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Create-a-card 89 Chain Combo!


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Gademis



Joined: 26 Jan 2005
Posts: 110

PostPosted: Thu Jan 26, 2012 1:03 pm    Post subject: Create-a-card 89 Chain Combo! Reply with quote

The objective of this round is to create a card that makes a combo with the card posted before you post! So the 2nd poster should make something that combos with the 1st poster, the 5th poster should make something that combos with the 4th poster and so on! I will provide the first card see below ^^.

Judge Fred will judge on Sunday:
Combo!/Objective: 8 points
Balance/color/ability issues: 7 points
Flavor: 5 points

He only gives whole points (not 3.4 and such). He judges mercilessly (You wont see a bunch of cards with 19,9 and one with 19,91 that wins :p).

And I present you the first card (to start the chain combo)
Quote:
Essense Vampire UB1

Creature - Vampire (Mythic)

Flying

Essence Vampire's Power and Toughness are each equal to the highest converted mana cost amongst creatures in play.

At the beginning your upkeep destroy the creature with the highest converted mana cost in play.

"I need it, I seek it, It cannot escape it's fate... nor can I"

*/*
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Rag_garn



Joined: 07 Jan 2011
Posts: 56

PostPosted: Thu Jan 26, 2012 1:14 pm    Post subject: Reply with quote

Quote:
One with everything 4UU
Enchantment

All nonland permanents converted mana cost is equal to the highest converted mana cost among nonland permanents on the battlefield.

Players can't cast spells with converted mana cost higher then One With Everything converted mana cost.
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pseudodespot



Joined: 08 May 2011
Posts: 496

PostPosted: Thu Jan 26, 2012 1:33 pm    Post subject: Reply with quote

I like the challenge, but one with everything fiddles with something it should not fiddle with at all. Cmcs can't be modified.

Chant of Culabria XW

Sorcery (rare)

Kicker - 1W

Search your library for an enchantment card with converted mana cost of X or less and put it onto the battlefield.

If ~'s kicker cost was paid, return ~ to its owner's hand.

Take your time my apprentice. Webs of faith are weaved with caution and conviction.
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niteshade



Joined: 07 Jul 2008
Posts: 32

PostPosted: Thu Jan 26, 2012 1:48 pm    Post subject: Reply with quote

Fertilized Field WW

Sorcery (R)

Until end of turn all Plains tap for an additional W.
If a kicker cost has been played this turn untap all lands you control.
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Duodax



Joined: 29 Jan 2006
Posts: 390

PostPosted: Thu Jan 26, 2012 2:06 pm    Post subject: Reply with quote

Clear Moon 3W

Enchantment -- RARE

Nonbasic lands are Plains.

Lands you control are Plains in addition to their other land types.
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MassO



Joined: 10 Mar 2006
Posts: 260

PostPosted: Thu Jan 26, 2012 4:15 pm    Post subject: Reply with quote

Holy Recombination 3W (Rare)

Enchantment

Whenever a land you control without a recombination counter is put into your graveyard from the battlefield, return it to the battlefield tapped with a recombination counter on it.

"Its easy to grow weeds, Its hard to grow earth" - Elspeth
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GreenBear



Joined: 27 Jul 2010
Posts: 899

PostPosted: Thu Jan 26, 2012 4:49 pm    Post subject: Reply with quote

Thrashing of Loki 1RRRR (mythic rare)

Sorcery

Destroy all lands.

When the venom falls all the world can do is brace itself. - Sigyn

Please look up Norse mythology in relation to earthquakes to get the card, if you do not already.
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posso



Joined: 12 Oct 2009
Posts: 23

PostPosted: Thu Jan 26, 2012 10:05 pm    Post subject: Reply with quote

City of blessing
Legendary land - (M)

Tap: add U to your mana pool.

When a player draw a card you may untap city of blessing.

"while we fought, they il surrendered"
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lucksick



Joined: 28 Apr 2009
Posts: 53

PostPosted: Thu Jan 26, 2012 10:29 pm    Post subject: Reply with quote

Gaea's Wisdom 2UG

Enchantment - Aura Uncommon

Enchant Land
Enchanted Land has "T: Draw a card."

