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spacemonaut
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Post by spacemonaut » 1 year ago

For the mechanic I dislike most in recent years, it's hard to beat a mechanic that has permanently compromised the game by adding an 8th card to peoples' hands. So I guess I'm salvaging companion!

Companion was playing with the theme of humans bonding with monsters. In its specific execution, that human was you, and you bonded with the monster by meeting conditions under which it would trust you. There's ways we could do that without breaking the format of the game though. That begins with not making our companions not above rate hybrid cards, which would've made them format-defining even if they weren't an eighth card in your hand. Making them that powerful was insane, so let's tone things down just a little bit: we can start by making them non-hybrid multicolor. Then let's delete the mechanic from history and find something else to play the same narrative role.

Lutri, the Spellchaser 1UR
Legendary Creature — Elemental Otter
Flash
Whenever you cast your second spell in a turn, Lutri becomes your companion.
{2}{U/R}, T: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Lutri is your companion.
3/2

Yorion, Sky Nomad 3WU
Legendary Creature — Bird Serpent
Flying
Whenever a creature is put into your hand from the battlefield, Yorion becomes your companion.
At the beginning of your upkeep, if Yorion is your companion, exile any nunmber of other creatures you control, then return them to the battlefield. They gain haste.
4/4

In this take on the mechanic, instead you do something during the game to earn your companion's trust, then they start doing things to benefit you.

Alternately, we play up the bond with other creatures. It's not playing into the human/monster theme this way, but maybe one of these creatures would bond with a Charging Badger instead:

Gyruda, Doom of Depths 4UB
Legendary Creature — Demon Kraken
Companion—Choose a non-Demon non-Kraken with an even mana value. (As Gyruda enters the battlefield or as your turn begins, the chosen creature becomes its companion if it doesn't have one.)
Menace
Whenever Gyruda attacks, each opponent mills six cards.
Gyruda's companion has "Whenever this creature deals combat damage to a player, choose a creature card milled this turn with an even mana value. Put it onto the battlefield tapped under your control."
6/6



IIW: Player counters (experience, poison, etc)

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Cythare
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Post by Cythare » 1 year ago

void_nothing wrote:
1 year ago
@Cythare it may be time
Megiddo wrote:
1 year ago
i think he's busy today (turns out magic tournaments exist again) but perhaps tonight or tomorrow morning

so… time for more entries
Megiddo is correct! I was head judging one of the first RCQs yesterday, which meant getting to the store at 8:30am and leaving the store at 8:30pm for a 7-round event with 126 players (thank you everyone else for staying home and not making an 8th round of Swiss!).
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Mergatroid_Jones wrote:
1 year ago
5 years takes us back as far as Amonkhet so folks don't have to look it up.

The Rebirth of Darigaaz 3BG
Legendary Sorcery (R)
(You may cast a legendary sorcery from your hand only if you control a legendary creature or planeswalker.)
Return target creature card from a graveyard to the battlefield under your control. Put 3 +1/+1 counters on it. It becomes legendary.
Suspend 2-- 1BG (Rather than cast this card from your hand, pay 1BG and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)

Annoying mechanic really

IIW: Eldraine
This is not the type of redesign I was expecting! I like the workaround here with suspend, although I'd like for the suspend to either cost more or take longer, since the mana cost is equivalent to the suspend cost plus two land drops. Maybe even just 2BG. I also really like that this enables future legendary sorceries. I think the Melvin piece I like the most is the interaction with flashback (or literally any other mechanic that casts from another zone).
Sporegorger_Dragon wrote:
1 year ago
Stalking Bloodsucker
2{B}
Creature - Vampire (U)
When Stalking Bloodsucker enters the battlefield, create a Blood token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: Target opponent loses 1 life and you gain 1 life.")
Whenever you sacrifice a Blood token, Stalking Bloodsucker gets +2/+0 until end of turn. This ability triggers only once per turn.
2/2


IIW: Blood tokens from non-Vampire creatures
This is absolutely a flavorful redesign, but I like the existing Blood iteration more from a mechanical perspective. It played pretty well in Limited for me.
NinjaCaterpie wrote:
1 year ago
Hey everyone, Rark Mosewater here, with an article about a new (or returning?) mechanic in the latest Innistrad set, Innistrad Midnight Hunt. When we first visited Innistrad all the way back in 2011, we introduced the day/night mechanic for werewolves, to represent the effect of the moon on them.

