. A day comes when the last of the water is accidentally spilled into the rocks, and proud and noble knights slurp desperately as the water disappears. The water is gone. Times are grim.
Two days later, three of their Leotau lie dead behind them. Only Siddiq's own Grizzled Leotau remains. He was older than the other two, and more accustomed to difficult journeys. But he can't carry the whole party, and the pace is slowed further. One Knight, Arth has been showing signs of delirium. The others all pray for him, but the next day, when Siddiq pulls him off her Leotau's back to rest, she finds that he has died. Siddiq can't help but blame herself. The group mourns him silently. None of them are able to speak for dehydration by this point. Their throats are like stone, and their tongues are swollen and useless.
That night, when all are at their lowest, Siddiq performs her nightly religious devotions with more ardor than ever before, and all the knights stand in awe as they share a vision of the Amesha granting the ragged troupe their blessing. That night, they move with a greater zeal than ever before, wordless, but driven by holy devotion. Impossibly, they travel for 47 hours straight, never stopping-- never speaking-- compelled to inhuman exertion. Finally, as the night falls on the Topan, they reach the banks of the river and quench themselves before collapsing in utter exhaustion.
Siddiq had helped them to avoid a few traps along the road, but the group had seen no other signs of Unbeholden. She figured they were wise enough to go north or wait out the heat in underground caves. For the most part, she was right. Only a fool would go picking a fight in such conditions. As the party lies exhausted on the banks of the river, this proves unfortunately true: fools have come to pick a fight.
Siddiq may be exhausted, but her senses aren't so dulled that she would fail to notice a trio of burly brigands snickering in the tall grass. She demands that these rogues show themselves. Two sunburnt knaves jump out and roar as though they hadn't already been spotted. Their leader follows them. She is tall and muscular with scars all over her face. Some of them look quite intentional. She is wearing a very fancy outfit that was clearly made for a noble man much shorter and fatter than she. She brandishes a nasty looking spiked club that looks like it has been used in the last day or two.
"Look at 'em! They's a bunch o' fried rats, they is!" Sneers the leader.
"I likes me a fried rat. I likes 'em." Says another with a lecherous look at Siddiq and her companions. The leader silences her crony.
"Look here, see, look, I's Topan Red! I's the most famous bandit in the whole savannah! Prob'ly the world, I is." Siddiq has never heard of this person. "You's give me yer money, and then we's a-gonna kill you! Yeah? That's what we's a doin'." Without bothering to think about the logic of this statement, Topan Red (whose clothes aren't red, nor is her hair) attacks you, and her goons attack your companions.
Topan Red, Scarred Bandit2RR
Legendary Creature- Human Rogue Warrior
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
When Topan Red enters the battlefield, create 2 1/1 red Human Rogue Warrior creature tokens.
Other rogues you control have provoke.
4/1
Your companions can deal with the cronies, but you'll have to deal with Red.
The victorious Ritsuko has traveled only as short distance when she herself is blasted with a mighty gale. An inhuman voice booms out from within it "Who dares disturb my Easterly winds?! The storms and skies are my domain, and I alone dictate them! A lowly insect would pretend at the glory of my greatness-- such an insult!"
What an arrogant creature! As if it could claim to be the master of all the winds of the world-- ridiculous. However, Ritsuko may have been careless to stumble upon its domain. The dragon looks ready to bite poor Ritsuko's head off.
Kokoru, Who Draws the Winds2UU
Legendary Creature- Dragon
Flying
When Kokoru is put into your hand from the battlefield, draw 2 cards and tap two target permanents. 2: Tap target creature with flying.
4/3
If anything is unclear, or if you disagree strongly with anything I had your character doing, feel free to say so.
Still waiting on three players. If I don't get anything from them, I'll move on to phase 2 on Saturday. If everybody posts before then, I'll accelerate the process.
The path is long and arduous to your destination. The motivation may be different for each character, but such travels are a constant among many lives. You have the choice of traveling the vast and unforgiving deserts, or going the more direct but much more dangerous route through the haunted wilderness.
Days are sweltering and the nights are frozen. There are few surprises here-- only hardship. Your character must be able to survive three consecutive Deserts. At long last, the desert begins to fade to grasslands, and you reach the great river, recovering your fortitude (and your damage). But your long journey isn't over yet.
Across the river lie Leonin lands. They aren't fond of non-catfolk, and you've heard of traps along the roads. You'll have to either sneak through the hinterlands (with evasion) or you'll have to find a way to either endure, predict, disarm, or avoid two Leonin Bladetraps (for example, vigilance could allow you to avoid them-- because you are vigilant). Perhaps after recovering from the desert you might be able to survive such an onslaught, but any creature too large will attract unwanted attention. Any character with power or toughness 5 or greater will also be attacked by a Blade of the Sixth Pride unless they have evasion that stops such a card from blocking them. Anyone with power or toughness 8 or higher, and anyone with flying will also be attacked by two Leonin Skyhunters.
You are a fool to take such a dangerous path. You will instantly encounter a Skittering Heartstopper with deathtouch unless you are vigilant enough to notice it, or can avoid it another way. One sting is enough to end most adventures. If you survive that, you are constantly plagued by Swamp Mosquitos, even if you have flying. Unless you can avoid them somehow, you gain poison counters equal to your toughness (permanently).
At one point you come to a bridge, and are stopped by a pair of Trestle Trolls. They say they will attack you unless you are clever enough to answer their riddle (scry or draw one or more cards in anyway). They are also jealous, so if you give something to one of them (a positive effect) they'll both become distracted, but if you try to sneak past one, the other will spot you, follow you, and attack you even if you have evasion. If you are able to incapacitate only one (tapping, bouncing, destroying or some such), the other will again attack you.
Finally if you made it this far, you will be observed by a Vampire Nighthawk. He doesn't attack, but he watches you. You feel that you may meet him again, and the thought fills you with dread.
Not everyone is cut out for such long and dangerous journeys. If you fear for your survival, perhaps you are not ready yet to travel such dire roads. Perhaps you must instead take the path of patience. There is less glory in this, but the path of glory is not always the wisest.
Rather than going on an adventure and learning new skills, you can work either in the forge, study in the library, or remain with your family and friends. If you work in the forge, you will forge for yourself a piece of equipment made to serve you loyally. If you study in the library with the great enchanters, you will weave an aura to make yourself more powerful. If you spend your time among friends and loved ones, you will gain no glory and no respect among the rich and powerful, but you will gain a lifelong companion.
The end result of all three is mostly the same. You must design a card (an equipment, an aura, or a creature) to pair with your own card. You will also add an ability to your card that cares specifically about that card in any way. (like Nazahn, Revered Bladesmith and Hammer of Nazahn, Arachnus Spinner and Arachnus Web, or Brothers Yamazaki) This bonus card will be considered as part of your overall design at the end of the game, just like Nissa's Chosen is part of Nissa Revane's design.
