Welcome to the DCC!
If you have any questions or comments, feel free to post in the DCC Discussion Thread.
How To Play
How does this card-making game work? It's simple! Whenever your card receives a vote, you receive [1] point for the month. If your card ends up with the most votes for that day, you will receive [2] additional points for the month. In the event of a tie, each person who tied receives [1] additional point. At the end of each month, the person with the most points on the scoreboard wins that month, then the scoreboard is cleared for the next month. You can participate in as many or as few days as you want in any month.
Rules
- Each day you may post any card you want. On the next day all of the posted cards will be put into the thread as long as your card didn't get disqualified - see the next point for more details. If you post more than one card in a DCC thread, only the first card you post will be taken.
- When you vote, you need to make exactly two votes for two different people. Vote for the cards that are listed in the first post, not other cards being posted in the thread. If you notice that you've only voted for one person, include your second vote in a post, even if you're not submitting a card.
- If you want to change your vote for any reason, post that change in the day's thread (you can include it with your card if you want). Changed votes in the discussion thread will be ignored.
- Voting for only one person, for three or more people, or for yourself will earn you an asterisk by your name in the monthly leaderboard. So will failing to vote if you've posted a card. (We're not going to do anything about people who don't vote or post cards; that would be kind of silly.) This indicates that you're on probation for the next 21 days. If you're on probation and you make another improper vote, your card will be disqualified. Repeated disqualification is grounds for warnings and/or infractions for not following the game rules, so please don't do it.
- Voting for everything in the poll will be grounds for a lifetime ban from the DCC. Don't do it. It just wastes the thread creators' time.
- If you wish to post a render, please use the hyperlink option when posting your card and make the card name the image link. Renders are usually large enough to clog up the list, so submit a text-formed card and (optionally) a link in the name to the render.
- This thread is just for your card submission. Take your questions/comments to our discussion thread. If it's a question, comment, or complaint about probation, PM void_nothing and/or the month's DCC organizer.
- When posting make sure that:
- You have included all of the previous day's entries.
- You update the leaderboard with the previous day's scores.
Notes of the Day
DCC Scoreboard
Raptorchan 49 (+7)
void_nothing 45 (+2)
bravelion83 39 (+0)
RattingRots 39 (+2)
Riria 36 (+1)
Rithaniel 34 (+2)
netn10 33 (+4)
Komandon 17 (+0)
AnotherAlias 11 (+2)
marioguy3 6
void_nothing 45 (+2)
bravelion83 39 (+0)
RattingRots 39 (+2)
Riria 36 (+1)
Rithaniel 34 (+2)
netn10 33 (+4)
Komandon 17 (+0)
AnotherAlias 11 (+2)
marioguy3 6
Rithaniel's probation: 5 days left.
Riria wrote: ↑11 months agoVotes: Raptorchan (cleanest design I've seen in a long time), RattingRots
Amira, Atoned Succubus
Legendary Creature — Demon Advisor (MR)
Flying, protection from red
Whenever a spell you don't control is countered, create a Treasure token.
Sacrifice four Treasure tokens: Gain control of target creature.
"Why limit myself to seducing one pathetic mortal at a time when there are entire financial empires to exploit?"
2/3
Raptorchan wrote: ↑11 months agoVotes: AnotherAlias, RattingRots
World Domination Scheme
Sorcery (M)
Each of X target creatures connive, then destroy the rest. (To have a creature connive, their controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on that creature.)
bravelion83 wrote: ↑11 months agoVotes: Raptorchan, netn10
High-Speed TrainHMsShowHideRithaniel - "a second creature card" should be "another creature card" and I'm not a big fan of how the double restriction on white mana reads but I like the idea.
RattingRots - I really like the elegance of the design but I think the card is a bit too narrow.
Komandon - A parenthesis is missing at the beginning of the reminder text for historic but that's not the real problem. That's the aftermath half, and for several reasons:
• Drawing the four cards that then get put in different places instead of just revealing them from the top of your library poses huge logistical issues, like miracle but multipled by four. You have to be able to tell which of the cards in your hand are the four you've just drawn, so technically you have to keep them separate from the rest of your hand. As soon as they touch the rest of the cards in your hand it's too late and you can't tell which ones they are anymore.
• Also, if you've already drawn the cards, why does the first one go to your hand? It's already in your hand, you've just drawn it!
• Also, you can't just say "the graveyard", you have to specify which player's graveyard, even if in this case it must be yours as you can't put cards you own into your opponent's graveyard.
• And finally, how about if you have an effect in play that makes you draw additional cards? Something like "If you would draw one or more cards, instead draw that many cards plus one."? Where does the additional card go? That's why many similar cards use the words "the rest" to say where the last cards go.
In the end, I would have worded the aftermath half like this: "Reveal the top four cards of your library. Put one of them into your hand, one back on top of your library, one into your graveyard and exile the rest."
void_nothing - I don't really see the purpose of prowess here, it feels like it's there just to give the card a red keyword. Also, I would have made the second token a 2/2 for elegance, so that you have the sequence 1/1 into 2/2 into 3/3. Finally, I would have made either all the tokens the same colors or all of different colors. Two tokens being green and one red doesn't read well to me, especially when a 3/3 Dinosaur with trample could already be green instead of red without any other changes.
Artifact — Vehicle (R)
Whenever a red creature crews High-Speed Train, High-Speed Train gets your choice of haste or menace until end of turn.
Whenever a white creature crews High-Speed Train, High-Speed Train gets your choice of first strike or lifelink until end of turn.
Crew 2
3/3
RattingRots wrote: ↑11 months agonetn10, Rithaniel
Soul Vice
Artifact (R)
: Exile target card from a graveyard for as long as you control ~.
Sacrifice ~: Exile target card from a graveyard, then draw a card.
void_nothing wrote: ↑11 months agoVotes: Raptorchan, netn10
Ozolith Sliver
Creature - Sliver (R)
Mutate
Sliver cards you own that aren't on the battlefield have mutate .
Slivers you control have "Whenever this creature mutates, put a +1/+1 counter on it and you gain 1 life."
4/4
netn10 wrote: ↑11 months agoVotes: Raptorchan, AnotherAlias
Moonshine Quill
Artifact - Equipment (Rare)
Equipped creature gets +1/+1 for each card you drew this turn and +1/+1 for each card your opponents discarded this turn.
: You draw a card and each opponent discards a card.
Equip
A note taken, a message received.
Komandon wrote: ↑11 months agoVotes: void_nothing , netn10
Yeti Umbra
Snow Enchantment -Aura
Enchant creature (uncommon)
Enchanted creature gets +2/+2 and hexproof from white.
: Enchanted creature gains +1/+1 and trample till end of turn.
Totem Armor (If enchanted creature would be destroyed, instead remove all damage and destroy this Aura.)
Rithaniel wrote: ↑11 months agoVotes: Raptorchan, void_nothing
Focus of the Jumera
Instant U
Tap up to three target creatures. If was spent to cast this spell, those creatures don't untap during their controller's next untap step. If was spent to cast this spell, creatures you control get +1/+0 and gain haste until end of turn.
"Occupy their attention with something mundane, and then use that moment to strike."
—Nelade, Jumera High Arbiter