New Challenge Every Day - December 28th: You win the game

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Subject16
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Post by Subject16 » 1 month ago

Today's Challenge:
You Win the Game

.::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.
Each day we use the challenge of the previous day's winner. In the case of a tie, we'll use the IIW of the tied player who has least overall points.

.::Scoring::.

netn10 46 (3)
dyd 45 (1)
Ink-Treader 45 (1)
Subject16 44 (2)
void_nothing 42 (1)
Henlock 35 (1)
JovialJovian 35 (3)
kwanyeegor-ii 23 (0)
Feyd_Ruin 8 (0)
FoilSquared 1 (0)
.::Note of the Day::.

.::Yesterday's Submissions::.
Sengir Lifestyle
dyd wrote:
1 month ago
Votes: Henlock, Subject16

Sengir's Manipulation 4bb
Enchantment – Aura
Enchant creature
You control enchanted creature.
Enchanted creature is a Vampire in addition to its other types and must attack its owner each combat if able.

IIW: a classic mystery novel
JovialJovian wrote:
1 month ago
Votes: Ink-treader, netn10

Sengir's Legion 2BBB
Creature - Vampire Soldier
Deathtouch
~'s power and toughness are each equal to the number of Vampires you control.
Whenever a creature dealt damage by a Vampire you control this turn dies, return that card to the battlefield under your control. That creature is black and a Vampire in addition to its colors and types.
*/*

IIW: Multicolored Leviathans
Henlock wrote:
1 month ago
JovialJovian, subject16

Baron's Honor Guest 1b
Enchantment - Aura (u)
Enchabt creature
Enchanted creature cannot be blocked
At the beginning of your upkeep, destroy enchanted creature.
"Join me for a fine meal"

IIW: A white snake
Ink-Treader wrote:
1 month ago
Vote: netn10 and void_nothing

Baron's Bargain 3BB
Enchantment - Aura (R)
Enchant opponent
Creatures you and enchanted player control can't attack you, them, or planeswalkers they or you control.
At the beginning of enchanted player's upkeep, they reveal their hand to you and exile at least one nonland card from it. You may cast those cards for as long as they remain exiled, and you may spend mana as though it were mana of any type to cast those cards. Then, if a card wasn't exiled this way, sacrifice Baron's Bargain.

IIW: Choices
Subject16 wrote:
1 month ago
Jovialjovian, dyd

Ravi, Sengir Grandmother 2BB
Legendary Planeswalker — Ravi (Mythic)
(+2): Creatures your opponents control get -1/-1 until end of turn.
(-3): Create a 4/3 black angel creature token with flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."
(-6): You get an emblem with "Each creature you control is a vampire in addition to its other types and has 'Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on it.'"
(4)

Iiw: Hate on a specific tribe.
void_nothing wrote:
1 month ago
Votes: netn10, JovialJovian

Veldrane's Verhir 2BB
Creature - Vampire Werewolf (R)
Lifelink
When Veldrane's Verhir enters the battlefield, sacrifice a creature or planeswalker.
Whenever a creature or planeswalker dies, put a +1/+1 counter on Veldrane's Verhir.
3/3

IIW: Incarnations

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dyd
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Post by dyd » 1 month ago

Votes: Henlock, JovialJovian

Melting Pot wubrg
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

Me rumbling about my thought process
Show
I 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
IIW: an Atog or a Lhurgoyf
Last edited by dyd 1 month ago, edited 2 times in total.

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Post by Subject16 » 1 month ago

Ink-Treader, Henlock

Zetari's Matrix 3RR
Legendary Artifact (Mythic)
Exile an instant or sorcery spell you control: Put a charge counter on Zetari Matrix. (That spell won't resolve.)
R, Remove two charge counter from Zetari Matrix: Spells you cast cost 1 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
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Post by netn10 » 1 month ago

Votes: dyd, Henlock

Winner Takes All 5RR
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.

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Post by JovialJovian » 1 month ago

Votes: Henlock, void_nothing

Eon Haze 3WU
Enchantment
Cumulative upkeep 1
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 1 more to cast, activated abilities cost 1 more to activate unless they're mana abilities, and each creature can't attack unless its controller pays 1.

IIW: Spells costing one mana.

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Post by Ink-Treader » 1 month ago

Vote: JovialJovian and Henlock

The Golden Age WUBRG
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 WUBRG 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.
////
The Dark Age
({B/R}) 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
Last edited by Ink-Treader 1 month ago, edited 3 times in total.

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Titles & Recognition

Post by void_nothing » 1 month ago

Votes: JovialJovian, Ink-Treader

Pure Genuflection 4WW
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
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