Unfortunately, the day/night mechanic had a lot of problems, mostly around memory and intuitiveness - neither day nor night was active until something made it day, but afterwards it would continue switching between night and day even if nothing needed to track it. There were also a lot of implicit features to the mechanic, like the fact that daybound cards made it day if it wasn't already. Finally, the non-daybound cards just had so much text! Day/night was really resonant, but the mechanical issues meant it rated very poorly. Readers of my blog will know about the "day/night scale", where I rate a mechanic on a 0 to 10 scale based on how likely it is to return - day/night is a 10, because we're never doing it again.

Now that we're heading back to Innistrad though, we still need to represent the werewolves somehow. Instead of making a special tracker though, we've decided to just print the abilities on the cards, like this:

Pithy Pugilist 2R
Creature - Human Werewolf (U)
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Pithy Pugilist.
"How about we take this one outside? Up the hill tomorrow night."
2/1

//

Moon-Frenzied Marauder
Creature - Werewolf
First strike
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moon-Frenzied Marauder.
Whenever you cast a spell, Moon-Frenzied Marauder gets +1/+0 until end of turn.
3/1

This cleans up a lot of the memory issues involved in tracking the day/night state. We've decided to only put this mechanic on werewolves, to make them more distinct and make it so they're the ones who care most about day and night. In addition, we've changed the condition so it tracks spells for either player, adding a bit of additional counterplay. You can now keep your opponent's werewolves at bay by firing off spells on their turn. We hope this new version of day/night will play nicer and be good enough for us to use again next time!



I could find a way to salvage Specialize so I memed this instead.

might make a real card for another mechanic but most of them are hard to fix.
This is...essentially making daybound/nightbound the original werewolf mechanic? It was definitely a less kludgy implementation, but this doesn't feel like as strong of a fit for this challenge. I like the tension between spells matter and the werewolf mechanic, but this plays in a very similar space to Lambholt Raconteur // Lambholt Ravager.
Juancu wrote:
1 year ago
For over 20 years, even if I'm going through a magic slump, preview season makes me pay attention to the new designs and daydream about new decks and draft strategies. Nowadays we live with a much higher cadence, but still, I take every new card that comes in, paper or digital. And then there's that... thing. They are the only cards I give up on, middle way. I can't believe they greenlighted them. Sure, the idea of 5 color mutations may seem cool on paper, but having 250-worded cards is insane, they simply can't be processed during a game, and even if you are playing them, processing them before the game requires so much effort.
specialize
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Specialist Bear 1G
Creature - Bear
Specialize 2 (2, Discard a card: Choose a rune from the discarded card's colors or basic land types. Activate as sorcery and only once.)
2/2

Let's say you activate it by discarding a green-white card (or a forest plains.) You are presented by some choices:

Rune of Strength (green)
Specialized creature gets +3/+3.

Rune of Life (white)
Specialized creature gets +1/+2 and has lifelink.

Rune of Banishing (white)
Specialized creature gets +0/+1.
When you choose this rune, exile target creature an opponent controls until specialized creature leaves the battlefield.

Each color has 4 runes, so there's strategy in choosing what card to discard. Discarding a card with a single color gives you 2 choices, and discarding multicolored, 3 choices. There's more choices with more colors, but a single color narrows the selection. You may want to go for a single color if you really need Lifelink, or removal, or a black rune with deathtouch, etc.

With this change, you don't need to learn a treaty on each specialized creature. And you don't feel too bad about not knowing all the options, instead you feel like you discover new things with each activation.
IIW: finally complete
Specialize sure is...a mechanic. As a mechanic, it's definitely a lot, so I like looking at reimplementing it, and I do like that you took this opportunity to bring back Runes. I wish one of these three options was red, but this is a much more simple implementation that still feels novel. I'm not clear what you do with the rune - is it a separate game object like other runes?
Ulka wrote:
1 year ago
Companion was a mistake.

