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 Post subject: Re: Red
PostPosted: Thu Sep 11, 2014 11:05 pm 
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Preferred Pronoun Set:
Echo: 3
Tevish: 1
Dudibus: 1

And Echo takes it! Nullwood Mystic shall be added to the spoiler.

Please pick a rarity and write a criterion for the next round. (We're back to doing cards now.)

Slots Left:

2 Uncommon
2 Rares
1 Mythic

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 Post subject: Re: Red
PostPosted: Fri Sep 12, 2014 12:16 am 
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Criteria: Rare enchantment with converted mana cost 3 or higher that doesn't interact with artifacts.


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 Post subject: Re: Red
PostPosted: Fri Sep 12, 2014 12:22 am 
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Preferred Pronoun Set:
Oppressive Heat
Enchantment (R)
Red creatures have haste.
Nonred creatures enter the battlefield tapped.
The viashino thrive in the heat. They take full advantage of the fact that other species don't.

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Last edited by ParadOxymoron on Sat Sep 13, 2014 6:25 am, edited 1 time in total.

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 Post subject: Re: Red
PostPosted: Fri Sep 12, 2014 12:39 am 
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Oppressive Rays
Enchantment (R)
Red creatures have haste.
Nonred creatures enter the battlefield tapped.
The viashino thrive in the heat. They take full advantage of the fact that other species don't.

Oppressive Rays

Anjomeddon's Ire

Enchantment
At the beginning of your upkeep and whenever a land enters the battlefield, put a rage counter on Anjomeddon's Ire.
At the beginning of your upkeep, Anjomeddon's Ire deals damage equal to the number of rage counters on it to each player.
Sacrifice a land: Remove two rage counters from Anjomeddon's Ire. Any player may activate this ability, but only when he or she could cast a sorcery.

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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."

I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


Last edited by Tevish Szat on Sat Sep 13, 2014 6:05 pm, edited 1 time in total.

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 Post subject: Re: Red
PostPosted: Fri Sep 12, 2014 3:55 pm 
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Lithomancy
Enchantment
Discard a mountain: Draw a card.
Stone gives up its secrets in shale and dust.

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Sithas:Rising Storms
Star Wars
Ephemeron

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 Post subject: Re: Red
PostPosted: Fri Sep 12, 2014 11:53 pm 
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Firebomb
Enchantment
You may sacrifice a Mountain rather than pay Firebomb’s mana cost.
or sacrifice a Mountain, sacrifice Firebomb: Firebomb deals 4 damage to target creature or player.
Finally, finally, Apti found a way to light a very big fire from a long way away.

Originally conceived this as a cycle of reimagined classics, but it's probably the one that stands best on its own anyways.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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 Post subject: Re: Red
PostPosted: Mon Sep 15, 2014 12:37 am 
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Scaling Bonfire -
Enchantment
At the beginning of each player's upkeep, ~ deals 2 damage to that player unless he or she pays .


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 Post subject: Re: Red
PostPosted: Mon Sep 15, 2014 1:38 am 
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Preferred Pronoun Set:
Echo_Robin wrote:
Criteria: Rare enchantment with converted mana cost 3 or higher that doesn't interact with artifacts.

Let's start the voting!

Oppressive Heat
Enchantment (R)
Red creatures have haste.
Nonred creatures enter the battlefield tapped.
The viashino thrive in the heat. They take full advantage of the fact that other species don't.

Anjomeddon's Ire

Enchantment
At the beginning of your upkeep and whenever a land enters the battlefield, put a rage counter on Anjomeddon's Ire.
At the beginning of your upkeep, Anjomeddon's Ire deals damage equal to the number of rage counters on it to each player.
Sacrifice a land: Remove two rage counters from Anjomeddon's Ire. Any player may activate this ability, but only when he or she could cast a sorcery.

Dudibus wrote:
Lithomancy
Enchantment
Discard a mountain: Draw a card.
Stone gives up its secrets in shale and dust.

TPmanW wrote:
Firebomb
Enchantment
You may sacrifice a Mountain rather than pay Firebomb’s mana cost.
or sacrifice a Mountain, sacrifice Firebomb: Firebomb deals 4 damage to target creature or player.
Finally, finally, Apti found a way to light a very big fire from a long way away.

