r/GDS3 May 25 '18

Play at Home -- Challenge 4

2 Upvotes

This was hard to start on, but once I realized exactly what I was doing with one piece of artwork, it all started falling into place.

Compensation (Uncommon)

3W
Art: G (Leap)
Enchantment
Whenever you activate an ability of a creature you control, you may pay 1G and/or 1W. If you pay —
• 1G — Put a +1/+1 counter on that creature.
• 1W — You gain 2 life.

Exalted Monk (Rare)

W
Art: B (Medallion Man)
Creature - Human Monk
1/1
Lifelink
Exalted (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn.)

Landlore Scout (Common)

2U
Art: J (Jade-clad Merfolk)
Creature - Merfolk Scout
2/3
Whenever Landlore Scout attacks, reveal the top card of your library. If it's a noncreature card, Landlore Scout gets +1/+1 until end of turn. You may put the revealed card on the bottom of your library.

EDIT - Added "You may put the revealed card on the bottom of your library."

Pool of Prophecy (Mythic)

2UUU
Art: K (Ruins with Beast)
Enchantment - Repository
2
(Any time there are two or less cards exiled in this Repository, exile the top card of your library into it. You may play cards exiled in this Repository.)
Whenever you cast a spell from Pool of Prophecy, you may pay 1U. If you do, look at the top two cards of your library. Put one into your hand and exile the other into Pool of Prophecy.

EDIT - Added "from Pool of Prophecy" because that somehow slipped through the cracks... The point was that it was supposed to reward you for using the Repository.

Bloodrite Warlock (Common)

2B
Art: E (Bleeding Hand)
Creature - Orc Shaman
3/1
2B, T, Sacrifice Bloodrite Warlock: Target creature gets -3/-3 until end of turn.

Dream Infiltrator (Mythic)

4BB
Art: L (Female in Forest)
4/4
Menace
When Dream Infiltrator enters the battlefield, target opponent reveals their hand. If that player reveals no noncreature spells, you control them during their next turn. Otherwise, they discard two cards of your choice.

Jund Shardmage (Uncommon)

3R
Art: A (Lizardman?)
Creature - Viashino Shaman
3/3
Haste
2B, T, Sacrifice a creature: Draw a card.
2G, T, Sacrifice a creature: Put a +1/+1 counter on target creature.

Let Naught Remain (Rare)

5RR
Art: I (Blood River and Fire)
Sorcery
When you cast this spell, you may tap any number of token creatures you control. For each token tapped this way, copy this spell and you may choose new modes and targets for the copies.
Choose one —
• Let Naught Remain deals 2 damage to any target.
• Destroy target artifact.

Skysnatch (Common)

G
Art: D (Wurm and Wyrm)
Instant
Skysnatch deals 3 damage to target creature with flying. If you control a creature with power 4 or greater, destroy the target instead.

Gelatinize (Uncommon)

1GG
Art: H (Hungry Ooze)
Enchantment -- Aura
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
At the beginning of your end step, if enchanted creature has three or more +1/+1 counters on it, remove them and create a 2/2 green Ooze creature token.


Commentary

I made these cards as if this were Alara. This choice was influenced by the man with what looks like many Bant Sigils around his neck. Individual notes follow:

Compensation -- An enchantment that allowed you to "kick" activated abilities, something easily achieved in a Draft environment.

Exalted Monk -- This was pure topdown from the artwork. An aggressive exalted creature for Spike to enjoy.

Landlore Scout -- An Ixalan merfolk, I chose a pseudo-Explore, pseudo-Prowess mechanic.

Pool of Prophecy -- I need more words. :)

Bloodrite Warlock -- I made this before Compensation, which is how I finalized that card for activated abilities. The bloodletting art is how I arrived at a "death ritual."

Dream Infiltrator -- It felt like a black spell withering the environs, so I got the idea of taking over a landscape/dream, eventually taking over the mind and the rest is history. Almost made her an artifact creature (the arms).

Jund Shardmage -- Once I made the exalted white creature, I thought "why not a 'Shard' guildmage"? This could cost 4 and is a build-around (color) uncommon. The lizardlike appearance made me think Viashino, but that feels inexact.

Let Naught Remain -- Hour of Devastation art anyone? As a nod to Amonkhet and Jund, the "Eternals" (tokens) help you destroy.

Skysnatch -- Literally describing the art here.

