CFAC #48 Showcase (part 4)
And so, our week of staring at a villainous snake-mountain of lava with a sorcerer forlornly staring from a distance draws to a close. We’ve had some fantastic designs so far this week, and we’re not quite done yet! Follow the jump to check out the last batch of designs; any that come in after I complete it will be appended to the end Friday night.
Art by TacoSauceNinja
@mtg-philocalist:
This was quite an interesting challenge and captivating artwork to go with it. The card type “Land” jumped out at me right away and I went from there. In accordance with this week’s bonus challenge, I thought of it as shrine-like structure that demands your life’s blood in order to grant you part of its magic, but simultaneously grows in power the more you make use of it, until you finally unleash all of its force to either wipe the board or swing in for one last blow with your armada of buffed-up creatures.
Ooh, wow, a potential boardwipe stapled to a land, but it’s going to take a while to get there and cost you a chunk of life in the process. Interesting. It’s unusual enough that the power level is difficult for me to gauge, but I can certainly say it’s powerful. One qualm: neither Red nor Black get +X/+X to your whole team; both tend to do pumping as strictly power. I would recommend changing the choice to +X/+0 or -0/-X for symmetry and color-pie reasons.
Thanks for the submission! Two points!
@zelosmilder:
My CFAC 48 submission! The “building up” theme reminded me of the various quest cards, and so I designed such a card that involves building up power through short-term sacrifices in order to achieve a strong effect in the late game. Not entirely sure if the power level is perfectly on-curve, but fine-tuning the life paid, cards drawn, or experience counters needed could be done to keep it balanced.
I, um, I’m going to hope you meant to use “quest counter” in both places, because currently, this card just draws you cards for a hefty life cost. You’re right that there are a lot of nobs to turn, and I wouldn’t be surprised if most of them did get turned. I also hate that your opponent does the opposite of you with cards (Discard as opposed to draw) but does the same in terms of life (losing 6). If it let your opponent gain 6 it would be pretty bad, of course, but a part of me is still saddened by it.
Thanks for the submission! Two points!
@t-a-c:
The main thing I thought of looking at the prompt was something that charges up over time and can be cracked to finish off an opponent. I kind of wanted this to fill a role similar to Valakut in terms of a land that creates inevitability.
This was so close to being a cool utility land, but I’m afraid you’ve forgotten something: this, mechanically, isn’t a land. There’s no mana-producing effect, and by definition lands need to be able to add mana, or they’re just 0-cost artifacts or enchantments. And without a way to add mana, there’s not even a real reason for this to enter tapped, is there? I would definitely add “T: Add {C} to your mana pool.” to the card.
Outside of that, a very interesting and potentially powerful land. I don’t really like that this is going to encourage players to sit on it and wait until they have enough counters to sacrifice it and kill their opponent; that’s going to be miserable gameplay while your opponent waits to die to a land that they can’t interact with. Have you ever had to wait for your opponent to hit you ten times with a Mutavault to end the game? It’s miserable, and it isn’t good gameplay to encourage. I would probably lower the mana cost by, like, {1}, and make it just hit creatures.
Thanks for the submission! Two points!
@thricexandvii:
My inspiration for this card was twofold: the small character in the foreground of the art (who I took to be contemplating the long walk to the mountain), and “growing enchantments” like Rumbling Crescendo. (In fact I almost made it an Enchantment Land but decided against it due to not really adding anything but complexity and balancing issues to the design.)
It would be more succinct to have it ETB with 3 counters and remove one each turn… but each step is added to a previous one to make a Journey; they don’t take away from it.
Interesting; a dual land that isn’t a duel land until a few turns later. And this is actually a lot easily to balance unlike having counters and removing them, because it’s easy to have other cards do that, and proliferate is already nicely costed to work with this. Three might be a bit too much, because that does make it quite a delay before this produces colored mana; perhaps just two counters would be fine and still be balanced.
It’s pretty straight-forward, and I think it works well. Thanks for the submission! Two points!
@noyan-dar:
no commentary
Interesting; a removal spell that has to build over time, but can potentially be a tremendous effect. Seems quite fun in multiplayer, as it really dissuades the opponents from killing your creatures. It also does that in a normal game, but your opponent also doesn’t have a lot of choices, you know?
I’m iffy on the costing here, because you’re presumably getting something from those creatures dying; at least saving some life by chump blocking or trading it for a removal spell. Getting to blow this up later and get more value off of those fallen creatures is quite powerful, so I would probably want to bump up that base mana cost. I may also restrict it to sorcery speed, but that would be more based off of testing.
Thanks for the submission! Two points!
@commandtower-solring-go:
no commentary
This is definitely an interesting card, though it seems incredibly weak. I mean, it’s a board wipe that’s available on turn 3, but it takes exiling cards from your hand to fuel it: you’re basically guaranteed to be down on card advantage, which is really the opposite of what you’re looking for in a board wipe (especially a three-color one). I think this certainly is the start of a cool design, but it needs a bit more work before it clicks.
Thanks for the submission! Two points!












