A White Snake
.::To Enter::.
In a single post:
- Name exactly two other players to vote for their entries for the previous challenge. (In the event that there are two or fewer entries that you are allowed to vote for, you may vote for only one.)
- Make a card that fits the current challenge.
- Include an "If I Win" (IIW) for tomorrow's challenge if you win.
.::Scoring::.
Ink-Treader 47 (2)
netn10 46 (0)
dyd 46 (1)
Subject16 44 (0)
void_nothing 43 (1)
Henlock 40 (5)
JovialJovian 38 (3)
kwanyeegor-ii 23 (0)
Feyd_Ruin 8 (0)
FoilSquared 1 (0)
.::Yesterday's Submissions::.
You Win the Game
dyd wrote: ↑4 years agoVotes: Henlock, JovialJovian
Melting Pot
Enchantment
Hexproof
When ~ enters the battlefield, create a 0/1 colorless Coward creature token named Xenophobe.
At the beginning of your upkeep, if there are twelve or more creature types among creatures you control and you don't control any Coward, you win the game.
"Embrace diversity, don't fear it."
– Mayael the Anima
IIW: an Atog or a LhurgoyfMe rumbling about my thought processShowHideI wanted a win condition related to having many races/classes working together. It could have been flavored as something like a zoo, but I felt that the flavor of a multiethnic and diverse society was much more interesting.
The no-Coward clause is there to prevent changeling auto-wins, and I think that creating the xenophobic Coward is a nice hoop to jump through, while representing the inevitable resistance to multiculturalism.
Setting it on Alara reinforced the feeling of "many coming together", while giving me a reason to make it 5-colors
Subject16 wrote: ↑4 years agoInk-Treader, Henlock
Zetari's Matrix
Legendary Artifact (Mythic)
Exile an instant or sorcery spell you control: Put a charge counter on Zetari Matrix. (That spell won't resolve.)
, Remove two charge counter from Zetari Matrix: Spells you cast cost less to cast this turn.
At the beginning of your end step, if you exiled seven or more spells with Zetari Matrix this turn, you win the game.
The moment she finished repairing it, Mineldra understood its purpose. She could only mutter "What did I do?"
IIW: Balanced Storm
netn10 wrote: ↑4 years agoVotes: dyd, Henlock
Winner Takes All
Sorcery (Mythic)
Each player reveals their hand. Using the cards' converted mana costs and colors, the player with the best poker hand wins the game. (The ranks from worst to best are High Card, Pair, Two Pairs, Three of a Kind, Straight, Flush, Full House, Four of a Kind, Straight Flush and Royal Flush.)
IIW: Red-White new graveyard mechanic.
JovialJovian wrote: ↑4 years agoVotes: Henlock, void_nothing
Eon Haze
Enchantment
Cumulative upkeep
At the beginning of your upkeep, if no player has cast a spell or activated an ability other than a mana ability, and no creature has attacked since the beginning of your last turn, you win the game.
For each age counter on ~, spells cost more to cast, activated abilities cost more to activate unless they're mana abilities, and each creature can't attack unless its controller pays .
IIW: Spells costing one mana.
Ink-Treader wrote: ↑4 years agoVote: JovialJovian and Henlock
The Golden Age
Enchantment - Saga (R)
I, II - Draw two cards, then you may put a land card from your hand onto the battlefield. You gain 5 life. The next spell you cast this turn costs less to cast.
III - If you have more life, more cards in hand, and control more nontoken permanents than each opponent, you win the game. Otherwise, remove all lore counters from The Golden Age and transform it. Then put a lore counter on it.
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The Dark Age
( ) Enchantment - Saga (R)
I, II - Each player sacrifices a permanent, discards a card, then loses 3 life.
III - If you have less life, less cards in hand, and control fewer nontoken permanents than each opponent, you lose the game. Otherwise, remove all lore counters from The Dark Age and transform it. Then put a lore counter on it.
IIW: Sagas
void_nothing wrote: ↑4 years agoVotes: JovialJovian, Ink-Treader
Pure Genuflection
Enchantment (M)
Whenever you cast a legendary spell, creatures you control get +1/+1 until end of turn and you draw a card. Then, if you have cast three or more legendary spells this turn, you win the game.
IIW: Guns