The Slithering Horror1UGB
Legendary Creature - Octopus Ooze Horror
Companion - Your starting deck must contain 20 lands or less. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} any time you could cast a sorcery. This ability only functions in limited games.)
Deathtouch
When The Slithering Horror dies, return up to three target land cards from your graveyard to play tapped.
Discard a land card: Target player discards a card. Activate this ability only as a sorcery.
2/4

IIW: Return to Fiora
The original companion mechanic was absolutely a mistake. I'm not a huge fan of restricting to Limited games for a Standard set, but fine for a Conspiracy set! I like the tension between the companion clause and the rest of the card's abilities, but this specific companion clause is essentially free.
chetoos wrote:
1 year ago
Kroxa, Titan of Death's Hunger RB
*Kroxa's text goes here*
Escape rrbb, exile 4 cards from your graveyard
6/6

Escape card costs are lowered across the board by 1 or 2, always even, and escaped cards now have "when this card is put into a graveyard from play, exile a number of cards equal to half its escape cost." Creatures are given an "escape" counter to aid memory issues. This prevents easier looping of escape creatures/spells, by requiring more exiling.

IIW: The wolves are at the door.
Escape counter is fine, although in the existing iteration, it doesn't matter, so this adds complexity. I'm not sure how much of an issue recursion actually was (I don't recall it being that bad, but I'm willing to be wrong here. I think my biggest concern is how different this causes instants/sorceries with escape to play from permanents.
lookingupanddown wrote:
1 year ago
Lurrus of the Dream-Den 2.0 2(w/b)(w/b)
Legendary Creature - Cat Nightmare
Companion — Each nonland permanent in your starting deck has the same mana value. (If this card is your chosen companion, you may put it into your hand from outside the game by skipping your draw step.)
Lifelink
4, : Return target permanent from your graveyard to the battlefield if it shares a mana value with the most common mana value among all cards in your graveyard.
2/2

Vizier of the Locust 2UU
Creature - Zombie Wizard
Flying
When Vizier of the Locust enters the battlefield, if you drew two or more cards this turn, amass Zombie 1. (Put two +1/+1 counters on a Zombie Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
2/2

IIW: ally-color partners (regular partner, not partner with)
Companion was a mistake, yes! I'm not sure how I feel about this one, but it does get the deckbuilding juices going. Alternate companion method for getting it to your hand is cool, though.

I like this version of amass, which would play the same in-set but make it more flexible for if it was used again.
Mergatroid_Jones wrote:
1 year ago
Litigator Sphinx 3UW
Creature- Sphinx (R)
Flash, flying
When Litigator Sphinx enters the battlefield, counter up to one target spell.
Addendum-- When Litigator Sphinx enters the battlefield, if you cast it during your main phase, draw 2 cards.
2/5

Life Sentence 1W
Enchantment (U)
Flash
When Life Sentence enters the battlefield, exile target creature with mana value 3 or less until Life Sentence leaves the battlefield.
Addendum-- If you cast this spell during your main phase, instead exile target artifact, creature, enchantment, or planeswalker with mana value 3 or less until Life Sentence leaves the battlefield.


IIW: Try your best to make addendum even remotely interesting.
Addendum was definitely a lackluster mechanic. I like that this makes the initial effects more narrow, and the implementation of making the addendum version either less narrow or an entirely different spell is more interesting than just stapling effects onto others.
Sporegorger_Dragon wrote:
1 year ago
My least favorite mechanic is actually foretell, but I'm not sure how popular it is in its current state...

Three Steps Ahead
2{U}{U}
Instant (U)
Draw three cards, then discard three cards unless this spell was forethought.
Forethought 3{U}{U} (During your turn, you may pay {2} and exile this card from your hand face up. Cast it on a later turn for its forethought cost.)


Brilliant Strategy
4{U}{U}
Sorcery (R)
Take an extra turn after this one. If this spell was forethought, create two 1/1 blue Homunculus creature tokens with skulk. Exile Brilliant Strategy.
Forethought 5{U}{U}{U} (During your turn, you may pay {2} and exile this card from your hand face up. Cast it on a later turn for its forethought cost.)


