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PostPosted: Tue Sep 24, 2013 11:47 pm 
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Emigrant Builder | :w:
Creature — Human Citizen
:g: , :t: : Sacrifice a creature named Emigrant Builder. Then, if you control at least one creature, search your library for a basic land card and put it onto the battlefield tapped.
Looking past the romanticism, to truly build a new colony requires sacrifice. Many will perish and be lost in order to ensure that future generations have a home.
1/2

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PostPosted: Wed Sep 25, 2013 1:48 am 
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KunouNoHana wrote:
Manifest Destiny
Sorcery
Search your library for a basic land card, and put it onto the battlefield tapped. Then, if you control fewer creatures than each opponent you may search your library for a basic land card and put it onto the battlefield tapped.
Shuffle your library.
Go West my son..

well what do you know

anyway

Uncharted Territory
Land
Soulbond
As long as Uncharted Territory is paired with a creature, each has ": Add one mana of any color to your mana pool."

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PostPosted: Wed Sep 25, 2013 8:14 am 
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Settle -
Enchantment
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a land card and put all other revealed cards onto the bottom of your library in any order. Then, you may put that land card onto the battlefield and untap it. If you do, sacrifice ~. Otherwise, put that land card onto the bottom of your library.


Last edited by Confused on Mon Sep 30, 2013 9:36 am, edited 1 time in total.

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PostPosted: Wed Sep 25, 2013 8:48 am 
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Homestead :1: :g:
Sorcery
Kicker: tap 2 untapped creatures you control.
Search your library for a plains card and put it onto the battlefield tapped. If ~ was kicked, instead, search your library for 2 plains cards and put them onto the battlefield tapped.

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PostPosted: Wed Sep 25, 2013 10:33 pm 
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metalevolence wrote:
KunouNoHana wrote:
Manifest Destiny
Sorcery
Search your library for a basic land card, and put it onto the battlefield tapped. Then, if you control fewer creatures than each opponent you may search your library for a basic land card and put it onto the battlefield tapped.
Shuffle your library.
Go West my son..

well what do you know

I don't have an account over at WoodenMarble, and Manifest Destiny isn't exactly an obscure term.

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PostPosted: Wed Sep 25, 2013 10:42 pm 
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I think he was just commenting on the humor of the situation, not accusing you of anything


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PostPosted: Fri Sep 27, 2013 7:24 am 
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This contest is now closed, expect grades sometime today.
That was a lot of entries - 22, one of which is a cycle, so this may take some time.


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PostPosted: Sun Sep 29, 2013 9:51 pm 
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Morgothra wrote:
This contest is now closed, expect grades sometime today.
That was a lot of entries - 22, one of which is a cycle, so this may take some time.
*Looks at calender*

So it begins.....

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PostPosted: Sun Sep 29, 2013 9:53 pm 
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AzureShade wrote:
So it begins.....


lost his passion for ymtc


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PostPosted: Mon Sep 30, 2013 8:16 am 
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Sorry my Internet has gone down, not getting it at home until Thursday, try to do it while working before then.


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PostPosted: Mon Sep 30, 2013 11:18 pm 
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Ah, it's just like things used to be. :)

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PostPosted: Wed Oct 02, 2013 10:00 am 
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Well, I’ve finally got a few spare hours at uni, so I can grade this. I apologise for the late grading, I’m normally not quite this bad (I am pretty bad) at being punctual on grading, but it’s done now, enjoy:

Squinty_eyes – Worked to Death: Seems incredibly resource intensive just to let black do something outside of its colours. No reason why the creatures have to share a type either.

KunouNoHana – Manifest Destiny: Seems decent, a twist on a basic ramp spell that helps stabilise against fast aggro. Don’t quite get the flavour behind the fewer creatures check (you have more space to expand?), but a solid, if not terribly exciting, card. If you want a western set, I will be (hopefully) working with F&S to make cards out of theuir Western setting, Jakkard, so pop over to that board if you’re interested in joining.

Ty – Peakstamping Factory: Fortifications are cool and this one especially so. Great flavour, great mechanics. I was going to say it was a bit to expensive, but it’s an infinite mana combo with Stone-Seeder Hierophant so it seems fair.

Glasir – World Engine: Given that Chromatic Lantern exists, this is severely overcosted. Nice flavour, though the name is a little generic.

Dudibus – Only What You Can Carry: Sounds like a scheme card, which is sort of cool. It probably should be ‘Until end of turn, whenever a creature you control deals combat damage to a player, gain control of target land they control.’ I like the idea behind it, but Goblin Rally with haste and mass land steal seems very powerful. Also, the name implies leaving with a few possessions while the mechanics imply a mass conquest of new lands, so there’s some disconnect.

AzureShade – Barn Raising: Two lands for five with convoke seems solid. Shouldn’t be hybrid, though, even with convoke mono-white doesn’t get land ramp like that.

Ko – Lioneye’s Watch: Great Legendary land, very elegant and I really like the flavour text, especially as I keep hearing it being voiced by the narrator from Bastion.

PeregrineV – Homestead Cycle: This isn’t really building a new home as it is living in an established one and I feel that having tribal lands that get more powerful when you have your tribe out is a good idea, but one that would be more interesting with different abilities, as once you have five guys out you don’t need the extra mana so much.

Altimis – Regroup, Rebuild: As a six mana, double green sorcery, this seems sort of weak – there are too many hoops to jump through to get a decent amount of lands from it and often they will be too late for most strategies. It also has a flavour disconnect, as the name suggests a rebuilding, but this needs 6 mana to cast, so it doesn’t seem to fit so well.