"Tap deep into the heart of land and you shall find the knowledge of your ancestors, transcending for years to come."
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Balaviaris



Joined: 15 Feb 2009
Posts: 339

PostPosted: Fri Jan 27, 2012 3:32 am    Post subject: Reply with quote

Aerith's seal 1W

Enchantment - Aura Uncommon

Enchant land

Enchanted land is indestructible.

Aura swap 1U (UW: exchange this Aura with an Aura card in your hand.)

"This land belongs to me now. Have a nice day." - Seal's inscription.
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blitzer2k7



Joined: 12 Jul 2007
Posts: 412

PostPosted: Fri Jan 27, 2012 9:32 am    Post subject: Reply with quote

Aura of Creation 2WWW

Enchantment - Aura (Rare)

Enchant creature

Whenever enchanted creature becomes the target of a spell or ability or becomes enchanted, put X 1/1 white spirit tokens into play where X is the number of creatures you control.
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mster



Joined: 06 May 2008
Posts: 1

PostPosted: Fri Jan 27, 2012 5:10 pm    Post subject: Reply with quote

Bless the Recruits - 2GW

Enchantment - Rare

Whenever a creature enters the battlefield under your control, you may attach target Aura you control to it.

"Enjoy it while it lasts, kid."
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ikazuchi



Joined: 10 Jun 2007
Posts: 293

PostPosted: Sat Jan 28, 2012 6:39 am    Post subject: Reply with quote

Glintmare 2WW
Creature - Elemental (Rare)

Flying

Whenever Glintmare becomes the target of a spell or ability an opponent controls, exile Glintmare and all Auras attached to it. At the beginning of the next end step, return it to the battlefield under its owner's control. If you do, return those Auras to the battlefield under their owners' control attached to Glintmare.

Twinkle, twinkle, little star,
How I wonder what you are.

2/3
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Lostwanderer



Joined: 24 Jun 2010
Posts: 66

PostPosted: Sat Jan 28, 2012 5:42 pm    Post subject: Reply with quote

Chamber of Vowes 2WW
Enchantment-------Mythic
If you were to draw a card you may instead return an enchantment from your graveyard to play, If you do, discard two cards.
"What lies befor you is full of mystical spells and incantations. I honestly hope your trainng has paid off."
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Gademis



Joined: 26 Jan 2005
Posts: 110

PostPosted: Sun Jan 29, 2012 12:28 pm    Post subject: Reply with quote

Let's see... too many enchantments and too much white :p.

Quote:
One with everything 4UU
Enchantment

All nonland permanents converted mana cost is equal to the highest converted mana cost

among nonland permanents on the battlefield.

Players can't cast spells with converted mana cost higher then One With Everything

converted mana cost.


Combo!/Objective: 3 Yes it combos but the vampire seems like an aggro deck card and this enchant is definetly control/combo deck card.
Balance/color/ability issues: 5 Apart from the "dont mess with CMCs" everything else is ok
Flavor: 2 No flavor text?
Total 10/20

Quote:
Chant of Culabria XW

Sorcery (rare)

Kicker - 1W

Search your library for an enchantment card with converted mana cost of X or less and

put it onto the battlefield.

If ~'s kicker cost was paid, return ~ to its owner's hand.

Take your time my apprentice. Webs of faith are weaved with caution and conviction.



Combo!/Objective: 6 Wu control/combo deck wins :p
Balance/color/ability issues: 5 A couple wording issues and it doesnt have the feel of a great card since there are a ton cheaper cards that can do more or less what it does.
Flavor: 4 I dont see the caution (see flavor) in the card :p. i mean you waste all your mana more or less to cast this thing.
Total 15/20

Quote:
Fertilized Field WW

Sorcery (R)

Until end of turn all Plains tap for an additional W.
If a kicker cost has been played this turn untap all lands you control.


Combo!/Objective: 4 not so good... you need like 6-8 mana for the last spell + 2 for

this one and till then you have a card that can serve no other purpose.
Balance/color/ability issues: 5 Seems like an uncommon... and has some wording issues
Flavor: 3 No flavor text?
Total 12/20

Quote:
Clear Moon 3W

Enchantment -- RARE

Nonbasic lands are Plains.