IIW: Blood tokens from non-Vampire creatures
Face down versus face up is an interesting redesign, and given of the tension of "what is it?" is removed, this ends up reading closer to a hybrid of suspend and foretell, which, while cool, doesn't fix a specific problem for me. I like the actual cards themselves, though!
spacemonaut wrote:
1 year ago
For the mechanic I dislike most in recent years, it's hard to beat a mechanic that has permanently compromised the game by adding an 8th card to peoples' hands. So I guess I'm salvaging companion!

Companion was playing with the theme of humans bonding with monsters. In its specific execution, that human was you, and you bonded with the monster by meeting conditions under which it would trust you. There's ways we could do that without breaking the format of the game though. That begins with not making our companions not above rate hybrid cards, which would've made them format-defining even if they weren't an eighth card in your hand. Making them that powerful was insane, so let's tone things down just a little bit: we can start by making them non-hybrid multicolor. Then let's delete the mechanic from history and find something else to play the same narrative role.

Lutri, the Spellchaser 1UR
Legendary Creature — Elemental Otter
Flash
Whenever you cast your second spell in a turn, Lutri becomes your companion.
{2}{U/R}, T: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Lutri is your companion.
3/2

Yorion, Sky Nomad 3WU
Legendary Creature — Bird Serpent
Flying
Whenever a creature is put into your hand from the battlefield, Yorion becomes your companion.
At the beginning of your upkeep, if Yorion is your companion, exile any nunmber of other creatures you control, then return them to the battlefield. They gain haste.
4/4

In this take on the mechanic, instead you do something during the game to earn your companion's trust, then they start doing things to benefit you.

Alternately, we play up the bond with other creatures. It's not playing into the human/monster theme this way, but maybe one of these creatures would bond with a Charging Badger instead:

Gyruda, Doom of Depths 4UB
Legendary Creature — Demon Kraken
Companion—Choose a non-Demon non-Kraken with an even mana value. (As Gyruda enters the battlefield or as your turn begins, the chosen creature becomes its companion if it doesn't have one.)
Menace
Whenever Gyruda attacks, each opponent mills six cards.
Gyruda's companion has "Whenever this creature deals combat damage to a player, choose a creature card milled this turn with an even mana value. Put it onto the battlefield tapped under your control."
6/6



IIW: Player counters (experience, poison, etc)
The first implementation is definitely interesting. It isn't a free 8th card, but you get substantially more value if you meet the clause. That's pretty cool. The second version being a soulbond variant is also neat.
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HMs: lookingupanddown for Vizier of the Locust, spacemonaut for the Lutri/Yorion version of companion
Winner: Mergatroid_Jones for the addendum cards!
Next: Try your best to make addendum even remotely interesting.
Level 2 Judge circa 2016
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chetoos
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Post by chetoos » 1 year ago

New Prahv Law Reader 1WU
Creature - Vedalken Wizard
Instant spells you cast have "Addendum - If you cast this during your main phase, draw a card."
wwuu, : Until the beginning of the next end step, instant spells you cast cost wu less to cast. Activate this ability only during an opponent's turn.
If the law can wait, he investigates further. If it can't, he rushes it through the vote.
1/3

IIW: The wolves are at the door.
Last edited by chetoos 1 year ago, edited 1 time in total.

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Megiddo
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Post by Megiddo » 1 year ago

Sphinx's Wrath 2WW
Sorcery {R}
Addendum — If you cast this spell during your main phase, destroy all creatures.

IIW: Two halves make a whole
MEG

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Cythare
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Post by Cythare » 1 year ago

Preponderance of Evidence WU
Sorcery (U)
Suspend 2—1WU
Exile target creature. Its controller investigates.
Addendum — Then, if you cast this spell during your main phase, return that card to the battlefield under its owner's control.

IIW: Suspend
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NinjaCaterpie
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Post by NinjaCaterpie » 1 year ago

Silencing Might 1W
Instant (R)
Players can't cast spells this turn.
Addendum - If you cast this spell during your main phase, creatures you control get +1/+1 and gain vigilance until end of turn.
"Do not speak unless you are spoken to."

