Prediction of Maro's Ikoria Teaser
.::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::.
RattingRots 27 (+0)
dyd 27 (+0)
Krishnath 25 (+3)
jamblock 24 (+2)
netn10 22 (+4)
JovialJovian 20 (+2)
void_nothing 19 (+2)
kwanyeegor-ii 8
scarbo 7
Guardman 7 (+3)
Occo 6
folding_music 5 (+0)
FoilSquared 2
.::Note of the Day::.dyd 27 (+0)
Krishnath 25 (+3)
jamblock 24 (+2)
netn10 22 (+4)
JovialJovian 20 (+2)
void_nothing 19 (+2)
kwanyeegor-ii 8
scarbo 7
Guardman 7 (+3)
Occo 6
folding_music 5 (+0)
FoilSquared 2
.::Yesterday's Submissions::.
Nonblack "You lose the game"
dyd wrote: ↑4 years agoVotes: Krishnath , Guardman
Yahenni's Aether Heart
Legendary Artifact
Whenever you cast a spell, you get .
Whenever an opponent casts a spell, you lose .
As long as you have one or more , you can't lose the game and your opponents can't win the game.
When you have no , you lose the game.
IIW: something from Ikoria teaser, but on a previously visited plane
Krishnath wrote: ↑4 years agoVotes: JovialJovian, jamblock
Well of RadianceHonorable MentionsShowHideRattingRots: Gotta love those allies, but it feels like easy mode, almost as easy as Slivers. Still, a fun card.
Legendary Artifact Enchantment
At the beginning of your end step, you gain 5 life.
At the beginning of your upkeep, if you have twice your starting life total or more, you lose the game.
IIW: Split cards
folding_music wrote: ↑4 years agovotes: JovialJovian, Krishnath
Teetering Treehouse
Enchantment - Aura
Enchant land
Hexproof
Whenever enchanted land is tapped for mana, its controller adds an additional .
If enchanted land leaves play, you lose the game.
The perfect place to meditate: moving would be disastrous.
IIW: memorials, headstones and mausoleums
JovialJovian wrote: ↑4 years agoVotes: netn10, Guardman
Rumination
Enchantment
Shroud
At the beginning of your upkeep, put a card you own in exile or a card in your graveyard on top of your library. If you can't, you lose the game.
If a card would be put into your graveyard from anywhere, put it on the bottom of your library instead.
If a card you own would be exiled, put it on the bottom of your library instead.
When ~ leaves the battlefield, exile your library.
IIW: Phasing
RattingRots wrote: ↑4 years agonetn10, void_nothing
Selfless Act
Sorcery (M)
You lose the game.
Target friendly player draws seven cards, puts up to two land cards from their hand onto the battlefield, then takes an extra turn after this one.
IIW: Recover
Guardman wrote: ↑4 years agoVotes: netn10 and void_nothing
Forlorn Hope
Artifact
Forelorn Hope enters the battlefield with three hope counters.
At the beginning of your upkeep, remove a hope counter from Forlorn Hope. Then if there are no more hope counters on Forlorn Hope, you lose the game.
Forlorn Hope cannot be the target of spells or abilities.
You and all other permanents you control have hexproof.
All permanents you control are indestructible, and have "this permanent cannot be sacrificed or exiled".
"Will it work?"
"It must."
IIW: A Pokemon double-face creature
void_nothing wrote: ↑4 years agoVotes: netn10, jamblock
Urgent Struggle
Enchantment (M)
When Urgent Struggle enters the battlefield, create a 1/1 red Goblin Warrior creature token with double strike and a 1/1 white Human Warrior creature token with lifelink.
Creatures with power 2 or less you control have haste.
Attacking creatures you control have all abilities of other attacking creatures you control.
At the beginning of your end step, if you didn't attack with two or more creatures this turn, you lose the game.
Their peoples would either earn freedom together, or perish as traitors.
IIW: Nonflying Birds