Tony3 – Uprisal: I’m not sure this fits the criteria brilliantly, but the mechanics are quite cool. I like the way that choosing the life gain will render the enchantment useless, so you’re encouraged to go for the riskier, more vengeful option.

Temjen – Homestead: Given that there are only 3 cards which make Citizens, and no non-shapeshifter citizen creatures, this is pretty damn niche as cards go. The name is also incredibly generic and the effect is a little odd, as all Citizens are white, so why do you need the extra colours?

YingLung – Denwarp Thieves: I don’t really get this card. It makes swamp tokens, which is strange in itself, but this card makes them (for no flavourful reason I can see) under an opponents’ control and then uses them to attack that opponent unblockably. So this card fits the criteria by building a new home in the enemies’ land? This card gives you opponent token lands, enables swampwalk and draws cards on death, which is a little too much and not connected smoothly enough, but there are interesting ideas in there.

LilyStorm – Settle: I like procedural cards and this is a good, solid example, if a little basic in the choice of effects.

Terthann – Goblin Renovator: Not really fitting the criteria here, more of a steal than a homebuilding, sort of Conquer meets Faceless Butcher. The flavour needs some more work too.

Imidazoline – As I said to Terthann, I’m not sure stealing counts for the criteria properly, though your flavourtext does a good job making it feel appropriate. There are no instant or sorcery land control spells I can find, so judging the power of this is hard. Seems decent.

Tevish Szat – Embark: I have no idea how powerful restart the game spells are, but this seem like it could be incredibly annoying, although you’ve limited that by removing the card after casting so there’s less chance of drawing into another copy. It’s the sort of card that someone will certainly find a way to abuse, but lots of people will try to, which is a plus in my book. Certainly gets the feel across strongly.

Miss_bun – Lumber Yard: This is interesting, though possibly underpowered, but I don’t think it matches the criteria very well, being more of a general building, rather than being focused on the new home aspect. I also don’t feel the name matches brilliantly with the mechanical ability.

PlaneShaper – Emigrant Builder: An odd card (and another citizen, must be a resurgence somewhere) that I’m not sure I get. Mechanically it doesn’t feel white and the ‘if you control another creature’ limit feels oddly tacked on for some reason. I also don’t like how it can sac other creatures with the same name. The flavourtext is good though.

Metalevolence – Uncharted Territory: It’s an interesting way to allow for omnicolour granting land and a new use of soulbond, but I think the name needs work, as I can’t see why uncharted territory would give a paired creature that ability.

Confused – Settle: This is pretty cool, it really gives the idea of wandering around until you find the right place. Though I have a hunch people will use it to pull out powerful legendary lands, so it could possibly be called lost tourists.

Cato – Homestead: The idea that something called homestead is a sorcery is a little odd, but the card is solid and gives some interesting options which is what kicker is for.

Phew, done. Now I can’t use Sblocks on these forums yet so the places are….

3rd place – A tie between Confused and Tevish Szat! I don’t normally do ties, but I had to here, both were too good to move one to 4th.

2nd place – Ty’s Peakstamping Engine! I always like to see good fortifications.

1st place – Ko, with Lioneye’s Watch! Elegance is often an overused buzzword here, but this was a clear example and a deserved win. Congratulations.

Thanks to everyone for entering, hope you all stick around and that my next contest is graded on time (the last one is unlikely though). Cheers!


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PostPosted: Wed Oct 02, 2013 11:40 am 
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wow sick

suck it everyone


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PostPosted: Wed Oct 02, 2013 12:03 pm 
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Ko wrote:
wow sick

suck it everyone

Just be glad I didn't submit a card, ****.

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PostPosted: Wed Oct 02, 2013 12:06 pm 
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u mad bcuz u bad


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PostPosted: Wed Oct 02, 2013 3:35 pm 
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Morgothra wrote:
YingLung – Denwarp Thieves: I don’t really get this card. It makes swamp tokens, which is strange in itself, but this card makes them (for no flavourful reason I can see) under an opponents’ control and then uses them to attack that opponent unblockably. So this card fits the criteria by building a new home in the enemies’ land? This card gives you opponent token lands, enables swampwalk and draws cards on death, which is a little too much and not connected smoothly enough, but there are interesting ideas in there.

Basically, the theives build dens in their oppenent's territory, and use them to steal (life) unimpeded. However, if they die, the dens remain, and you claim the treasure they've stockpiled. I suppose it would make more sense to have some sort of discard effect on the combat damage, though at the cost of elegance.

@Ko: Conga rats on the suckage and/or sickness!

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PostPosted: Thu Oct 03, 2013 12:33 am 
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yay, my insane use of the restart mechanic actually went somewhere!

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PostPosted: Thu Oct 03, 2013 3:02 am 
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Nice land Ko.

Thought I might have done something similar for Idol, and again I thought I might be able to find it on the old forum, but found that I have 0 posts and joined that forum 9 years and 6 months ago (about right), which according to their time travelling supercomputer means that I joined the forum in NINETEENSIXTYNINE.

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PostPosted: Thu Oct 03, 2013 7:52 am 
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Ah, my cards was supposed to only get one land max. I see the confusion and why that would be considered very OP.

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PostPosted: Thu Oct 03, 2013 5:11 pm 
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Morgothra wrote:

PeregrineV – Homestead Cycle: This isn’t really building a new home as it is living in an established one and I feel that having tribal lands that get more powerful when you have your tribe out is a good idea, but one that would be more interesting with different abilities, as once you have five guys out you don’t need the extra mana so much.


Thanks for the grade.

I felt that getting new creatures to live somewhere you need to have incentive. Your planeswalker incentive to make that happen is the extra power they bestow.


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