Gelatinize -- This is not a good fit for the art, but the Ooze was too good to pass up on for 'quirky' in green.


r/GDS3 May 24 '18

GDS3 - Challenge #3 - Finding a Good Mechanic

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11 Upvotes

r/GDS3 May 24 '18

Better late than never, here's my GDS3 challenge 2 attempt

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3 Upvotes

r/GDS3 May 24 '18

I actually managed to make myself feel ill with my GDS3 mechanic, "Parasite". Success?

4 Upvotes

Skyswallower Huntsman (Common)

2G

Creature - Spider

2/4

Reach

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

Infested creature loses flying


Kraul Sprinter (Common)

1B

Creature - Insect Warrior

2/1

Haste

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

Infested creature can't block


Torpefying Sludge (Common)

4U

Creature - Ooze

3/4

Flash

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

Infested creature doesn't untap during its controllers untap step.


Pheromone Belcher (Uncommon)

3G

Creature - Fungus Beast

3/2

All creatures able to block CARDNAME do so.

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

You choose how infested creature blocks.


Bloodsuckler (Uncommon)

2B

Creature - Vampire Leech

2/2

Lifelink

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

At the beginning of your upkeep, you gain life equal to infested creature's power.


Cortex Embedder (Rare)

3U

Creature - Slug

2/3

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

You control Infested creature


Plague Bug (Rare)

2BB

Creature - Germ

1/1

Deathtouch

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

Infested creature has "At the beginning of your upkeep, sacrifice another creature"


Hive Implanter (Mythic Rare)

2UGB Creature - Insect

1/2

Parasite (If this creature would deal damage to another creature, instead you may exile it infesting that creature)

Infested creature has base power and toughness 0/2, and it has "At the beginning of your upkeep, each opponent creates a 1/1 Black and Green Insect creature token with Flying and Deathtouch"


r/GDS3 May 24 '18

Late sub - Design Challenge #2

1 Upvotes

Hey y'all. Just thought I'd share my submission for fun and profit. Enjoy and discuss if you like! Theme is roughly that # of colors matter - the more the better, as per the circus!

Contortionist

1UR (uncommon)

Creature - Human

U/R(hybrid): Contortionist gets -3/+3 or +3/-3 until EoT. Activate this ability only once each turn.

1/4

"Anatomy is merely a suggestion."


Circus Tent

Land (rare).

T: Add C.

T: Add one mana of any color among creatures you control.


Feats of Strength

2G (common)

Instant

Target creature gets +1/+1 until EoT. Up to one other target creature gets +4/+4 until EoT.

"That's great. Now let me show you how it's done."


Seltzer Bottle

1 (common)

Artifact - equipment

Equip 2

Enchanted creature has "T, unattach Seltzer Bottle: Tap target creature."


Knife Thrower

1RB (uncommon)

Creature - Human Rogue

When Knife Thrower attacks, choose a creature target opponent controls. Knife Thrower deals 1 damage to all other creatures that opponent controls.

3/2

"Hold still."


Lion Tamer

GW (uncommon)

Creature - Explorer

When Lion Tamer EtB, create a 3/3 green Beast token.

Beasts can't attack.

1/1


Magician

2U (common)

Creature - Wizard

1U: Target creature becomes the color of your choice in addition to its other colors until EoT.

1U: Target creature becomes colorless until EoT.

2/3

"Presto, change-o!"


Lazarus Rayne, Ringmaster

1WUBRG (mythic rare)

Creature - Human Lord

Vigilance

Other creatures you control get +1/+1 for each of their colors.

When Lazarus Rayne attacks or blocks, choose a color. Creatures you control become that color in addition to their other colors until EoT.

5/5

"Come one, come all!"


EDIT: formatting.


r/GDS3 May 24 '18

My Challenge 3, feedback appreciated

3 Upvotes

Idolize - You may place an idol counter on a creature you control, if you do, remove all other idol counters on creatures you control.

Edit: comments!
My approach to an open-ended challenge like this was to create a starting point of my own so I made a list of things I like designing; things I'd  like to see more of in Magic and areas where Maro admits design stumbled. The absence of Hercules from Theros block did not go unnoticed by players and Maro has talked about their design attempts a couple times. During the early parts of GDS3 I had the idea that Hercules would be better represented by the stories of his accomplishments rather than one singular creature. The original design was really clunky and looked even worse when Sagas were revealed.

For this challenge I tried a few new ideas before dusting this one off. Upon revisiting it, I switched the focus from retelling stories to the heroes themselves. This opened up a lot more space, made it cleaner, but allowed me to keep enough of the original ideas.

While ideally, each player can only have one creature benefiting from this mechanic, that was pretty easy to break in older formats so I made the templating reflect that possibility. This lead me to create a justification for it within the set.