If your character is strong enough to get through one of the challenges without any adjustments, you should still make some modification to your character that makes sense with the path you chose.
Note: Smiles the Skeleton is the only nonliving character, and therefore naturally avoids some of the hazards: the deserts, the Heartstopper, and the mosquitoes won't harm Smiles. Edit: Moppe is an artifact, so is also immune to the Heartstopper and the mosquitoes, but not the deserts. Sand is bad for gears.
Note #2: I didn't specify what was at the end of your journey through the wilderness/ desert because you all clearly have entirely different motivations. The demon avatar doesn't want the same things as the artifact gnome, the monks, or the skeleton. If you want to specify character motivation overall, or just the reason for this journey, be my guest. It's not required though.
You start out as nothing, but along your journey, you'll learn the skills of a true legend, worthy to compete in the Arena of the Ancients with the Sword of the Chosen. Will your deeds become legend in this fabled Hall, or will you be relegated to the sidelines of history?
In phase 1, you create a base character to serve throughout the game. This character will have a name, creature types, a mana cost, power, toughness and (if you want) flavor text. In phase 1, this card will be vanilla (or french vanilla), but it will gain abilities in phase 2, 3, and 4 to overcome the challenge of each phase. The goal is to have a well balanced card at the end without ever being able to change your card's mana cost.
The fifth and final phase will be judgement of the final card's design and balance. If the card has become overpowered, they will be stripped of their legendary status, and given a mana cost more befitting their abilities. If they are deemed balanced and of worthy design, they will be extolled as true legends, and immortalized in the Legendary Hall.
Phase One Character3G
Creature- Centaur Warrior
3/2
Phase 2 challenge: As you travel, you are attacked by a fearsome 3/3 horror, and you must defend yourself.
Phase Two Character3G
Creature- Centaur Warrior
When ~ blocks or becomes blocked, it gets +1/+2 until end of turn.
3/2
You can also alter an ability instead of adding one. For example, I could have just made it a 3/4. Additionally I could change it in a later phase so that now I get +2/+2 and trample instead of just +1/+2. If it makes flavor sense, you can tweak your creature type, card name, and flavor text in any phase.
For the first phase all you need to do is make a card with the following limitations:
- It must be a legendary creature.
- It must be vanilla or french vanilla. You may have ONE simple keyword ability to start
- It should have plenty of room to gain abilities without becoming broken. Somewhere around the power level of Ancient Carp or Gray Ogre seems about right.
- Your card must be able to survive the encounter it had with an angry 1/1 rat.
For those who never posted their last cards, I judged more or less as if the cards were done, but the general consensus is of course that the card didn't feel quite finished for a legendary creature (with the exception of Moppe + Broom which is already as complicated as they need to be). All of your cards feel fine nonlegendary, so the penalty of missing the deadline (by a lot at this point) is losing legendary status. All of your characters lived out their stories, but their names were lost and never glorified. Nobody ever even knew Moppe had a name, and Smiles was probably dubbed "Smiles" by the necromancer. Siddiq was never famous, and never sought glory.
I wish you'd gotten to come up with your own endings, but I don't blame anybody for not posting earlier. Life gets in the way, and this is just a silly online game. I enjoyed the whole process. I might host another iteration with slightly different rules in the future. Probably on Nexus, because this place seems to be a ghost town now (at least the custom cards forum, the cube forum is still great here). If anyone is curious, I found cardsrealm.com to be the best place to easily get card illustrations without downloading or uploading anything.
Creature - Human Knight
Vigilance
2/2
------------>
Siddiq, Child of Asha 1WW
Creature - Human Knight
Vigilance, Renown 1
Heroic: Gain 3 life or Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
2/2
----------------->
Siddiq, Child of Asha 1WW
Creature - Human Knight
Flying, First Strike, Vigilance
Heroic: Prevent the next 1 damage that would be dealt to up to 3 target creatures this turn. Draw a card.
2/2
---------------------------------
Final form missing
-----------------------------------
Well, the card is unfinished, and you can feel that. Nevertheless, it's a strong keyword soup card. The obvious comparison is Aerial Responder, and by comparison, this is better if you are actually triggering Heroic, and significantly worse otherwise. I don't know what you would have done at the end, but only a small tweak could have really made it feel legendary. Something like "Sacrifice an aura: Draw a card" could make this a really interesting commander for mono-white (though there's no obvious flavor reason for that). As is, this feels a lot like Danitha Capashen, Paragon. Like Danitha, she fits as an uncommon legend, and will be decent anywhere she isn't directly outclassed by Aerial Responder. She'll mostly just be good in draft.
Siddiq has had a harder time than some of the other characters. Unfortunately for her, that was only the beginning of her troubles. As a guide, Siddiq was shot, stabbed, beaten, bitten, trampled, poisoned, mauled, and robbed several times over the course of her career. Many times she managed defeat her assailants. Other times, she was left for dead, and saved only by the favor of the angels. She got a reputation as a sturdy guide, but Siddiq was always humble, and never craved any glory. She gained the respect of many pilgrims and travelers who owed her their lives, but she never won the glory or fame of a sigiled knight of Bant.
Siddiq lived to the ripe old age of 41. She was to convey a famous poet through the saltwater bayous far southeast of Topan, and she blocked a bite from a Saltwater Yath with her body. She saved the poet, but she knew there was no cure. Nevertheless, she managed by the will of the Amesha to stay alive and keep him safe until they reached his tiny village, where she died in the village gate. The poet had never asked her name, but did eventually write the Ballad of Asha's guide. It was entirely fictitious, and it was not one of his popular works.
However, Siddiq isn't without a legacy. She lived a full life, and was even married once, though not for as long as a decade. Her husband disappeared while she was on a long pilgrimage, and was presumed dead. She was left with a son. A quiet, self-reliant fellow with almost no sense of humor. He was six when his father disappeared and thirteen when his mother never returned. Nevertheless, he was stoic, and had learned many survival skills from his mother. He followed in her footsteps as one of Bant's more intrepid hinterland guides.
Hassan, Child of Asha 1GW
Legenday Creature- Human Knight Scout (R)
When Hassan becomes the target of an aura spell, draw a card and gain 1 life.
(G/W): Hassan gains your choice of Flying, First Strike, Vigilance, or Trample until end of turn. Prevent the next 1 damage that would be dealt to Hassan this turn.
2/2
[note]: You may not have seen Siddiq as a lifelong Bant Wilderness Guide, but that's certainly what this story turned out to be about. I hope you're not too bothered by the creative liberties I took with your character. I think it's an interesting other side to Bant than what we've seen on cards, which is mostly ritual combat for glory and sigils. I haven't read any of the books, so I only know what's on the cards, but it makes a lot of sense that there's a lot of wild space out there.
