Worms, Wurms, Wyrms
.::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::.
dyd 43 (+2)
netn10 42 (+1)
Riria 33 (+1)
void_nothing 31 (+2)
JovialJovian 25 (+5)
OneAndOnly 23 (+1)
CunningGabe 12
kwanyeegor-ii 12
MonoRedMage 12 (+0)
Oskeo 7
TheAmericanSpirit 6
FoilSquared 6 (+2)
Legend 5
Lorn Asbord Schutta 3
Pygyzy 2 (+2)
BaconCatBug 1
.::Yesterday's Submissions::.
Animatable lands
dyd wrote: ↑3 years agoVotes: Riria, JovialJovian
Lupine Den
Land
Lupine Den enters the battlefield tapped.
Add or .
: Lupine Den becomes a 2/2 red and green Werewolf creature with trample until end of turn. It's still a land.
At the beginning of each upkeep, if no spells were cast last turn, put a +1/+1 counter on Lupine Den.
"Safe as a bush."
—Kessig expression meaning "unexpectedly dangerous"
RenderShowHide
IIW: The "Town Musicians of Bremen"
Riria wrote: ↑3 years agoVotes: Pygyzy, JovialJovian
Invested Shrine
Land (R)
Invested Shrine enters the battlefield tapped.
: Add , or .
: Invested Shrine becomes a blue, red and white 1/1 creature with prowess, prowess and prowess until end of turn. It's still a land.
IIW: Counterspells that interact with counters.
netn10 wrote: ↑3 years agoVotes: FoilSquared, slimytrout
Ever-Waking Grove
Land (Rare)
Ever-Waking Grove enters the battlefield tapped.
: Add or .
: Return Ever-Waking Grove from your graveyard to the battlefield tapped. If you do, it becomes a 5/5 black and green elemental. It's still a land.
IIW: Uncommon.
FoilSquared wrote: ↑3 years agoVotes: JovialJovian, void_nothing
Lurking Blight
Land
Lurking Blight enters the battlefield tapped
: Lurking Blight becomes a 1/1 black and green Horror creature with deathtouch and indestructible until end of turn, it's still a land. You may activate this ability as long as it's not your turn.
IIW: Druid tribal
slimytrout wrote: ↑3 years agovoid_nothing, JovialJovian
Expanding Wilds
Land (R)
: Add
: Choose a basic land type. Put a counter of that type on Expanding Wilds.
: Until end of turn, Expanding Wilds becomes a 0/0 Elemental creature that's still a land with "Expanding Wilds gets +1/+1 for each of its basic land types."
IIW: Hunger
kwanyeegor-ii wrote: ↑3 years agodyd oneandonly
Mustering Point
Land (Rare)
Mustering Point enters the battlefield tapped
: Add or
: Mustering Point becomes an X/4 red and white Army creature with menace until end of turn. It's still a land.
iiw rare humans
OneAndOnly wrote: ↑3 years agoVotes: dyd, Pygyzy (special thanks to MonoRedMage!)
Voracious Jungle
Land - Forest
(: Add )
Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. If you do, put twice that many +1/+1 counters on it.)
Voracious Jungle can't devour creatures with converted mana cost four or greater.
When Voracious Jungle enters the battlefield, if it devoured a creature, it becomes a 0/0 Plant Elemental creature with haste and trample until end of turn.
IIW: Things that repeat. Things that repeat.
MonoRedMage wrote: ↑3 years ago@OneAndOnly Don't forget your vote!
Votes - JovialJovian, slimytrout
void_nothing wrote: ↑3 years agoVotes: FoilSquared, netn10
Portal of Power and Truth
Legendary Land (M)
Portal of Power and Truth enters the battlefield tapped.
: Add one mana of any color. Portal of Power and Truth deals 1 damage to you.
: Until end of turn, Portal of Power and Truth becomes a 4/4 Avatar creature that's all colors. It has indestructible and "Whenever this creature deals combat damage to a player, put a +1/+1 counter on another target creature and draw a card." It's still a land.
IIW: Unusual triggers