IIW: Your favourite recent mechanic

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Post by Sporegorger_Dragon » 1 year ago

I have no idea.

Mispell
2{U}
Instant (R)
Counter target spell, activated ability or triggered ability unless its controller pays {3}.
Addendum - If you cast this spell during your main phase, instead counter target spell, activated ability, or triggered ability, then draw a card.


IIW: Unconventional Oozes
Last edited by Sporegorger_Dragon 1 year ago, edited 1 time in total.
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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Ulka
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Post by Ulka » 1 year ago

Spell Checker 2W
Creature - Human Advisor
Flash
When you cast Spell Checker, exile target spell mana value 4 or less.
When Spell Checker leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
Addendum - If you cast this spell during your main phase, instead exile target spell.
"Umm Miss Nalaar, in your Ignite Foes spell, if you look here, you misspelled the runic for foes so it reads toes. Now if that was your intent, may their feet burn."
1/4

IIW: White Interacts with spells on the stack
Modern: Goryo's Gifts | Heartless Architect | Soul Sisters | MonoGreen Devotion
Pauper: Blackened Eggs | Zombies | Domain Zoo | Sultai Teachings | Jund Gardens

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Megiddo
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Post by Megiddo » 1 year ago

Megiddo wrote:
1 year ago
Sphinx's Wrath 2WW
Sorcery {R}
Addendum — If you cast this spell during your main phase, destroy all creatures.

IIW: Two halves make a whole
Sphinx's Wrath 5WWU
Instant {R}
Addendum — If you cast this spell during your main phase, up to one target creature you control gains indestructible until end of turn.
Destroy all creatures.

man this mechanic really is boring.

IIW in quoted post.
MEG

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Megiddo
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Post by Megiddo » 1 year ago

Like, you can do this, but... it feels like cheating.

Stop Time 5UU
Instant {M}
Addendum — This spell costs 5 less to cast if you cast it during your main phase.
This spell can't be countered.
End the turn.

IIW: multiply by more than three
MEG

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Post by Mergatroid_Jones » 1 year ago

I'll judge in about 8 hours. Then we'll be free of this tiresome mechanic.

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Juancu
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Post by Juancu » 1 year ago

Processing Error 1W
Instant (R)
Destroy target attacking creature.
Addendum - Then, if you cast this spell during your main phase, you win the game.

IIW: finally complete

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Megiddo
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Post by Megiddo » 1 year ago

Sphinx's Visions 2U
Sorcery {U}
Draw a card.
Addendum — Then, if you cast this spell during your main phase, scry 2.
Rebound

IIW: big flashy multicolor legend
MEG

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Mergatroid_Jones
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Post by Mergatroid_Jones » 1 year ago

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chetoos wrote:
1 year ago
New Prahv Law Reader 1WU
Creature - Vedalken Wizard
Instant spells you cast have "Addendum - If you cast this during your main phase, draw a card."
wwuu, : Until the beginning of the next end step, instant spells you cast cost wu less to cast. Activate this ability only during an opponent's turn.
If the law can wait, he investigates further. If it can't, he rushes it through the vote.
1/3

IIW: The wolves are at the door.
I like the idea of granting an addendum. But the mana reduction is a bit odd. I guess it's a storm focused ability. I do like that you addressed the central issue, which is that reducing instants to sorceries is fine, but it kinda removes the purpose of being an instant.
Megiddo wrote:
1 year ago
Sphinx's Wrath 2WW
Sorcery {R}
Addendum — If you cast this spell during your main phase, destroy all creatures.

IIW: Two halves make a whole
These two halves don't quite make a whole.
Cythare wrote:
1 year ago
Preponderance of Evidence WU
Sorcery (U)
Suspend 2—1WU
Exile target creature. Its controller investigates.
Addendum — Then, if you cast this spell during your main phase, return that card to the battlefield under its owner's control.

IIW: Suspend
Lovely idea! That's an excellent way to mix up this boring mechanic. The removal option is very slow and telescoped, but if you need it you don't mind. Fun limited card.
NinjaCaterpie wrote:
1 year ago
Silencing Might 1W
Instant (R)
Players can't cast spells this turn.
Addendum - If you cast this spell during your main phase, creatures you control get +1/+1 and gain vigilance until end of turn.
"Do not speak unless you are spoken to."

