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 40 (+0)
emily 37 (+8)
bravelion83 31 (+5)
RattingRots 25 (+2)
Rithaniel 24 (+0)
netn10 24 (+3)
void_nothing 21 (+0)
CunningGabe 16 (+2)
Apellosine 4
KB52665 0
emily 37 (+8)
bravelion83 31 (+5)
RattingRots 25 (+2)
Rithaniel 24 (+0)
netn10 24 (+3)
void_nothing 21 (+0)
CunningGabe 16 (+2)
Apellosine 4
KB52665 0
bravelion83 wrote: ↑8 months agoVotes: emily, CunningGabe
HM: void_nothing, RattingRots, Raptorchan
Hauntmoor Sentinels
Creature — Spirit Warrior (R)
First strike
As long as it's your turn, Hauntmoor Sentinels loses first strike and gains double strike and menace.
: Hauntmoor Sentinels gets +1/+1 and gains vigilance until end of turn. Activate only during your turn.
They might be immaterial, but their swords are as material as the stones of the castle they guard.
2/2
Raptorchan wrote: ↑8 months agoVotes: bravelion83, emily
Spoils of Malice
Sorcery (M)
This spell costs less to cast for each token you control.
Create thirteen Treasure tokens. (They're artifacts with " , Sacrifice this artifact: Add one mana of any color.")
netn10 wrote: ↑8 months agoVotes: bravelion83, emily
Bizarre Adventure
Enchantment - Saga (Rare)
I - Exile a permanent card from your graveyard with an Adventure. It goes to an adventure.
II - You take the initiative.
III - Venture into the dungeon.
IV - You become the monarch.
V - Put the adventuring permanent card onto the battlefield.
RattingRots wrote: ↑8 months agobravelion83, emily
Rainbow Rootwalla
Creature - Lizard (U)
: ~ gets +1/+1 for each color of mana spent to activate this ability. Activate only once each turn.
1/1
CunningGabe wrote: ↑8 months agoVotes: netn10, emily
Dig in Spurs -
Instant (C)
Target creature gets +1/+1 and gains haste until end of turn. If it is a Knight or Cowboy, it gains trample until end of turn and you draw a card.
void_nothing wrote: ↑8 months agoVotes: bravelion83, netn10
Modicum of Control
Enchantment (R)
When Modicum of Control enters the battlefield, draw a card.
You always choose targets for spells and abilities you control. (For example, if an effect says "any target chosen at random" or "each of the copies targets a different one", instead you may select any legal targets.)
Rithaniel wrote: ↑8 months agoVotes: RattingRots, netn10 (the Treasure generation needs to be a replacement effect, though)
Immutability Engine
Artifact R
Immutability Engine enters the battlefield with five time counters on it.
As Immutability Engine enters the battlefield, choose three card names.
If a creature with one of the chosen names would die, instead remove all damage from it and remove a time counter from Immutability Engine. Then sacrifice Immutability Engine if there are no time counters on it.
emily wrote: ↑8 months agoVotes: bravelion83, RattingRots
Forced Fisticuffs
Enchantment (R)
All creatures have haste and are goaded.
Whenever a creature attacks one of your opponents, it gets +2/+0 until end of turn.
At the beginning of your upkeep, sacrifice Forced Fisticuffs.
And when the dust had settled, the instigator was nowhere to be found.