Legendary Artifact Creature - Gnome
Protection from rats, spiders, and insects
"You forget to close one little teleportal and off it goes, sweeping right into the painforges of the archzebrademons. I wonder how far it got?"
--Luka Pnyx, Laboratory Assistant
0/1
--------------------->
Moppe, Enthusiastic Custodian 1RW
Legendary Artifact Creature - Gnome
First strike, haste, protection from Rats, from Spiders, and from Insects
(Melds with Demonbristle Broom)
"I forgot to close one little teleportal and off it went, sweeping right into the painforges of the archzebrademons. I wonder, how long could it have survived in there?"
--Luka Pnyx, Laboratory Assistant
0/1
+
Demonbristle Broom 1R
Artifact - Equipment
Equipped creature gets +3/+0 and has "R: this creature gets +1/+0 until end of turn."
Equip: 2
RW: If you both own and control Demonbristle Broom, and it is equipping a creature you both own and control named Moppe, Enthusiastic Custodian, exile them, then meld them into It That Pans the Dust.
Restrictions breed creativity. Of course, having plentiful magical materials to hand and access to hellfire-fueled forges doesn't hurt.
=
It That Pans the Dust
Color Indicator: Red and White
Legendary Artifact Creature - Gnome
Double strike, haste, protection from Rats, from Spiders, from Insects, and from Demons
(R/W): It That Pans the Dust gets +1/+0 until end of turn.
When It That Pans the Dust enters the battlefield it deals damage equal to its power to each creature you don't control.
Moppe turned toward its demonic captors with a righteous fury it had never before known. At long last it had completed its weapon and cleared the dungeons of vermin: now it was going to take out the trash.
3/1
----------------------
Missing phase 3 and 4
----------------------
I was sorry to see you not return, but sometimes real life gets in the way. As is, this feels like a finished enough pair of cards. My main issue is that this is a broom, and it's giving you a Greatsword's level of power. Then with It that Pans the Dust, the three damage is not too much mechanically, but it is too much in flavor. It that Pans the Dust seems like it should be It that Rains the Doom. Anger of the Gods is a bit much for a gnome with a broom.
Nevertheless, taken outside of the flavor, the designs do feel about right. Demonbristle Broom is a powerful colored equipment, and it justifies playing weird little Moppe by melding into a thing you are rewarded for melding into. The broom would be a pretty high pick in draft, but it's not overly good for an uncommon. Moppe will be a jank rare, but obviously there will be an equipment theme in the set they're from, so it fits as an archetype card. Also the fact that the rare is the lower pick in draft increases the odds that it will be available later in the pack to the person who took the broom early for value. My only issue is that the flavor doesn't match the effects. It's kinda like how Thieving Amalgam is a 6/7 even though it looks more like a 3/3. It's not wrong wrong, but it's a little wrong.
To complete Moppe's story:
Moppe really believed that it could defeat Zeikai, the Archzebrademon. The modified Moppe struck when Zeikai was drunkest, and certainly surprised the demon. However, Zeikai was too drunk on bloodwhiskey to really understand the situation. He struck out at whatever was attacking him and obliterated poor Moppe and the broom.
Ultimate Disregard 2WB
Instant (R)
Attacking creatures lose all abilities. Destroy those creatures and all equipment attached to them.
"Yaigh?!" -Zeikai
With one disintegration sneeze, Zeikai unmade half of the room, and more than one Zebrademon. Bits of things were blown out for miles. That was the end of it. Or at least it should have been. But somehow, some small part of the tenacious gnome survived, blasted way out into the desert. It constructed some semblance of a body for itself out of rubble. Then it began to clean up.
Scrap Gnome 0
Artifact Creature- Gnome (U)
T: Exile target artifact or land card from a graveyard.
"Would you look at that! I think it's trying to tidy the desert." Pygar the Scavenger
0/1
Legendary Creature - Skeleton
"It's perpetual smile could kill anything."
5/2
---------->
Smiles, Sturdy Skeleton 2BB
Legendary Creature - Skeleton
3: Tap Smiles, Sturdy Skeleton. It gains indestructible until end of turn.
"Undaunted by threats, it could wait out obstacles for eternity."
5/2
-------------->
Smiles, Spiny Skeleton 2BB
Legendary Creature - Skeleton
Wither
3: Tap Smiles, it gains indestructible until end of turn.
It is said that the skeleton use to have a master. But its journey being so long that time was minuscule.
5/2
-------------------
Phase 4 Missing
-------------------
The design for Spiny Skeleton feels like a powerful uncommon, but there's certainly no reason for it to be legendary. Phase 4 would have really made or broken this card. I can't really imagine exactly what it would have been.
Story wise, Smiles never really had an arc. All Smiles wanted to do was to go. In fact, Smiles didn't even really care about that. After all... it's a skeleton. Eventually of course, Smiles will crumble away to nothing.
Ancient Skeleton 2BB
Creature- Skeleton (U)
Indestructible, Wither
Vanishing 4
"I swear it's smiling. I know skeletons always smile, but this one's smiling!"
6/1
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Here are my evaluations of the finished cards. I'll post evaluations of the ones that missed finished versions tomorrow. (That gives stragglers another chance to post!) My evaluations will be based on the most recently posted version of the card.
Everyone who has made it to the end will definitely be immortalized in the legendary hall. None of the cards are overpowered. Several are low on the power spectrum, but I think they all manage to justify their existence.
Naki 1RG
Creature-Elf Monk
First Strike
2/1
--------------->
Naki, Life of the Party 1RG
First Strike
RG: Target creature gets +1/+0 until end of turn.
"C'mon, friend! One drink can't hurt!"
2/1
------------------>
Naki, Wild Fist 1RG
Creature-Elf Monk
First Strike
R:Naki gets +1/+0 until end of turn.
G:Naki gets +0/+1 until end of turn
2/1
------------------------>
Naki, The Performance Fighter 1GR
Creature- Elf Monk Rouge
First Strike
RR: Target creature gains +2/+0 and gains haste until end of turn.
RG: Target creature gets +1/+1 and gains trample until end of turn.
GG: Target creature gains +0/+2 and gains hexproof until end of turn.
2/1
I really enjoy the logical progression here. It seems like a simple evolution, but the cards all work really differently. Life of the Party is a less efficient Ghitu War Cry on legs. Wild Fist has a classic Viashivan Dragon build. Performance fighter is more reminiscent of Order of the Ebon Hand, or maybe Torchling. All the cards are reasonable for their mana cost. Even level 0 Naki is decent common chaff (though it wouldn't be legendary).
Design-wise, I think the main issue is that the final card doesn't quite feel legendary. He has loads of abilities, but they are basically combat focused, and none of them say "build around this". It actually feels like it would be part of a rare cycle in Invasion block if you replace hexproof with shroud text.
It's the kind of rare that is strong in draft, and strong on the kitchen table, but played nowhere else because it's just too fair. There's nothing wrong with that kind of card.
