Blood Needle
Artifact
At the beginning of each players upkeep, destroy target creature that player controls.
Whenever a creature is put into an opponents graveyard from play, you lose life equal to its toughness.
Beacon of Darkest Power :symb::symb::symb:
Sorcery
Draw 7 cards, then add :symb::symb::symb::symb::symb::symb::symb::symb: to your mana pool.
Shuffle Beacon of Darkest Power into its owners library.
Check War Elemental.
Also I would like to say that this one could grow out to be pretty powerfull, imagine this one turn one, [need some excaleration but that's no prob in T1 for aggro]. So you have 3 mana on turn 2 and a 0/1 fella. You shoot your opp with 2 burn spells for at least 5 damage, [Lightning Bolt and Shock as an example] And hit that turn for 10 damage. Next turn you could hit with your elemental for the win or just sac it if he has any blockers.. That's quite powerfull to me..
My card gets ONE charge counter everytime damage is dealt, so it's not exactly like War Elemental (I forgot about this one while making the card, however) and is not too strong - I lost points because it was too weak!
Sorry for not linking my card, but I don't know how to link to a single post.
Prodigal Druid :2mana::symg:
Creature - Druid
: Put a 1/1 green Saproling creature token into play. Prodigal Druid deals damage equal to the total power of Saprolings in play to target creature or player.
When you control three or more Saprolings, sacrifice Prodigal Druid.
1/1
With a sac outlet, it's still a strong green pinger - however, sac outlets are rare in green.
Next:
Spiritual Protection :3mana::symu:
Instant
Counter target spell that targets an enchantment you control.
Seperate Realities :2mana::symu::symu: Enchantment
Spells or abilities that target permanets can only target nontoken permanents.
If a spell or ability would affect permanents, it affects only nontoken permanents instead.
Token creatures can block or be blocked by only token creatures.
308.4 If no creatures are declared as attackers, finish the declare attackers step, but skip the declare blockers and combat damage steps.
Thank you for the judging. I guess I'll still have to learn a bit and to spend a bit more time on one card before I can succeed in a greater contest like this.
However, I liked my idea of a red creature growing everytime an opponent is dealt damage (my card was the Blazing Elemental */1 ) because I thought it would be fun to play in a burn deck and not too weak (remember it can attack and be sacrificed at instant speed - and doesn't have to be sacrificed EoT like Ball Lightning).
I'm okay with your judging, however, I'm just a bit disappointed about the "doesn't seem overwhelmingly creative to me" - growing in power when an opponent is dealt damage (by anything) is new, I think, and this was my main idea...Bloodthirst is quite different.
Will of Yawgmoth :2mana::symb:
Sorcery
Until end of turn, you may play cards in your graveyard.
If a card would be put into your graveyard this turn, remove that card from the game instead.
You can't play more than three cards from your graveyard this way.
(I don't really like fixing existing cards - please invent new ones, clearly too strong or clearly too weak.)
Next:
Decree of Damnation :2mana::symb::symb: Enchantment
Decree of Damnation comes into play with three depletion counters on it.
Remove a depletion counter from Decree of Damnation: Destroy all creatures. They can't be regenerated.
Cycling :symb::symb:
When you cycle Decree of Damnation, you may destroy all creatures and they can't be regenerated.
Devastating Whispers :symw::symb:
Instant
Split Second
Kicker
Destroy all permanents. Each player discards his/her hand.
Then, if you played the kicker cost, you may return any number of permanents from each graveyard to play under your control.
Then, you lose 1 life for each card in each graveyard and 2 life for each permanent you control.
Next:
Boros Elite :symw::symr:
Creature - Human Soldier
First Strike, Lifelink, Haste
: Tap target creature.
: Boros Elite deals 3 damage to target creature or player.
3/2
Phantasm of Leng :symw::symu:
Creature - Illusion
Vanishing 2
Flying
When Phantasm of Leng comes into play or leaves play, remove target nonland permanent from the game and put two time counters on it. If it doesn't have suspend, it gains suspend.
2/1
Free Faerie :3mana::symu:
Creature - Faerie
Flying
When ~ comes into play untap up to 4 lands and draw a card.