Confused wrote:
Scaling Bonfire -
Enchantment
At the beginning of each player's upkeep, ~ deals 2 damage to that player unless he or she pays .

I vote for Lithomancy.

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 Post subject: Re: Red
PostPosted: Mon Sep 15, 2014 1:59 am 
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Dudibus.

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Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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 Post subject: Re: Red
PostPosted: Mon Sep 15, 2014 6:35 am 
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Parad

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 Post subject: Re: Red
PostPosted: Mon Sep 15, 2014 10:37 am 
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Dudibus. That flavor text.


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 Post subject: Re: Red
PostPosted: Mon Sep 15, 2014 11:05 am 
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dudibus

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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."

I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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 Post subject: Re: Red
PostPosted: Tue Sep 16, 2014 12:09 am 
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Joined: Sep 22, 2013
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Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set:
Dudibus: 4
Parad: 1

And Dudibus takes it! Lithomancy shall be added to the spoiler.

Please pick Uncommon or Mythic and write a criterion for the next round.

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 Post subject: Re: Red
PostPosted: Tue Sep 16, 2014 8:31 am 
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It seems that red only has 1 card with Engrave at this time.

Make an uncommon with Engrave.

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Ephemeron

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 Post subject: Re: Red
PostPosted: Tue Sep 16, 2014 9:41 am 
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Winds of Illpyre
:2::r::r:
Instant [Uncommon]
Winds of Illpyre deals 10 damage to each creature dealt damage this turn and 2 damage to each other creature
Engrave :2::r:
Whichever way they blow, the winds bring death. The weak or exposed are merely the first to succumb.

_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."

I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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 Post subject: Re: Red
PostPosted: Tue Sep 16, 2014 1:31 pm 
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Only one? That's pretty shocking actually.
A mana ritual would be a great use for the mechanic, let you crack it open the turn after you pay for it. We already have one though. Time for our shock variant instead.

Dancing Flame
Instant
~ deals 2 damage to target creature or player.
Engrave

Pushed the Engrave cost so it could do some work in red aggro decks. Harder to use elsewhere though.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


Last edited by TPmanW on Tue Sep 16, 2014 2:40 pm, edited 1 time in total.

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 Post subject: Re: Red
PostPosted: Tue Sep 16, 2014 1:48 pm 
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Dragon's Message -
Sorcery
~ deals 13 damage to target creature. That creature can't regenerate this turn.
Engrave
Barely cryptic.


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 Post subject: Re: Red
PostPosted: Tue Sep 16, 2014 2:50 pm 
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Preferred Pronoun Set:
Dudibus wrote:
It seems that red only has 1 card with Engrave at this time.

Two: Insult to Injury and Raid the Ruins.

Wheel of Time
Instant (U)
Discard your hand, then draw that many cards.
Engrave
Though the stars stand still, time drags on—an eternity, trapped within the gravitational pull of a twice-scarred world.

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 Post subject: Re: Red
PostPosted: Wed Sep 17, 2014 11:57 am 
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Magma Bomb |
Instant (U)
~ deals 4 damage to target creature or player.
Engrave—Sacrifice two Mountains.


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 Post subject: Re: Red
PostPosted: Sat Sep 20, 2014 8:04 am 
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Joined: Sep 22, 2013
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Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set:
Dudibus wrote:
Make an uncommon with Engrave.

Let's start the voting!

Winds of Illpyre
:2::r::r:
Instant [Uncommon]
Winds of Illpyre deals 10 damage to each creature dealt damage this turn and 2 damage to each other creature
Engrave :2::r:
Whichever way they blow, the winds bring death. The weak or exposed are merely the first to succumb.

TPmanW wrote:
Dancing Flame
Instant
~ deals 2 damage to target creature or player.
Engrave

Confused wrote:
Dragon's Message -
Sorcery
~ deals 13 damage to target creature. That creature can't regenerate this turn.
Engrave
Barely cryptic.

Wheel of Time
Instant (U)
Discard your hand, then draw that many cards.
Engrave
Though the stars stand still, time drags on—an eternity, trapped within the gravitational pull of a twice-scarred world.

Echo_Robin wrote:
Magma Bomb |
Instant (U)
~ deals 4 damage to target creature or player.
Engrave—Sacrifice two Mountains.

I vote for Echo_Robin.

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