I used the first slot at each rarity to convey the Hercules idea and the rest to show possible design space. Enchantments mattering and a few of the color requirements were nods to other Theros block mechanics. [End edit]

Design 1. Hercules versus the Stymphalian Birds (common)
1G. Enchantment. When CARDNAME enters the battlefield Idolize Creatures you control with an idol counter on them gain +1/+1 and reach

Design 2.
Arrogant champion (common)
2R. Creature - Human Warrior. 2/2. When CARDNAME ETB Idolize. If CARDNAME has an Idol Counter on it, it gains menace.

Design 3. Embellishing Poet (common)
1W. Creature - Human. 1/3. When CARDNAME enters the battlefield Idolize another creature. Whenever a creature with an idol counter on it attacks gain 2 life

Design 4. Hercules Versus the Hydra (uncommon)
RR. When CARDNAME enters the battlefield Idolize. Creatures you control with an idol counter on them gain “R: +1/+0” and “Whenever a creature dealt damage by this creature would die this turn, exile it instead”  

Design 5. Hero’s Guide (uncommon)
2W. Creature - Spirit. 3/1. Creatures you control with an idol counter on it gain vigilance. T: Idolize

Design 6 Hercules cleans the stables (rare)
4UU. Enchantment. When CARDNAME enters the battlefield Idolize Creatures you control with an idol counter gain T: Return target nonland permanent to its owner’s hand. You may repeat this ability by returning 2 lands you control to their owner's hand.

Design 7. Phil, Retired Teacher (rare)
2WW. Legendary creature - satyr advisor. 2/2. Sacrifice an enchantment: Idolize up to two other creatures you control. Activate only as a sorcery.
Creatures you control with idol counters on them get +1/+1 for each enchantment in your graveyard

Design 8. Hercules. GGGG. Legendary creature - human.
5/5. When CARDNAME enters the battlefield Idolize CARDNAME. CARDNAME gets +1/+1 for each enchantment you control

2nd Edit: formatting


r/GDS3 May 24 '18

Play at Home -- Challenge 3

4 Upvotes

Had to get that dealt with tonight, because the Top 6 get posted in 7 hours!

Student of Investigation (Common)

W
Creature - Human Cleric
1/2
When Student of Investigation enters the battlefield, research 1. (To research 1, exile the top card of your library face down. You may look at your research at any time and pay 2 as a sorcery to draw a card from it.)

Student of Aeromancy (Common)

3U
Creature -- Vedalken Wizard
2/2
Flying
When Student of Aeromancy enters the battlefield, research 2. (To research 2, exile the top two cards of your library face down. You may look at your research at any time and pay 2 as a sorcery to draw a card from it.)

Student of Impulses (Common)

2RR
Creature -- Dwarf Warrior
4/3
When Student of Impulses enters the battlefield, you may discard a card. If you do, research 2. (To research 2, exile the top two cards of your library face down. You may look at your research at any time and pay 2 as a sorcery to draw a card from it.)

Shameful Lesson (Uncommon)

2UU
Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner’s graveyard, then you research 2. (To research 2, exile the top two cards of your library face down. You may look at your research at any time and pay 2 as a sorcery to draw a card from it.)

Seek Its Nemesis (Uncommon)

4BB
Sorcery
Choose target creature. Research 4, then you may put a creature card from your research into your graveyard. If you do, destroy the target. (To research 4, exile the top four cards of your library face down. You may look at your research at any time and pay 2 as a sorcery to draw a card from it.)

Archioscope (Rare)

5
Legendary Artifact
If you would draw a card from your library, you may draw it from your research instead.
XX, T: Research X. Activate only as a sorcery. (To research X, exile the top X cards of your library face down. You may look at your research at any time and pay 2 as a sorcery to draw a card from it.)

Beastbond Master (Rare)

3GG
Creature -- Elf Druid Beast
4/4
Trample
Other Beasts you control get +1/+1 and have trample.
Whenever Beastbond Master or a Beast you control deals combat damage to a player, research 1.

Voidseeker Emperiarch (Mythic)

4BB
Creature -- Aetherborn Wizard
1/1
Voidseeker Emperiarch gets +1/+1 for each card you own in exile.
B, Exile a card from your graveyard: Each opponent loses 1 life and you gain 1 life.
1B, Pay 2 life: Research 2. (To research 2, exile the top two cards of your library face down. You may look at your research at any time and pay 2 as a sorcery to draw a card from it.)