Spells you play cost more to play.
Cycling
1/1
It was not that much overpowered, but like this, you have a small drawback if you can't get rid of the faeries.
Well, a card that can't lose defender like Bonded Fetch would have been cooler.
However:
Gerradas, Cavalry Marshal :2mana::symw::symw: Legendary Creature - Soldier Lord
Horsemanship
Imprint - When Gerradas comes into play, you may search your library for a nonlegendary creature card with Horsemanship, remove it from the game, then shuffly your library. The card is imprinted on Gerradas.
Whenever Gerradas deals combat damage to a player, you may put a token into play that's a copy of the removed card.
Threshold - Creatures with Horsemanship get +2/+2. Grandeur - Discard another card named Gerradas, Cavalry Marshal: Creatures with Horsemanship you control get +3/+3 and gain first strike until end of turn. 3/3
Living Furnace :symr::symr:
Enchantment
Sacrifice a land: Living Furnace becomes an 8/8 elemental creature with trample until end of turn and gains "Sacrifice a land: Living Furnace gets -4/-4 until end of turn. Only any opponent may play this ability." until end of turn.
Next:
Call of the Wood :symg::symg:
Sorcery
Put a 5/3 green Treefolk creature token with trample into play. Return Call of the Wood to its owners hand.
Burn to Bones :xmana::3mana::symr:
Instant
Burn to Bones can't be countered.
Burn to Bones deals X damage to each creature and each player. Creatures can't be regenerated this turn. If a creature would be put into a graveyard this turn, remove it from the game instead.
Aje8, there are some more ways to balance this, for example, removing a certain number of time counters as a cost for a good effect like "Remove three time counters from Path to Death: Destroy target nonblack creature".
Also, I don't really think the Path to Life is too good. It's like Darksteel Reactor, but you must remove time counters instead of putting charge counters on it to fasten the effect.
So I don't really think this one's too good, either.
Path of the Hoard
Sorcery
Path of the Hoard is red.
Path of the Hoard can't be countered.
Put 10,000 1/1 red Goblin Berserker creature tokens into play with Haste.
Suspend - 20
So I'll leave it unchanged and go to the next one, I don't think a cycle is of much use here:
Fair Trade
Sorcery
Draw a card, then target oppponent may draw up to two cards. "Sounds fair."
Artifact
At the beginning of each players upkeep, destroy target creature that player controls.
Whenever a creature is put into an opponents graveyard from play, you lose life equal to its toughness.
Beacon of Darkest Power :symb::symb::symb:
Sorcery
Draw 7 cards, then add :symb::symb::symb::symb::symb::symb::symb::symb: to your mana pool.
Shuffle Beacon of Darkest Power into its owners library.
My card gets ONE charge counter everytime damage is dealt, so it's not exactly like War Elemental (I forgot about this one while making the card, however) and is not too strong - I lost points because it was too weak!
Sorry for not linking my card, but I don't know how to link to a single post.
Creature - Druid
: Put a 1/1 green Saproling creature token into play. Prodigal Druid deals damage equal to the total power of Saprolings in play to target creature or player.
When you control three or more Saprolings, sacrifice Prodigal Druid.
1/1
With a sac outlet, it's still a strong green pinger - however, sac outlets are rare in green.
Next:
Spiritual Protection :3mana::symu:
Instant
Counter target spell that targets an enchantment you control.
Seperate Realities :2mana::symu::symu:
Enchantment
Spells or abilities that target permanets can only target nontoken permanents.
If a spell or ability would affect permanents, it affects only nontoken permanents instead.
Token creatures can block or be blocked by only token creatures.
308.4 If no creatures are declared as attackers, finish the declare attackers step, but skip the declare blockers and combat damage steps.
Make a card where the bolded line matters.
Thank you for the judging. I guess I'll still have to learn a bit and to spend a bit more time on one card before I can succeed in a greater contest like this.
However, I liked my idea of a red creature growing everytime an opponent is dealt damage (my card was the Blazing Elemental */1 ) because I thought it would be fun to play in a burn deck and not too weak (remember it can attack and be sacrificed at instant speed - and doesn't have to be sacrificed EoT like Ball Lightning).