IIW: Your favourite recent mechanic
This is very much a modal spell that pretends not to be. I like the drawback if you use it as a sorcery. And Silence effects are few enough that there's room in the world for this one. Isochron Scepter is still a nasty lock, but that'll be alright.
Sporegorger_Dragon wrote:
1 year ago
I have no idea.

Mispell
2{U}
Instant (R)
Counter target spell, activated ability or triggered ability unless its controller pays {3}.
Addendum - If you cast this spell during your main phase, instead counter target spell, activated ability, or triggered ability, then draw a card.


IIW: Unconventional Oozes
Drawing a card isn't easy, but it could be done. I don't think it needs to be rare.
Ulka wrote:
1 year ago
Spell Checker 2W
Creature - Human Advisor
Flash
When you cast Spell Checker, exile target spell mana value 4 or less.
When Spell Checker leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
Addendum - If you cast this spell during your main phase, instead exile target spell.
"Umm Miss Nalaar, in your Ignite Foes spell, if you look here, you misspelled the runic for foes so it reads toes. Now if that was your intent, may their feet burn."
1/4

IIW: White Interacts with spells on the stack
Well in case you misspell, you can check your spell at the door and get it back. I think this is a cool design, but the addendum is really just an added distraction and isn't needed.
Megiddo wrote:
1 year ago
Sphinx's Wrath 5WWU
Instant {R}
Addendum — If you cast this spell during your main phase, up to one target creature you control gains indestructible until end of turn.
Destroy all creatures.

man this mechanic really is boring.

IIW in quoted post.
Yes... it just is.

And this design suits it perfectly. Just plain boring. Frankly I wouldn't be shocked if this were a real card I had forgotten about.

Megiddo wrote:
1 year ago
Like, you can do this, but... it feels like cheating.

Stop Time 5UU
Instant {M}
Addendum — This spell costs 5 less to cast if you cast it during your main phase.
This spell can't be countered.
End the turn.

IIW: multiply by more than three
[ card]Discontinuity[/card] with a slightly more difficult cost is as good a design as any for this.
Juancu wrote:
1 year ago
Processing Error 1W
Instant (R)
Destroy target attacking creature.
Addendum - Then, if you cast this spell during your main phase, you win the game.

IIW: finally complete
Ummm.... But the..... and if..... so when.....

Hmmm...
Megiddo wrote:
1 year ago
Sphinx's Visions 2U
Sorcery {U}
Draw a card.
Addendum — Then, if you cast this spell during your main phase, scry 2.
Rebound

IIW: big flashy multicolor legend
Hey there you go thinking outside of the main phase. I could've sworn the name Sphinx's Visions was taken, but nope. In the end, this is still a pretty boring card, but it's going somewhere.
Winner and Next
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To be fair, if anybody deserved the most boring mechanic of all time, it was the Azorius. I think you guys did fairly well, but man is it hard to get anything interesting out of that barren ground.

Winner: Ninja Caterpie
HM: JuanCu for at least getting an amusing joke out of it

Next: Your favourite recent mechanic

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Megiddo
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Post by Megiddo » 1 year ago

can't believe i forgot about Discontinuity this is how I know i'm getting soft
MEG

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Sporegorger_Dragon
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Post by Sporegorger_Dragon » 1 year ago

My favorite recent mechanics are Daybound/Nightbound and cleave.

NinjaCaterpie is the next judge.

Not a chance. I'm preemptively disqualified. :rofl:
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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wonderful
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Post by wonderful » 1 year ago

Fated Recovery WB
Sorcery (R)
Casualty 2
Return a creature or planeswalker card with mana value 3 or less from your graveyard to the battlefield.

iiw: Bards

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Sporegorger_Dragon
Posts: 1955
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Post by Sporegorger_Dragon » 1 year ago

Forgive me.