Lands you control are Plains in addition to their other land types.


Combo!/Objective: 2 So you propably need a mono-white to play this (since all dual color decks play dual lands and such)... so you dont need to play it at all in the main deck. Its a sideboard card.
Balance/color/ability issues: 5 The mana cost is too much, and other than being a blood moon rip-off I see no other problem.
Flavor: 3 No flavor text?
Total 10/20

Quote:
Avacyn's Wanderer (1G)
Creature - Human (Rare)

Sacrifice a Plains: Avacyn's Wanderer gets +1/+1 and Vigilance until end of turn.

You may spend white mana as though it were mana of any color.

2/2

"Every place I visit is just another place I have been..."


Combo!/Objective: 7 Nicely combo-ed
Balance/color/ability issues: 5 Problaby too overpowered for a 2 CC creature that you can sac all your lands for a final blow. Also green creature that affects white mana/lands?
Flavor: 5 nicely put
Total 17/20

Quote:
Holy Recombination 3W (Rare)

Enchantment

Whenever a land you control without a recombination counter is put into your graveyard

from the battlefield, return it to the battlefield tapped with a recombination counter

on it.

"Its easy to grow weeds, Its hard to grow earth" - Elspeth


Combo!/Objective: 5 let's see you sac all plains and then you sac them again XD. But other than that it serves very little purpose in most decks.
Balance/color/ability issues: 6 No issues here
Flavor: 3 I don't get something
Total 14/20

Quote:
Thrashing of Loki 1RRRR (mythic rare)

Sorcery

Destroy all lands.

When the venom falls all the world can do is brace itself. - Sigyn


Combo!/Objective: 6 Nicely combo-ed, but too much red mana on cost would be problematic to cast both cards
Balance/color/ability issues: 4 too underbalanced for a mythic rare at this cost I would expect an instant or uncounterable or something more anyway.
Flavor: 5 Nicely put
Total 15/20

Quote:
Prismatic

Shrine...............................................................................1GG
Enchantment.............................................................................

........U

When Prismatic Shrine enters the battlefield, you may exile up to two
lands from each player's graveyard.

Whenever a forest you control is tapped for mana, it produces an
additional mana of your choice that a land exiled by Prismatic Shrine
could produce.

"Just as the fallow land is nourished by rest, so shall we revive our
precious shrine to the pristine beacon it once was."
- Druid of the Loam


Combo!/Objective: 2 You destroy all lands... then how you cast this to get the bonus?
Balance/color/ability issues: 3 Propably overbalanced since you can mill a couple of lands from yourself and the opponent and then cast this and all your lands produce 5 mana...
Flavor: 4 Nice try
Total 9/20

Quote:
City of blessing
Legendary land - (M)

Tap: add U to your mana pool.

When a player draw a card you may untap city of blessing.

"while we fought, they il surrendered"


Combo!/Objective: 0 Am I missing something ?
Balance/color/ability issues: 3 overbalanced... no drawback and untaps with something that can happen many times in a round making it... more expensive than jace used to be
Flavor: 1 something I am missing again
Total 4/20

Quote:
Gaea's Wisdom 2UG

Enchantment - Aura Uncommon

Enchant Land
Enchanted Land has "T: Draw a card."

"Tap deep into the heart of land and you shall find the knowledge of your ancestors,

transcending for years to come."


Combo!/Objective: 8 infinite "draw-a-card" combo!
Balance/color/ability issues: 6 ok for an uncommon
Flavor: 5 nicely put
Total 19/20

Quote:
Aerith's seal 1W

Enchantment - Aura Uncommon

Enchant land

Enchanted land is indestructible.

Aura swap 1U (UW: exchange this Aura with an Aura card in your hand.)

"This land belongs to me now. Have a nice day." - Seal's inscription.


Combo!/Objective: 3 Two land enchants in the same land seem way too much. Even the aura accelaration thing isnt that good if you have 2 cards just for it.
Balance/color/ability issues: 5 maybe a bit undercosted
Flavor: 3 I dont see how it gets along
Total 11/20

Quote:
Runesoul, the Hallowed Expanse

(Color indicator: White) Legendary Land Creature - Plains Spirit (mythic)

(Runesoul, the Hallowed Expanse isn't a spell, it's affected by summoning sickness, and

it has "{T}: Add {W} to your mana pool.")