I've enjoyed Naki's personality, and I think I had more fun with his rival than anyone else's. I also think it was a strong character moment when he killed Kero. He could have just beaten and humiliated him, but Naki didn't hesitate to run him through in the square. I didn't expect him to end up being a full-time D&D type adventurer. I would have seen him becoming a wealthy merchant, or remaining a lone wanderer, or becoming a jovial hermit. But I suppose it's nice to see him no longer alone.
Naki still feels the poison when it's going to rain, but he's used to it. Really, this is just the beginning of his adventures. He and his crew have some good years in them before they eventually die or retire.
Legendary Creature - Moonfolk Shaman
Flying
3/3
------------->
Ritsuko, Storm Watcher 3UR
Legendary creature - Moonfolk Wizard
Flying
2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
---------------------->
Ritsuko, Storm Caller 3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to any target.
2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
------------------------------>
Ritsuko, Storm Caller 3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to each opponent who has less cards in their hand than you.
2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
It's odd that the final iteration is decidedly weaker than the previous one, at least in two player. Maybe it's better in multiplayer, but I'm not completely convinced. I looked it up, and only combat damage counts for commander damage. She really just needs a little push to be good, and I want her to be a little more powerful. But I do see what you did with the flavor there: the change mechanically represents Ritsuko's growing hubris. I like that, and I like where you took there character, but I want the card to be more playable. 3RU for a 3/3 are just not great stats, and bounce ability doesn't quite make up for that. Is it too much to give the ETB ability a cantrip? I think that would make it a viable commander.
BUT If this is an uncommon legend rather than a rare, that changes things. A repeatable bounce engine at uncommon is well worth it, and 3/3 flying for 5 is not a terrible rate. This is about the typical power level for an uncommon legend: it does something powerful and worthwhile as a build-around, but it's costed very conservatively.
I was glad to see somebody take their character to a place of defeat and tragedy. Ritsuko could have been a great sage of the moonfolk, but instead, she stood against them and squandered everything she had earned. Indeed, her name was lost to time, but in Kamigawa's equivalent of Kabuki theater, there is a classic play heavily dramatizing the story of the East Wind Sage. In the play, the East Wind Sage is the most skilled and most learned of the sages. She then falls in love with a mysterious, brilliant scholar (who of course turns out to be a dragon in disguise). The dragon betrays her to learn her family secrets, and she seeks vengeance. She kills the dragon, but to gain the power to do so, she betrays her family and her honor. The fifth act is a bit of a jumble, but in the end she realizes that she has betrayed all she believed in, and she kills herself in shame. It's a popular play.
Fall of the East Wind 1RU
Enchantment- Saga (U)
1: Return a land you control to its owner's hand. Return target nonland permanent to its owner's hand.
2: Target creature gains flying until end of turn. At the beginning of the next end step, Fall of the East Wind deals 4 damage to each creature with flying.
3: Return any number of lands you control to their owner's hands. For each land returned in in this way, return target nonland permanent to its owner's hand.
Legendary Creature - Kor Cleric
Lifelink
He left the enclave as much to find himself, as he did to lose the others.
3/3
---------------->
Basander, Stoic Pilgrim 2WB
Legendary Creature - Kor Cleric
Lifelink
2W: Basander, Stoic Pilgrim gains indestructible, has base power and toughness 0/2, and is an artifact in addition to their other types until end of turn.
The stoneform spell is not the most impressive feat of lithomancy, but it is far more useful than it appears. While uncomfortable it allows practitioners to weather miserable travel conditions and even rest in plain sight without fear of bandits or beasts.
3/3
The card never got finished, but I do like where it was going. Bassander's name is lost and gone. His card is not legendary. It is simply Stoic Pilgrim, and it is a solid uncommon. Here is his final iteration:
Stones of Nessos
Legendary Land (R)
T: Add C.
5: Stones of Nessos is no longer a land and becomes a 3/3 Kor Cleric creature with lifelink and "2: Stones of Nessos is no longer a creature and becomes a land."
"I hurd some o' dese rocks is really lithomandies. Ain't true though." -Volrog, Goblin Guide
Legendary Creature - Devil Avatar
Deathtouch
No one can sate him, and no one should want to.
1/6
------------------------->
Caumotch, the Murder-Mouth 2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
No one can sate him, and no one should want to.
1/6
---------------------------------->
Caumotch, the Murder-Mouth 2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
BRG, T, Sacrifice another creature: Caumotch deals X damage to any target and you add X mana in any combination of colors, where X is the sacrificed creature's toughness.
No one can sate him, and no one should want to.
1/6
+
Foreboding Flight 3B
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
B: Enchanted creature gains indestructible until end of turn. Tap it unless it's named Caumotch, the Murder-Mouth.
B, Pay 2 life: Put a +1/+1 counter on enchanted creature. If it's named Caumotch, the Murder-Mouth, put two +1/+1 counters on it instead.
Leathern fluttering hearkens to the next stage of terror.
The final ability really ties it all together. It works with the deathtouch, it works with the exiling bit, and it just makes sense that Caumotch eats your stuff too. My main complaint is that Forboding Flight feels a little random now that the card is finished. When it was first posted, it really looked like it rounded the card out well, but now that Caumotch is a fully realized card, it just seems like win-more to put this on Caumotch. You might actually rather put it on another creature, pump it full of +1/+1 counters, and sacrifice it for lethal to Caumotch's ability. In the end, I think that Foreboding Flight would be in the same set as Caumotch, and would feature him in the art, but would lose the Caumotch matters text. Both cards are fine without it. Regardless of that, I think that this final card is very well put together, and the design seems quite intentional. This absolutely feels right for a rare legendary creature.
I was a little disappointed in your resolution for Caumotch storywise. He certainly wasn't going to stop eating, but I figured something would eventually stop him. There is nothing subtle about Caumotch, and he's not without weaknesses that could be exploited by those he oppresses. It seems like his arc has to end with him eventually meeting his comeuppance. But if nothing else will do it, Enantae the angel will eventually return in an entirely new form:
Bonds of Retribution 6W
Enchantment- Aura (U)
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Bonds of Retribution costs X less to cast, where X is the toughness of the creature it targets.
Legendary Creature - Human Monk
3/2
------------>
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
----------------->
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
---------------------------->
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk (M)
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
As long as an opponent controls 4 or more tapped nonland permanents, Arabal has double strike.
3/2
Triple Fiend Binder (plus hitting artifacts) is quite an ability. Plus it can tap more if you pump it, which gives you something to build around. The double strike also really justifies the red mana, and in multiplayer EDH, it turns on pretty easily, allowing you to go for commander damage. Protection from black is actually further evasion. All told, this is probably the most powerful card of the final submissions. It earns its legendary status, and it earns mythic rarity. It's a rock solid design, and it's impressive that you managed not to overpower the card after adding that powerful tap ability so early. It's not a card I'm particularly drawn to play, but that's not really a strike against it.