I'm okay with your judging, however, I'm just a bit disappointed about the "doesn't seem overwhelmingly creative to me" - growing in power when an opponent is dealt damage (by anything) is new, I think, and this was my main idea...Bloodthirst is quite different.
Sorcery
Until end of turn, you may play cards in your graveyard.
If a card would be put into your graveyard this turn, remove that card from the game instead.
You can't play more than three cards from your graveyard this way.
(I don't really like fixing existing cards - please invent new ones, clearly too strong or clearly too weak.)
Next:
Decree of Damnation :2mana::symb::symb:
Enchantment
Decree of Damnation comes into play with three depletion counters on it.
Remove a depletion counter from Decree of Damnation: Destroy all creatures. They can't be regenerated.
Cycling :symb::symb:
When you cycle Decree of Damnation, you may destroy all creatures and they can't be regenerated.
Instant
Split Second
Kicker
Destroy all permanents. Each player discards his/her hand.
Then, if you played the kicker cost, you may return any number of permanents from each graveyard to play under your control.
Then, you lose 1 life for each card in each graveyard and 2 life for each permanent you control.
Next:
Boros Elite :symw::symr:
Creature - Human Soldier
First Strike, Lifelink, Haste
: Tap target creature.
: Boros Elite deals 3 damage to target creature or player.
3/2
Creature - Illusion
Vanishing 2
Flying
When Phantasm of Leng comes into play or leaves play, remove target nonland permanent from the game and put two time counters on it. If it doesn't have suspend, it gains suspend.
2/1
(different realities -> suspend, illusion, vanishing cold -> white, blue )
Next:
The Goldmeadow
Creature - Faerie
Flying
When ~ comes into play untap up to 4 lands and draw a card.
Spells you play cost more to play.
Cycling
1/1
It was not that much overpowered, but like this, you have a small drawback if you can't get rid of the faeries.
Next:
Squire Acolyte
Creature - Human
0/1
However:
Gerradas, Cavalry Marshal :2mana::symw::symw:
Legendary Creature - Soldier Lord
Horsemanship
Imprint - When Gerradas comes into play, you may search your library for a nonlegendary creature card with Horsemanship, remove it from the game, then shuffly your library. The card is imprinted on Gerradas.
Whenever Gerradas deals combat damage to a player, you may put a token into play that's a copy of the removed card.
Threshold - Creatures with Horsemanship get +2/+2.
Grandeur - Discard another card named Gerradas, Cavalry Marshal: Creatures with Horsemanship you control get +3/+3 and gain first strike until end of turn.
3/3
Next:
Grandeur, Cumulative Upkeep, Fateseal
Enchantment
Sacrifice a land: Living Furnace becomes an 8/8 elemental creature with trample until end of turn and gains "Sacrifice a land: Living Furnace gets -4/-4 until end of turn. Only any opponent may play this ability." until end of turn.
Next:
Call of the Wood :symg::symg:
Sorcery
Put a 5/3 green Treefolk creature token with trample into play. Return Call of the Wood to its owners hand.
Instant
Burn to Bones can't be countered.
Burn to Bones deals X damage to each creature and each player. Creatures can't be regenerated this turn. If a creature would be put into a graveyard this turn, remove it from the game instead.
Next:
:2mana::symw::symu:
Also, I don't really think the Path to Life is too good. It's like Darksteel Reactor, but you must remove time counters instead of putting charge counters on it to fasten the effect.
So I don't really think this one's too good, either.
Path of the Hoard
Sorcery
Path of the Hoard is red.
Path of the Hoard can't be countered.
Put 10,000 1/1 red Goblin Berserker creature tokens into play with Haste.
Suspend - 20
So I'll leave it unchanged and go to the next one, I don't think a cycle is of much use here:
Fair Trade
Sorcery
Draw a card, then target oppponent may draw up to two cards.
"Sounds fair."
Instant
Buyback
Prevent all combat damage X target creatures would deal this turn.
Next:
:xmana::symu: