Plunderer of Worlds, who turned out to be Moiza Nikhon, cunning merchant planeswalker from Gaata, keeps preying on conflict between Bajig Archduchy and Republic of Hazba on Hazunda. In his greed, he unleashes more and more explosive secrets that were prohibited on Gaata and other militarized worlds long ago, which leads to more and more casualties and devastation. What can stop him if both sides of conflict are too blinded by hate so they can't see the bitter end for all living beings in the poor world?
Token 1 of 1
Vehicle
Token Artifact - Vehicle
Crew 2
4/4
Minotaur
• Token creature - Minotaur
3/3
Vivien, Nemesis of Steel
Emblem - Vivien
At the beginning of each opponent's end step, that player sacrifices an artifact or enchantment. If they can't, create a 5/5 green Bear Spirit creature token.
Dirgehorn3B
Artifact (Rare)
Whenever you activate an ability of a permanent you control, if you sacrificed one or more creatures to activate that ability, you may pay 1. If you do, copy that ability and you may choose new targets for the copy.
Whenever you sacrifice a creature you control as an additional cost to casting a spell, you may pay 1. If you do, copy that spell and you may choose new targets for the copy. The sound it makes echoes the dying breaths of those who play it.
Bone Wagon4
Artifact - Vehicle (Rare)
Menace
Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This card enters the battlefield with twice that many +1/+1 counters on it.)
Sacrifice any number of creatures with total power 3 or more: Bone Wagon becomes an artifact creature until end of turn. Put a +1/+1 counter on it.
1/0
Regisaur Fossil4
Artifact (Rare) T: Add B.
, Exile a creature card from your graveyard: Until end of turn, Regisaur Fossil becomes a 5/4 black Dinosaur Skeleton artifact creature with "Sacrifice another creature: Regisaur Fossil gains indestructible until end of turn". It may be dead, but it's still hungry.
Mr. Rithaniel: This could be both very powerful but also very dangerous. In fact I feel the greater the mana investment the more risky this card becomes. You would have to fit it into a deck that can make use of cards in your graveyard, but I can see this being a fair card.
kwanyeegor: So this card is the lands equivalent of Past in Flames and it's very odd, especially with lands like Evolving Wilds that sacrifice themselves from the graveyard - would that not be possible then? - I like the idea behind it but you may need a different way to go about making it more functional.
Eventide Sojourner: I think it's interesting that you allowed this card to exile lands if you want to hit something with 0 cmc. And yet I think it's a good card that makes me think of the Blue Shoal in terms of power level.
bravelion83: This does quite a lot when you think about it. Being able to give itself trample makes connecting with an opponent all the more easy, and if you don't need to fly past your opponent then you're getting even bigger as time goes by. I think this sets itself ideally as a five mana 4/4 or a six mana 6/6. Any less than that and you're risking it dying before it gets big, and any bigger than that is worth keeping one mana up for haste instead. It's very powerful that's for sure.
Jimmy Groove: It's interesting to give creatures to your opponents as a way to draw cards for yourself. I'm not sure exactly what kind of deck would want to play this card, but I'd be interested to see what can be done with it.
IcariiFA: Now this does an interesting thing of devouring your opponent's creatures before devouring your own. After all, Devour is a "may sacrifice", meaning with enough mana this guy can just eat up all your opponent's creatures and then leave all yours to attack an empty board. This can also hurt people's brains with all the math it's doing, especially when you start devouring your own creatures too.
Stille_Nacht: 99.9% of players will run basic lands in their decks, which basically means Trajan makes all your creatures unblockable, which at four mana on a 4/4 is very powerful. I think this would be more balanced as a five mana card. This feels soldier-y in that his pathmaking lets your forces travel with ease. I like it.
Mergatroid_Jones: A land creature with no mana ability but that gets you a basic on dying is pretty interesting. I think this could be a bit stronger, perhaps by getting it onto the battlefield tapped instead of in your hand? I quite like the flavor of this being a guardian to an undiscovered land (literally).
Eventide Sojourner: An illusory soldier is a great flavor fit, and it even has a more palatable illusion effect. It can become a huge pain as well if your opponent can't answer it outside of combat too.
Forestsguy: I like that it actually pumps itself in two different manners, but I feel like it needs a race subtype, even if it's just mutant. It's balanced and fits well, I can imagine this as a Simic experiment.
TotallyHaywire: I like the idea of this being the drake equivalent to the Boros Skyknights, but like with Forestsguy this needs a race subtype really. I like that it can enable itself by transforming a spell you control into a drake, and it's pretty nifty as a way to avoid countermagic too.
TheRavenManIsSquee: Zombie Soldiers have been done before, but it hardly seems like something the Rakdos would use. The ability has the soldier feel of preventing damage, but that's anything but a red/black thing really. I'm not sure how fixing this would work, but it feels like it's not in the right colors.
Kwanyeegor: This has some pretty powerful repercussions for a well built limited deck, and I think you missed a "this turn" in the rules text, but it's a solid card that has a good flavor to it too.
void_nothing: This does interesting things that green might not be familiar with, and yet I feel like this is something I'd give more to a Scout than a Soldier. Having lands in your hand or on top of your library makes it seem like it cares about what you haven't played yet, whereas if it cared about the lands you already have that I feel leans more into the Soldier theme of protecting your land. Flavor aside, I think this is a very strong rattlesnake from the moment you have two forests revealed. A 2/6 hexproof for four mana is also incredibly bulky and I feel that it would need a lower toughness to be better.
Well we've had some great entries this round, but I'm giving the win over to TotallyHaywire.
Next challenge is creatures/tokens/vehicles with zero toughness and nonzero power
Orb of PrescienceUR
Artifact (Rare)
At the beginning of your upkeep, you may pay 1. If you do, exile the top card of your library face down. X, T: You may cast a card with converted mana cost X exiled with Orb of Prescience without paying its mana cost. "You call it foresight. I say you're too slow on the uptake."
Xeres, Chronomancer
Increasing TerrorXBR
Sorcery (Rare)
Target opponent discards X cards. If Increasing Terror was cast from a graveyard, repeat this process for each other opponent. Increasing Terror deals damage to each player who discarded a card this way equal to the greatest converted mana cost among those cards.
Flashback XXBR
Baeyana, Transcendant OneURW
Legendary Creature - Monk Avatar (Mythic Rare)
Lifelink
When is put into the command zone from the battlefield, put a meditation counter on it.
Monk spells you cast, Cleric spells you cast and enchantment spells you cast cost 1 less to cast for each meditation counter on Baeyana.
Counters remain on Baeyana as it moves to any zone other than a player's hand or library.
3/3
Now that submissions are done I have to say it's been a really fun CCL this month. I quite enjoyed the unexpected limitation of sticking to a color identity, and there was a lot of nostalgia and mechanics you made us work with. I haven't decided on whether to stay here or migrate to Nexus yet, but I hope we get to continue this!
Curse of NeglectB
Enchantment - Aura Curse (Common)
Enchant player
At the beginning of enchanted player's upkeep, that player exiles two cards from their graveyard. If they can't, they lose 1 life. Abandoning ones past is more painful than you might expect.
Token 1 of 1
Vehicle
Token Artifact - Vehicle
Crew 2
4/4
Minotaur
• Token creature - Minotaur
3/3
Vivien, Nemesis of Steel
Emblem - Vivien
At the beginning of each opponent's end step, that player sacrifices an artifact or enchantment. If they can't, create a 5/5 green Bear Spirit creature token.
Artifact (Rare)
Whenever you activate an ability of a permanent you control, if you sacrificed one or more creatures to activate that ability, you may pay 1. If you do, copy that ability and you may choose new targets for the copy.
Whenever you sacrifice a creature you control as an additional cost to casting a spell, you may pay 1. If you do, copy that spell and you may choose new targets for the copy.
The sound it makes echoes the dying breaths of those who play it.
Artifact - Vehicle (Rare)
Menace
Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This card enters the battlefield with twice that many +1/+1 counters on it.)
Sacrifice any number of creatures with total power 3 or more: Bone Wagon becomes an artifact creature until end of turn. Put a +1/+1 counter on it.
1/0
IIW: Convoke, Improvise or Delve
I'm excited to finally see more Painter's Servant shenanigans.
Artifact (Rare)
T: Add B.
, Exile a creature card from your graveyard: Until end of turn, Regisaur Fossil becomes a 5/4 black Dinosaur Skeleton artifact creature with "Sacrifice another creature: Regisaur Fossil gains indestructible until end of turn".
It may be dead, but it's still hungry.
kwanyeegor: So this card is the lands equivalent of Past in Flames and it's very odd, especially with lands like Evolving Wilds that sacrifice themselves from the graveyard - would that not be possible then? - I like the idea behind it but you may need a different way to go about making it more functional.
Eventide Sojourner: I think it's interesting that you allowed this card to exile lands if you want to hit something with 0 cmc. And yet I think it's a good card that makes me think of the Blue Shoal in terms of power level.
bravelion83: This does quite a lot when you think about it. Being able to give itself trample makes connecting with an opponent all the more easy, and if you don't need to fly past your opponent then you're getting even bigger as time goes by. I think this sets itself ideally as a five mana 4/4 or a six mana 6/6. Any less than that and you're risking it dying before it gets big, and any bigger than that is worth keeping one mana up for haste instead. It's very powerful that's for sure.
Jimmy Groove: It's interesting to give creatures to your opponents as a way to draw cards for yourself. I'm not sure exactly what kind of deck would want to play this card, but I'd be interested to see what can be done with it.
IcariiFA: Now this does an interesting thing of devouring your opponent's creatures before devouring your own. After all, Devour is a "may sacrifice", meaning with enough mana this guy can just eat up all your opponent's creatures and then leave all yours to attack an empty board. This can also hurt people's brains with all the math it's doing, especially when you start devouring your own creatures too.
Top 3
3: kwanyeegor
2: IcariiFA
1: bravelion83
Mergatroid_Jones: A land creature with no mana ability but that gets you a basic on dying is pretty interesting. I think this could be a bit stronger, perhaps by getting it onto the battlefield tapped instead of in your hand? I quite like the flavor of this being a guardian to an undiscovered land (literally).
Eventide Sojourner: An illusory soldier is a great flavor fit, and it even has a more palatable illusion effect. It can become a huge pain as well if your opponent can't answer it outside of combat too.
Forestsguy: I like that it actually pumps itself in two different manners, but I feel like it needs a race subtype, even if it's just mutant. It's balanced and fits well, I can imagine this as a Simic experiment.
TotallyHaywire: I like the idea of this being the drake equivalent to the Boros Skyknights, but like with Forestsguy this needs a race subtype really. I like that it can enable itself by transforming a spell you control into a drake, and it's pretty nifty as a way to avoid countermagic too.
TheRavenManIsSquee: Zombie Soldiers have been done before, but it hardly seems like something the Rakdos would use. The ability has the soldier feel of preventing damage, but that's anything but a red/black thing really. I'm not sure how fixing this would work, but it feels like it's not in the right colors.
Kwanyeegor: This has some pretty powerful repercussions for a well built limited deck, and I think you missed a "this turn" in the rules text, but it's a solid card that has a good flavor to it too.
void_nothing: This does interesting things that green might not be familiar with, and yet I feel like this is something I'd give more to a Scout than a Soldier. Having lands in your hand or on top of your library makes it seem like it cares about what you haven't played yet, whereas if it cared about the lands you already have that I feel leans more into the Soldier theme of protecting your land. Flavor aside, I think this is a very strong rattlesnake from the moment you have two forests revealed. A 2/6 hexproof for four mana is also incredibly bulky and I feel that it would need a lower toughness to be better.
Well we've had some great entries this round, but I'm giving the win over to TotallyHaywire.
Next challenge is creatures/tokens/vehicles with zero toughness and nonzero power
Instant (Uncommon)
Create a 2/2 blue Bird creature token with flying.
//
Cover 1U
Instant (Uncommon)
You and permanents you control gain hexproof until end of turn.
IIW: Nonwhite Soldiers
Artifact (Rare)
At the beginning of your upkeep, you may pay 1. If you do, exile the top card of your library face down.
X, T: You may cast a card with converted mana cost X exiled with Orb of Prescience without paying its mana cost.
"You call it foresight. I say you're too slow on the uptake."
Xeres, Chronomancer
Sorcery (Rare)
Target opponent discards X cards. If Increasing Terror was cast from a graveyard, repeat this process for each other opponent. Increasing Terror deals damage to each player who discarded a card this way equal to the greatest converted mana cost among those cards.
Flashback XXBR
Legendary Creature - Monk Avatar (Mythic Rare)
Lifelink
When is put into the command zone from the battlefield, put a meditation counter on it.
Monk spells you cast, Cleric spells you cast and enchantment spells you cast cost 1 less to cast for each meditation counter on Baeyana.
Counters remain on Baeyana as it moves to any zone other than a player's hand or library.
3/3
IIW: Cycling matters
Enchantment - Aura Curse (Common)
Enchant player
At the beginning of enchanted player's upkeep, that player exiles two cards from their graveyard. If they can't, they lose 1 life.
Abandoning ones past is more painful than you might expect.
IIW: Blinking shenanigans