The only thing that bothers me is that Arabal still isn't powerful enough to defeat Vixyath, Spirit of the Woods, even with his double strike active unless he also had a Bonesplitter or something. But perhaps Arabal has grown as a person, and learned not to be so vain as to assume he should be able to vanquish any foe. As Arabal ages, he'll come to realize that he's done much more good in sculpting young minds than in all the glorious victories of his youth.
Legendary Creature - Human Artificer
2/4
------------->
Zemoo, Irresponsible Inventor 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
2/4
-------------------->
Zemoo, Indentured Pumble 2UR
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
----------------------------------->
Zemoo, Pumble Freedman 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
This is such a weird weird card. It's certainly a more interesting artifact-matters commander than Jhoira, Weatherlight Captain. But... it's so weird. You want to steal their artifact abilities when you attack, and have artifacts that you can double the effects of-- but you have to block to get that, which requires the enemy's assistance unless you are forcing attacks. It also requires the benefits to be useful at instant speed. Getting Fool's Lotuses is actually the most grockable ability. They make big mana, but Zemoo's got no evasion, and they don't stick around forever. It's a pretty cool commando ability, and the vanishing makes great mechanical sense as well as flavor sense. You're not made to be able to stack up five lotuses, but you can get double mana out of them if you block.
This card is so strange that it has to be legendary, and it has to be rare. It's really awkward how much it's trying to both attack and block without vigilance. In the end, I really doubt this card would get played a lot, but it would be a lot of fun when it worked. "Bands with cats" was hilarious.
I like Zemoo's character arc quite a bit actually. By the end, he's still exactly the same guy, but he's been forced to become more mature by the nature of his captivity. It feels like the right direction for Zemoo. But he's certainly still an irresponsible inventor. I also like that we never actually see the legendary Black Lotus. Maybe it wasn't out there at all.
Of course Zemoo's best frenemy was sent to kill him, but that was mostly just an inconvenience.
Joru, Vengeful Gahl BWR
Legendary Creature- Cat Warrior
T: Destroy target Human.
Joru gets +2/+2 and vigilance as long as he is equipped.
3/2
More tomorrow. Thanks all.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Time passes. For some of you, that might be many years. For others, it might just feel like years. Each of you is on a very different kind of journey from the others. For some, that journey is literal. For others, not really. This will be the last time you have a chance to change your cards, so consider the overall balance.
The challenge this phase is very simple: give yourself an ability (or modify an ability) to represent what your character has learned, earned, gained, or lost at the completion of their arc. That is all. It's a very open-ended challenge, and allows you to interpret your own character's story and personality arc as you will.
Whether you become a hermit, find a legendary item, kill yourself in shame, become a lord, gain enlightenment, or simply return home to begin a family, I can't presume for your characters. I want you to tell me how they end up, and show me with a final ability that wraps the design together. Be as brief or as wordy as you see fit. I don't want to restrict you too much because I want you to have control over the final design of your character.
Swithin, please feel free to post for phase 4 even though you missed phase 3. We all know that Moppe's arc revolves around defeating the Zebrademons anyway.
I'll begin phase 5 (final evaluation) on Saturday. Those who fail to post by then cede to me the right to end their arc as I see fit (and likely in tragedy). Thanks everyone for playing. I've really enjoyed it.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Indighost (Bassander) messaged me that he wouldn't be able to participate further. Bassander spends the rest of his days in quiet contemplation in Nessos Shrine. In time, he stops thinking about the goblins being eradicated by a dragon. He becomes like the stone: quiet, resolute, and permanent. A hundred years later, another pilgrim will make her way to the Nessos Shrine, and stop to rest on an oddly shaped stone, like the many oddly shaped stones in the shrine. She will never know that the soul of a Bassander lies within, still in meditation.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
I'm afraid you've misunderstood the rules. Rather than creating a new card each round, the idea is to bring a single card to fruition over three rounds. You aren't allowed to change your card's mana cost, and you're supposed to keep any abilities you gained in previous rounds, although you can alter them to fit a new challenge.
You could definitely use the trigger off the previous Zemoo's second ability to trigger the tutor off this Zemoo's second ability, for example. However, you aren't supposed to use entirely to different abilities, and you definitely aren't supposed to change the mana cost. That's the main constraint.
Phase four is the last phase where you'll be changing your card, so it should be close to a finished design after this round, while still leaving a little room to develop.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Each of you has here an enemy to overcome. A few of you have a choice that would allow you not to face your enemy at all. Others have a foe that they MUST fight, with little hope of escape or diplomacy. Still others might be able to get out of a fight by tricking your enemy, fleeing, or otherwise avoiding what may be lethal combat. If you do fight your opponent, you don't necessarily have to be able to outright kill them (on the MTG battlefield) to overcome them. But don't allow them to outright kill you. I'm pretty open to interpretation on this round, and each of you has a very different challenge. Some of your opponents would be pretty difficult to beat. Others less so.
Without looking back, Naki trots along out of the wilderness, and into scraggly farmlands. Where there are farms there are farmers, and where there are farmers, there are markets, and that's the place to buy drink. He found the farmers, and stayed the night at the farmhouse (Naki didn't realize Orcish Farmers were so hospitable). Then it was off to the market. Every day is a delight when you delight in every day.
Naki has just bought a large bottle of some strong stuff called Gaknukt from a one-legged Dwarf when he hears somebody shout his name. He turns, and sees one of the orcs he's befriended pointing him out to someone else. It's an elf, but Naki doesn't know the man. Whoever it is, he doesn't look happy. "NAKI!!!" shouts the elf again, and he charges. The monk dodges out of the way of the first blow as the crowd form a bubble around the two.
"You bastard! I'll kill you, you bastard! I tracked you all this way, and now I'll kill you!" Naki is really confused now, and his adversary can see it. It only incenses him further. "You don't even know who I am do you?! DO YOU?!" Naki has no idea, but the brute doesn't give him time to respond. "There once was a man. An elvish monk like you. You were friends. FRIENDS! Now he's dead. Do you know who I am now?! NAAKII!!! You killed my brother!!!"
Ohhhhhhhh. Now it makes sense. He's Reko's brother. Naki didn't kill Reko. Not exactly. The were friends. Good friends. And it was sort of Naki's fault that Reko died. At the time, he had really blamed himself. But Naki had gotten through all that. Apparently Reko's brother, Kero hasn't, and he really doesn't look like he wants to listen to reason. Kero strikes again, this time with more precision. It's clear that this enemy intimately understands the techniques of Naki's order. He may be a brute, but he has clearly spent his life studying the art of combat.
Kero, Vengeful Monk 1RR
Legendary Creature- Elf Monk Warrior
Haste, First Strike
When a creature blocks or becomes blocked by Kero, that creature loses First strike until end of turn.
RRR: Kero gets +1/+0 until end of turn.
2/2
For all intents and purposes, you can assume that he can't pump himself more than once. Who has six red mana lying around?
Bassander turns southward along the river's bank as it lazily winds about the increasingly mountainous terrain. To the south lie the Clayfinger Mountains, and the sacred Nessos Shrine of the enclosed valley. Many clerics and lithomancers have made the pilgrimage such a holy site, and Bassander may as well travel there since he's made it this far. It's as good a place as any for solitude and reflection.
As he travels, Bassander is pestered by a pair of young leonin, who seem convinced that the stone-man's blood is magic, and that they can sell it. Bassander's stone form protects him from their attacks, but they continue to follow him for a distance. As the mountains begin to loom closer, the young catfolk back off, frightened of the dragons who roam those skies.
The mountains are said to be beautiful, and they do not disappoint. Walking by the river bank for a few days, Bassander is easily able to forage food for himself, and despite the fears of the leonin, he sees no dragons except for one or two very very far away. In the distance, he can see the ancient pillars of the Nessos Shrine. Dragons wouldn't dare disturb the birthplace of the Greater Stone Spirits. Just as Bassander turns his route away from the river and towards the shrine, he hears voices. Since he is in his stone form, all he has to do to hide is crouch down, and he will simply appear to be a strange stone-- hardly suspicious in these rocky lands.
The voices belong to five goblins, who have left their caves to fish in the river. At first it seems like they're just joking around and making fun of one another. One keeps making fart sounds, and the others keep laughing. But it soon becomes clear that these goblins are terrified. A nocturnal dragon that they call Shushu has raided their warrens three nights in a row. The goblins have been moving from cave to cave, but somehow the beast has found them night after night, and gorged herself on their kin. The five brothers have been lucky to survive, and they fear that if the dragon returns tonight, there will be nothing left of their clan in the morning. Despite this grave reality, the brothers continue their fishing, and continue finding fart sounds hilarious. Goblins have always had an admirable brazenness on the subject of death. After some time, they move upriver allowing Bassander to continue his pilgrimage.
Bassander knows that the wisdom of his elders would say that this is a natural event. A dragon eating goblins is no different than an aardvark eating ants. Nevertheless, there's something about these crass folk, (who are concerned only for their daily catch despite the nightly peril) that Bassander can't help but find endearing, and even almost noble. Bassander has a choice. He can go to the shrine as intended, where he will undoubtedly become further enlightened, or he can attempt to help the goblins against their vicious dragon.
If you choose to meditate on spiritual matters, you will gain some ability reflecting that. Otherwise, you'll have to face a dragon.
Nessos Shrine
Legendary Land
T: Add C.
T: Add CC. Activate this ability only if you control no other lands. You can't play other lands this turn.
T: Add CC. Activate this ability only if you control nine or more lands.
(nothing to overcome, but endless enlightenment to achieve)
or
Shushu, Blind Hellkite 3RB
Legendary Creature- Dragon Bat
Flying, Haste, Trample
When Shushu attacks, she deals 1 damage to each other creature.
When a creature dies, Shushu deals 1 damage to that creature's controller.
5/5
You can see why it would be a problem for 1/1 goblins. Shushu would have eaten them all if she weren't saving more for later. She's definitely not a mindless creature. If Bassander cares observe, he'll find that she hunts goblins by her acute hearing, but more by her acute sense of smell. She can sniff out a goblin warren like a bomb-dog.
Smiles made its way through the grasslands, paying little heed to the traps or the scouts. Why should the skeleton care? Eventually the grasslands begin to form pools of standing water. After many miles it becomes a muddy fen. No leonin live here, which is why it surprised Smiles to find one of them slowly approaching. Not a normal cat at all, but a zombie. It attacks Smiles, but its weapons have no more effect than previous catfolk. Smiles makes the thing stop bothering it.
There is a slow, but genuine applause from a shadowy figure, who steps fourth beaming. He seems quite excited. "That filthy fleabag was telling the truth! And look at you, you are magnificent! You simply must be mine."
Filo Veyrul, Collector of the Dead 2BB
Legendary Creature- Human Wizard
Skeletons, Vampires, Zombies, and Spirits you control get +1/+1.
T: Gain control of target Skeleton, Vampire, Zombie, or Spirit creature until Filo Veyrul leaves the battlefield.
"Necromancer is an ugly term. I'm an art collector."
1/6
There is are two feet of standing water surrounding Smiles. If the skeleton dove in and hid (using evasion) it's likely the necromancer would never find it. But is running and hiding really something Smiles would think to do?
Zeikai, Archzebrademon 7BW
Legendary Creature- Demon
Flying, Vigilance, Trample
When Zeikai attacks or blocks, target player sacrifices a creature. If a player does, you gain life equal to the sacrificed creature's toughness, and put a +1/+1 counter on each demon creature you control.
Remove a +1/+1 counter from Zeikai: Zeikai gains indestructible until end of turn.
7/7
Moppe has an advantage being beneath the demons' notice. Seeing the utility of the little gnome, they grew to rely on Moppe for certain conveniences. Unfortunately, it won't be so easy to take on an archdemon in physical combat. However Moppe has learned that Zeikai is the oldest and strongest archzebrademon. Without him, the fires of the painforge will die out, and the Zebrademons will be left in turmoil.
Perhaps the correct approach is to attack the forge instead of the demons themselves. Zebrademons feed on the pain (and also the flesh) of their enemies. The painforge is a crucial part of the extraction process, and powering it is what allows the Archzebrademons control over the lesser Zebrademons. If this balance were disrupted, Moppe doesn't doubt the younger, and more arrogant Zebrademons rebel against their elders. The resulting conflict would surely bring the downfall of the Zebrademons.
Painforge of the Zebrademons 4
Artifact
When a creature an opponent controls dies, that player loses 1 life and you gain 1 life. Then put a +1/+1 counter on each creature you control.
Fyernok, Watcher in the Woods GBB
Legendary Creature- Vampire Shaman
Flying, Deathtouch, Lifelink, Hexproof
When Fyernok dies, you may put a card named "Vixyath, Spirit of the Woods" from your graveyard onto the battlefield.
2/3
Indeed, this is a powerful enemy. Perhaps a worthy foe. But he's not the true threat. That is all around you. If you go so far as to kill this vampire here, you will stir a more ancient and more dangerous adversary. Fortunately, she won't yet have the power to revive her love.
Vixyath, Spirit of the Woods 5GB
Legendary Creature- Spirit Avatar
Hexproof
T: Target creature gets -5/-5 until end of turn.
5GB: Return a card named "Fyernok, Watcher in the Woods" from your graveyard to the battlefield.
9/9
In the face of such dangers, perhaps the wisest course is to flee (likely using evasion). But then again, Arabal has never fled from anything.
A voice rings out from amidst a hedge. "That was a warning shot. Be still, or be dead." A striped leonin steps into the road with a magnificent black longbow drawn and pointed at Zemoo. Such a weapon was not made from the local twigs that pass for trees around here, and the man's garb suggests that he is no ordinary Blade of the Sixth Pride.
Joru of Tribe Hazau 2W
Legendary Creature- Cat Warrior
2: Untap Joru. Activate this ability only if Joru is equippd.
W,T: Tap target creature.
2/3
Equipped with:
Blackfen Longbow 3
Articact- Equipment
Equip 2
Equipped creature has "T: This creature deals 2 damage to target attacking, blocking, or tapped creature."
As the warrior looks Zemoo over, his eyes rest on the remains of the blade-traps. Zemoo has already begun refashioning them to his liking. He speaks with some surprise. "You have an artificer's skill!"
The stranger will introduce himself as Joru, one of the Gahls of tribe Hazau (basically a prince who can't become king). He will demand a demonstration of Zemoo's artifice, and then he will demand that Zemoo accompany him.
You have two options: the first is to fight Joru, or attempt to escape him with some sort of trickery. The second option is to go with him and see what he wants. Zemoo can't help but be curious... but it's probably not good.
If you choose the first option, you don't need to read any further (but you can anyway). If you choose the second option, Joru will lead you into a dense hedge on a twisting path. Escape now would be impossible: this is his domain.
The path is confusing and not remotely straight, but after perhaps half an hour, a village appears, guarded by numerous hulking leonin, all of whom look at Zemoo with disgust, but at Joru with reverence.
Once beyond the village gates, the modest village seems to transform into a bustling city. Clearly the common folk aren't allowed to leave the city or there would be a lot more of them outside. Security is tight here, and escape seems all but impossible. Joru leads you to his mother, the queen. It's no auspicious palace though, just an open forum on the square with statues of great catfolk all around. The Queen is sitting on a step, and lazily stroking a pterodon as she listens to a philosopher speak. Wearing impressive weapons is clearly a status symbol among these folk, and she wears a weapon more magnificent than any Zemoo has ever seen.
When the queen (or Dahl in their custom) sees Zemoo, her eyes flicker with rage. She stands and addresses her son angrily. She yells at him for a few minutes for his idiocy in bringing you to this sacred place, mentioning that if he weren't a Gahl that the penalty would be death. She inquires as to why he should be spared this penalty. Joru (trembling and humiliated) stammers "H-he has an artificer's skill, great one. I only thought that he could be the answer to the prayers that you had issued. You said at the feast that anyone who could-- who could bring you someone to find the-- the flower that they would be rewar--" She grabs him by the face and throws him to the ground.
"You want a reward?! Idiot!" She turns to Zemoo and looks him up and down. She smells him too, which is awkward, but she is a cat after all. The philosopher looks at the remodeled blade-traps with some amusement. "So, pumble, you think you can bring it to me?" Zemoo knows that 'pumble' is a racial slur against humans, but he doesn't have any idea what she wants. "Well I hope you do, because your life depends on it." She storms off followed by some attendants. A glance to Joru insists he follow as well. He slinks off with a look back at Zemoo like they are rival schoolchildren who are being punished together.
The philosopher remains, and speaks more gently to Zemoo, although he still insists on calling him 'pumble'. The philosopher explains the meaning of Zemoo's strange situation. Every 33 years, a magic, metallic flower blooms somewhere in the savannah or in the neighboring fens. The magic of this flower is the stuff of legends, and it was with this magic that the current Dahl's own royal blade was created 33 years prior by the previous Dahl. Truly a masterwork of artifice. If Dahl Shakii is unable to find the flower within the year, it will wither, or worse will be found by a rival tribe, or even one of the treacherous fen witches. She is desperate to find it, and she knows that her mother employed an artificer of some sort to find the treasure in her time. That's where Zemoo the pumble comes in.
Zemoo will be under the strictest of scrutiny until he is able to bring Dahl Shakii her prize. If Zemoo should fail to find it within the year, he'll be executed horribly in a process euphemized as "the boats". The legendary flower is of course a Black Lotus, and the task is to tutor it somehow.
One of the elf children prays a prayer before being devoured, and this prayer is answered. Curse his innocence! Curse his delicious stink village! Caumotch knows what's coming. He can feel it.
It is she! She who all but destroyed Caumotch in his previous form. She who has terrorized him as long as the world could remember. Human terms fail to describe the absolute hatred between the two ancient foes. No words are spoken between the two. None are needed.
Enantae, Hand of Retribution 2WRU
Legendary Creature- Angel Avatar
Flying, First strike, Haste
RU: Enantae gets +2/+0 until end of turn. Target creature gets -2/-0 until end of turn.
When a Demon creature enters the battlefield under an opponent's control, or when a demon attacks you, you may pay W to return Enantae, hand of Retribution from your graveyard to the battlefield.
5/5
Considering Caumotch's aura, this battle would devolve into the one with the most resources winning. We can assume for this purpose that Caumotch and Enantae both have a lot of resources at their disposal. Also, Enantae knows she can't permanently destroy Caumotch any more than he can permanently destroy her. She is satisfied to keep him at bay until her powers grow stronger. She is yet newborn in this form.
Siddiq underestimated the oppressive heat of the Topan Savannah. She has traveled this road in summers before, but this is the driest and the hottest summer in over a hundred years, and all the creeks and ponds Siddiq knows have dried up by the time she leads her weary pilgrims to them. The travelers wish to rest in the day, and travel only at night, but Siddiq pushes them on, knowing that the more time they waste, the less water they will have to carry them to the river. A day comes when the last of the water is accidentally spilled into the rocks, and proud and noble knights slurp desperately as the water disappears. The water is gone. Times are grim.
Two days later, three of their Leotau lie dead behind them. Only Siddiq's own Grizzled Leotau remains. He was older than the other two, and more accustomed to difficult journeys. But he can't carry the whole party, and the pace is slowed further. One Knight, Arth has been showing signs of delirium. The others all pray for him, but the next day, when Siddiq pulls him off her Leotau's back to rest, she finds that he has died. Siddiq can't help but blame herself. The group mourns him silently. None of them are able to speak for dehydration by this point. Their throats are like stone, and their tongues are swollen and useless.
That night, when all are at their lowest, Siddiq performs her nightly religious devotions with more ardor than ever before, and all the knights stand in awe as they share a vision of the Amesha granting the ragged troupe their blessing. That night, they move with a greater zeal than ever before, wordless, but driven by holy devotion. Impossibly, they travel for 47 hours straight, never stopping-- never speaking-- compelled to inhuman exertion. Finally, as the night falls on the Topan, they reach the banks of the river and quench themselves before collapsing in utter exhaustion.
Siddiq had helped them to avoid a few traps along the road, but the group had seen no other signs of Unbeholden. She figured they were wise enough to go north or wait out the heat in underground caves. For the most part, she was right. Only a fool would go picking a fight in such conditions. As the party lies exhausted on the banks of the river, this proves unfortunately true: fools have come to pick a fight.
Siddiq may be exhausted, but her senses aren't so dulled that she would fail to notice a trio of burly brigands snickering in the tall grass. She demands that these rogues show themselves. Two sunburnt knaves jump out and roar as though they hadn't already been spotted. Their leader follows them. She is tall and muscular with scars all over her face. Some of them look quite intentional. She is wearing a very fancy outfit that was clearly made for a noble man much shorter and fatter than she. She brandishes a nasty looking spiked club that looks like it has been used in the last day or two.
"Look at 'em! They's a bunch o' fried rats, they is!" Sneers the leader.
"I likes me a fried rat. I likes 'em." Says another with a lecherous look at Siddiq and her companions. The leader silences her crony.
"Look here, see, look, I's Topan Red! I's the most famous bandit in the whole savannah! Prob'ly the world, I is." Siddiq has never heard of this person. "You's give me yer money, and then we's a-gonna kill you! Yeah? That's what we's a doin'." Without bothering to think about the logic of this statement, Topan Red (whose clothes aren't red, nor is her hair) attacks you, and her goons attack your companions.
Topan Red, Scarred Bandit 2RR
Legendary Creature- Human Rogue Warrior
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
When Topan Red enters the battlefield, create 2 1/1 red Human Rogue Warrior creature tokens.
Other rogues you control have provoke.
4/1
Your companions can deal with the cronies, but you'll have to deal with Red.
The victorious Ritsuko has traveled only as short distance when she herself is blasted with a mighty gale. An inhuman voice booms out from within it "Who dares disturb my Easterly winds?! The storms and skies are my domain, and I alone dictate them! A lowly insect would pretend at the glory of my greatness-- such an insult!"
What an arrogant creature! As if it could claim to be the master of all the winds of the world-- ridiculous. However, Ritsuko may have been careless to stumble upon its domain. The dragon looks ready to bite poor Ritsuko's head off.
Kokoru, Who Draws the Winds 2UU
Legendary Creature- Dragon
Flying
When Kokoru is put into your hand from the battlefield, draw 2 cards and tap two target permanents.
2: Tap target creature with flying.
4/3
If anything is unclear, or if you disagree strongly with anything I had your character doing, feel free to say so.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
The path is long and arduous to your destination. The motivation may be different for each character, but such travels are a constant among many lives. You have the choice of traveling the vast and unforgiving deserts, or going the more direct but much more dangerous route through the haunted wilderness.
Across the river lie Leonin lands. They aren't fond of non-catfolk, and you've heard of traps along the roads. You'll have to either sneak through the hinterlands (with evasion) or you'll have to find a way to either endure, predict, disarm, or avoid two Leonin Bladetraps (for example, vigilance could allow you to avoid them-- because you are vigilant). Perhaps after recovering from the desert you might be able to survive such an onslaught, but any creature too large will attract unwanted attention. Any character with power or toughness 5 or greater will also be attacked by a Blade of the Sixth Pride unless they have evasion that stops such a card from blocking them. Anyone with power or toughness 8 or higher, and anyone with flying will also be attacked by two Leonin Skyhunters.
At one point you come to a bridge, and are stopped by a pair of Trestle Trolls. They say they will attack you unless you are clever enough to answer their riddle (scry or draw one or more cards in anyway). They are also jealous, so if you give something to one of them (a positive effect) they'll both become distracted, but if you try to sneak past one, the other will spot you, follow you, and attack you even if you have evasion. If you are able to incapacitate only one (tapping, bouncing, destroying or some such), the other will again attack you.
Finally if you made it this far, you will be observed by a Vampire Nighthawk. He doesn't attack, but he watches you. You feel that you may meet him again, and the thought fills you with dread.
Rather than going on an adventure and learning new skills, you can work either in the forge, study in the library, or remain with your family and friends. If you work in the forge, you will forge for yourself a piece of equipment made to serve you loyally. If you study in the library with the great enchanters, you will weave an aura to make yourself more powerful. If you spend your time among friends and loved ones, you will gain no glory and no respect among the rich and powerful, but you will gain a lifelong companion.
The end result of all three is mostly the same. You must design a card (an equipment, an aura, or a creature) to pair with your own card. You will also add an ability to your card that cares specifically about that card in any way. (like Nazahn, Revered Bladesmith and Hammer of Nazahn, Arachnus Spinner and Arachnus Web, or Brothers Yamazaki) This bonus card will be considered as part of your overall design at the end of the game, just like Nissa's Chosen is part of Nissa Revane's design.
If your character is strong enough to get through one of the challenges without any adjustments, you should still make some modification to your character that makes sense with the path you chose.
Note: Smiles the Skeleton is the only nonliving character, and therefore naturally avoids some of the hazards: the deserts, the Heartstopper, and the mosquitoes won't harm Smiles. Edit: Moppe is an artifact, so is also immune to the Heartstopper and the mosquitoes, but not the deserts. Sand is bad for gears.
Note #2: I didn't specify what was at the end of your journey through the wilderness/ desert because you all clearly have entirely different motivations. The demon avatar doesn't want the same things as the artifact gnome, the monks, or the skeleton. If you want to specify character motivation overall, or just the reason for this journey, be my guest. It's not required though.
EDIT: Added art. Who doesn't like art?
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
You start out as nothing, but along your journey, you'll learn the skills of a true legend, worthy to compete in the Arena of the Ancients with the Sword of the Chosen. Will your deeds become legend in this fabled Hall, or will you be relegated to the sidelines of history?
The fifth and final phase will be judgement of the final card's design and balance. If the card has become overpowered, they will be stripped of their legendary status, and given a mana cost more befitting their abilities. If they are deemed balanced and of worthy design, they will be extolled as true legends, and immortalized in the Legendary Hall.
Phase One Character 3G
Creature- Centaur Warrior
3/2
Phase 2 challenge: As you travel, you are attacked by a fearsome 3/3 horror, and you must defend yourself.
Phase Two Character 3G
Creature- Centaur Warrior
When ~ blocks or becomes blocked, it gets +1/+2 until end of turn.
3/2
You can also alter an ability instead of adding one. For example, I could have just made it a 3/4. Additionally I could change it in a later phase so that now I get +2/+2 and trample instead of just +1/+2. If it makes flavor sense, you can tweak your creature type, card name, and flavor text in any phase.
For the first phase all you need to do is make a card with the following limitations:
- It must be a legendary creature.
- It must be vanilla or french vanilla. You may have ONE simple keyword ability to start
- It should have plenty of room to gain abilities without becoming broken. Somewhere around the power level of Ancient Carp or Gray Ogre seems about right.
- Your card must be able to survive the encounter it had with an angry 1/1 rat.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.