CFAC #49 Showcase (part 3)
One of the things I love to watch for is the card types that people tend to prefer for the week’s challenge. It’s interesting to see what gets chosen, and how the winner categories seems to influence it. I’ll admit, I’m getting a lot fewer land designs than I thought I would this week (even though I could easily see this as a land), and the enchantment designs have been pouring in (and they’ve mostly been on-point). Want to see those designs? Follow the jump to check them out!
Art by Dominique van Velsen
@outerspace-messiah:
Since the theme is “Trick or Treat” I went with a simple modal spell where each mode feels like everyone is attending this festival of pain. Trick being the first mode and Treat being the second.
Huh, interesting. It’s really unfortunate that the second ability is not only symmetrical, but puts you down a card because you had to spend a card to cast it. Though, it is at instant speed, so you at least get first crack at the cards, so maybe that’s a worthwhile trade-off for the right deck. My real critique is that since Black can damage anything, this might as well just be a pure boardwipe to hit all creatures, not just the non-flyers.
Thanks for the submission! Two points!
@retroactivelyours:
I feel like the phrasing of the black and white effects might be wrong, but I don’t know how else to phrase it.
So, as-is, this card is basically broken, because you just don’t cast lands. It’s in the rules that you simply play them. For this effect to work, you’d want something more like this:
Hallowsburgh Land When ~ enters the battlefield, sacrifice it unless you pay {W/B}. If you paid {W}, draw a card. If you paid {B}, lose 1 life. T: Add W or B to your mana pool.
This card still has problems, though. Requiring you to pay a mana to get it onto the battlefield is actually pretty balanced, and works as an interesting design (though it may be better to go for “enters tapped unless” instead of “sacrifice unless”. The rest of the effects, though, and really unbalanced. Pay W and you get to draw a card? That’s not very White, and it’s also way too powerful (basically cycling, but you get to keep the land. Which is too good). And then the Black part costs you a life? That’s far more of a downside than this card deserves. Honestly, strip that part away and you have a much better and more reasonable card (though perhaps at uncommon instead of common).
I see that the intent of the extra “pay mana” part was to fit the theme, but it really took away from the design more than it added.
Thanks for the submission! Two points!
@voicesofchaos:
This card was partially inspired by Painful Quandary. The flavor should be pretty straightforward. Each turn an opponent needs to give you candy from their hand but if they are out of candy or if they hide & don’t answer the door then the town assaults the house….. I don’t know there needs to be some kind of punishment for not giving out candy to trick’o’treaters.
Jeez, is this a trick-or-treater or an extortionist? I guess there’s actually not that much of a difference between the two, now that I think about it. Based on Painful Quandry, this seems to be a solid costing of the effect, and it’s done quite well overall. Not really much to add.
Thanks for the submission! Two points!
@tarniyo:
I decided to go on a riff of the Council’s Dilemma mechanic from conspiracy 2 - i wanted to convey kids going up to each player and asking them trick or treat. I made the card deal damage to you because i know black doesn’t do free card draw, it lowered the cost of the card, and it being blue felt out of flavor.
Not gonna lie, that flavor text made me chuckle.
Council’s Dilemma is a good pre-existing mechanic to convey the Trick-or-Treat flavor, and this is a reasonable design for it. One major problem with it, though, is that you’d have to declare all of the target creatures before the voting begins, and it’s liable to get messy when deciding which ones survive and which ones don’t. I would change it to Expropriate’s wording of “choose a creature with power 2 or less and destroy it” instead.
Thanks for the submission! Two points!
@noyan-dar:
This took a lot of rethinking: you get a treat unless your opponents decide to take a trick and stop you. I think it provides a decent way of using gravestorm without being insanely overpowered. still very powerful though.
Storm-based cards will always catch my attention (in a bad way), but I think you’re right in that this is a less-powerful storm design. Especially since 90% of the time, your opponent is just going to let you gain that life. Like, literally, outside of a hyper-aggressive deck that’s looking to kill you next turn, you’re just going to gain life from this. The cost-to-reward is quite unbalanced; it could’ve at least been some draining to put your opponent in a rough spot where they can only let you drain it so many times.
Thanks for the submission! Two points!
@mtg-philocalist:
I am right there with you, @blackdeckwins, as Halloween is my favorite holiday as well, so I’m really happy about getting to participate in a challenge that revolves around it.
When it comes to this week’s bonus challenge and the concept of trick-or-treating, I tried to go the traditional route: I thought of creatures as children on the hunt for candy, which is itself represented by your opponent’s life points. Now, whenever a child (creature) gets to the house (enters the battlefield), your opponents have the choice between trick or treat. They can either relinquish some candy (life) and thus force the children (creatures) to wait for a whole turn, as their bellies are filled (they get tapped and don’t untap during your next turn), or they can refuse to do so and instead suffer the tricking wrath of the scorned little monster (the creature gets a brief stat-boost and a few abilities to seek revenge).
I also had the idea of granting opponents the choice to pay any amount of life upon ETB and thus cause the creature to stay tapped for equally as many turns (as it slowly recovers from its sugar rush), but it got too complicated and wordy in the end, and so I chose this as my final design.
I’m always in favor of cutting wordiness to bring down unnecessary complexity, and though the “life for turns” concept is somewhat intriguing, I think you made a good call here. I also like the balance here, where your opponent can decide whether its better for them to take the three life and deal with the creature later, or if they think they have enough defenses to deal with an angry, aggressive creature. The buffs are quite pushed, but this is a five-mana enchantment, so it really needs a strong pay-off. I wouldn’t be surprised if a few numbers needed to be adjusted after playtesting, but this definitely seems like a good place to start.
Thanks for the submission! Two points!