Flying

Whenever an Aura becomes attached to Runesoul, the Hallowed Expanse or enters the

battlefield attached to Runesoul, put two 1/1 white Spirit creature tokens with flying

onto the battlefield.

A land given life by the manifestation of the supernatural

1/1


Combo!/Objective: 7 nicely combo-ed
Balance/color/ability issues: 2 way too overpowered... and some wording issues
Flavor: 4 Interesting
Total 13/20

Quote:
Aura of Creation 2WWW

Enchantment - Aura (Rare)

Enchant creature

Whenever enchanted creature becomes the target of a spell or ability or becomes

enchanted, put X 1/1 white spirit tokens into play where X is the number of creatures

you control.


Combo!/Objective: 5 your land will not be targeted that's for sure :p. More likely pyroclasmed
Balance/color/ability issues: 4 Seems like an uncommon a rare of that cost would propably be a global enchant doing the same thing :p
Flavor: 3 No flavor text?
Total 12/20

Quote:
Bless the Recruits - 2GW

Enchantment - Rare

Whenever a creature enters the battlefield under your control, you may attach target

Aura you control to it.

"Enjoy it while it lasts, kid."


Combo!/Objective: 3 So you need this in the battlefield then a creature with an aura and then cast another creature...
Balance/color/ability issues: 5 Seems like a blue card to me
Flavor: 5 nicely put
Total 13/20

Quote:
Glintmare 2WW
Creature - Elemental (Rare)

Flying

Whenever Glintmare becomes the target of a spell or ability an opponent controls, exile

Glintmare and all Auras attached to it. At the beginning of the next end step, return it

to the battlefield under its owner's control. If you do, return those Auras to the

battlefield under their owners' control attached to Glintmare.

Twinkle, twinkle, little star,
How I wonder what you are.

2/3


Combo!/Objective: 5 So whenever an opponent targets it you get to buff it with all your auras. Could work~
Balance/color/ability issues: 6 It's ok I guess for a rare
Flavor: 5 nicely put
Total 16/20

Quote:
Vale of Gifts
Legendary Land
Mythic

Vale of Gifts enters the battlefield tapped.

T: Add 1 to your mana pool.

Whenever an Aura enters the battlefield under your control, draw a card.

Threshold - Whenever an Aura enters the battlefield under your control, you may draw two

cards instead as long as seven or more cards are in your graveyard.


Combo!/Objective: 5 It propably wouldnt be targeted but it's worth a shot
Balance/color/ability issues: 4 It's kinda overpowered and it's abilities are kinda rare

quality.
Flavor: 3 flavor text?
Total 12/20

Quote:
Chamber of Vowes 2WW
Enchantment-------Mythic
If you were to draw a card you may instead return an enchantment from your graveyard to

play, If you do, discard two cards.
"What lies befor you is full of mystical spells and incantations. I honestly hope your

trainng has paid off."


Combo!/Objective: 8 So you draw card... instead you place an enchantment in play from the graveyard you discard two cards and you draw two cards from the thresholded land and... correct me if I am wrong but with a couple weird enchantments you could pop an
infinite draw cards/place enchantments I discard in the graveyard in play instead of drawing cards and mill your self to do something only a combo deck would do... damn why this mind distorting card had to be last :s
Balance/color/ability issues: 6 could be rare or I could be too confused by it's effect :p. And has some wording issues
Flavor: 4 a chamber is an enchantment? More like a land or an artifact (a very big artifact)
Total 18/20

So first place goes toooo.... lucksick for Gaea's Wisdom (Who said uncommons can't win! Also I love Gaea, yes in a creepy way)
Second place to Lostwanderer for Chamber of Vowes (and killing my brain while trying to

understand what was going on with his combo)
Third place to Mr_Weebles for Avacyn's Wanderer (I liked this creature but it was too

broken to win >.<)

So you know the drill. Let the winner some time to make the next one otherwise the second one should make one and so on.
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