Eerily Quiet Grove
Land (R)
T: Add .
T: Add {G}. Eerily Quiet Grove deals 1 damage to you.
Daybound
===============
Nepenthes Yateveo
Land Creature - Swamp Forest Island Plant {BGU}
(T: Add , , or )
Reach
Nightbound
1/2


Tropical Sporefall
2{G}{G}
Sorcery (M)
Cleave {G}{G}{G}
Search your library for up to two [Forest] nonartifact permanent cards, put them into your graveyard, then shuffle.
Return up to two [Forest] nonartifact permanent cards from your graveyard to the battlefield [tapped].


IIW: Unconventional Oozes
Last edited by Sporegorger_Dragon 1 year ago, edited 2 times in total.
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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chetoos
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Location: Not the west coast

Post by chetoos » 1 year ago

Travelling Mimic 2w
Creature - Shapeshifter
Mutate 2WW
First Strike
Whenever this creature mutates, venture into the dungeon.
Mimics hide in plain sight, able to attack at a moment's notice. This variety, however, will choose to hitch a ride on other monsters if they are around.
2/3

IIW: The wolves are at the door

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Mergatroid_Jones
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Post by Mergatroid_Jones » 1 year ago

Endless Cycles of Ash 1BB
Enchantment- Saga (R)
I: Each player sacrifices a nonland permanent and discards a card.
II: Each player loses 2 life and and exiles two cards from their graveyard.
III: Exile this saga, then return it to the battlefield transformed under your control.
/////\\\\\
Ashborn of Akuta
Enchantment Creature- Spirit
Haste
Sacrifice two swamps: Return Ashborn of Akuta to its owner's hand.
4/2


IIW: Be a griefer. But not TOO much.
Last edited by Mergatroid_Jones 1 year ago, edited 1 time in total.

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Sporegorger_Dragon
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Post by Sporegorger_Dragon » 1 year ago

Mergatroid_Jones wrote:
1 year ago
Be a griefer.
this
Mergatroid_Jones wrote:
1 year ago
But not TOO much.
ughh
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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Ulka
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Post by Ulka » 1 year ago

Draftwinds Wizardt 2U
Creature - Human Wizard
Flying
Draft Draftwinds Wizard face up.
As you draft an instant or sorcery card, you may remove it from the draft face up. Cards removed from the draft this way are part of Draftwinds Wizard's Spellbook. (It isn't in your card pool.)
When Draftwinds Student enters the battlfield, draft a card form Draftwinds Wizard's Spellbook.
1/2
Draftwind's Spellbook
Show
Hide
IIW: Cards that Play with the draft
Modern: Goryo's Gifts | Heartless Architect | Soul Sisters | MonoGreen Devotion
Pauper: Blackened Eggs | Zombies | Domain Zoo | Sultai Teachings | Jund Gardens

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Sporegorger_Dragon
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Post by Sporegorger_Dragon » 1 year ago

Wait, is surveil recent enough?

Concoct a Plot
{U}{B}
Sorcery (U)
Surveil 2, then you draw a card and lose 1 life. Choose a card in your graveyard. You may play that card this turn. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead. Exile Concoct a Plot.


IIW: Unconventional Oozes
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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Cythare
Say You'll Dismember Me
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Location: Studying at the Judge Academy

Post by Cythare » 1 year ago

I'm assuming Amonkhet isn't "recent", so my favorite recent mechanic is ward. Shroud is, apparently, unintuitive, and hexproof can die in a fire.

Theoretical Biologist GG
Creature — Elf Shaman (U)
Ward—Sacrifice a token permanent
When Theoretical Biologist enters the battlefield, each player investigates.
T: Add G for each token you control.
2/2

IIW: Suspend
Level 2 Judge circa 2016
Draft my cube! (630 cards)

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spacemonaut
Bauble reclaimer
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Location: Scotland

Post by spacemonaut » 1 year ago

It's not exactly a groundbreaking mechanic, but I really enjoyed Boast.


Immersturm Raider 1BR
Creature — Vampire Berserker (R)
Trample, menace
Immersturm Raider can't block.
Boast — 5BR: Target opponent loses life equal to the amount of life they've lost this turn. (Activate only if this creature attacked this turn and only once each turn.)
"And we left the rest with a message to send home!"
4/3


IIW: Player counters (experience, poison, etc)
Last edited by spacemonaut 1 year ago, edited 3 times in total.

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