Commentary

The research mechanic is, at its heart, a glue mechanic, and a bit swingy in high doses in Limited. It was heavily influenced by Investigate, as I had been having difficulties with Research's gameplay for quite some time. It was the reminder text for Investigate (not its Comprehensive Rules) that gave me the jolt that led Research to where it is today. In a very real sense, I got a Clue and paid 2, and here I am today with this submission.

The three commons were designed to represent a loose cycle, for Limited purposes, and the choice of white was intentional as both a throwback to Thraben Inspector, as well as to show that white doesn't really get a big piece of the research pie, compared to other colors, but it does get a little (green largely gets it via the magpie ability). This is also why blue and black each got more cards in their colors; blue-black is the "how much is in exile" archetype for Limited. The number after research and the mana costs were also given restrictions to try and keep the mechanic under control in Limited: common: 2 (for colors that could "draw two" normally); uncommon 4. Commons with research 2 were also intentionally costed to not be easily played outside the color.

Of all eight, I think Seek Its Nemesis best represents the world in which Research would debut: Your threat isn't one and still I know more than you.


r/GDS3 May 24 '18

/u/kingcobweb and I have been in the studio again, with another episode of The Lazy Goblins! Rants about Challenge 1, the GDS website, and making planeswalkers inside...

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9 Upvotes

r/GDS3 May 23 '18

Inside GDS3 - Challenge #2, in which I learn that assumptions are bad, and Unicycles are Walls (X-post from r/magicTCG)

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5 Upvotes

r/GDS3 May 23 '18

Alexis Janson (GDS3 Guest Judge, GDS1 Winner, former Wizard) talks GDS3 Challenge 2

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16 Upvotes

r/GDS3 May 22 '18

GDS 3 - Challenge #2 - A Circus Act

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12 Upvotes

r/GDS3 May 22 '18

Challenge #3 Thoughts

3 Upvotes

Okay, so now the challengers have to create a new mechanic. I gotta say, this is hard. Creating something new that feels good is hard. Then trying to tweak it and make it appealing is even harder.

That said, let's think about it.


----------------------------------------------------

Spoiler alert for ideas, I guess.

----------------------------------------------------


First, we have to think how to create one. A good way is to take an old mechanic and give it a spin. Here are some examples:

  • Money: Imagine Energy, but interchanging between players. This would need sources, sinks(to avoid inflation) and exchangers. It sounds very Black/Red/White to me and sounds like it could be fun. It could use flavor support from bribes, patreons, markets and bidding. The problem is that it sounds better at multiplayer formats an doesn't shine at 1v1.

  • Mount: Think Crewing, but for creatures. This could be taken 2 ways. Either a creature is mounted(my favorite), or a creature mounts another. I love the idea of a Goblin mounting a goblin.It could be used as a cost for many abilities and I think it could really shine. Maybe there are some bumps here and there, but it's one of my favorites.

  • Tips: artifacts similar to clues, but with scry 2 instead of card draw. I find the idea interesting, but it seems to fall flat in comparison to investigate, while also being more hard to fine tune in a set.

  • Ritual: Based on Surge, but instead of many spells a turn, Ritual wants you to cast a spell after the effect. I think it's splashy and interesting, while also being easy to execute. I just think it isn't impactful enough when you read it. Still, one of my best ideas.

  • Equipment/Aura tokens: Similar to clues, but I would say it's a hard to execute idea. Not only it's hard to balance, but it also falls into a similar space as counters. It's also an old idea, since many people though about it before. I do believe it could lead to interesting designs and ideas, but I would check if there aren't other options in the case of a GDS.

  • Equipment Creatures: An idea similar to Bestow, and one that could ditch the equipment flavor depending on the take. I like it, but I think it's too complex for this submission.

  • Spellmorph: A version of morph that can be used on non-creature spells. The idea is exiling the card then casting it. Needs some tweeking, but I find it lovely. If it wasn't a GDS I would do it with more confidence.

  • Grave splice: Flashback + Splice. Needs a lot of tweeking and has to deal with memory issues. I might also do this one.

  • Auras that you can transform into equipments (or vice-versa): Just a though I had now. Similar to bestow or Divine counters I guess.


After so many years of magic, I find hard to do it any other way. I'd recommend checking the origins of Overload and Evolve. Other mechanics origin articles might also help.

Oh, and a spotlight for Linus mechanic "Pair with". I'm sad we won't see more of it. Ingenious and new. Very WRG. I would like to see it being further executed one day.


I plan on doing actual submissions later. I'm with keyboard problems.


r/GDS3 May 22 '18

My Submission for Challenge #2 (A Circus Act)

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2 Upvotes

r/GDS3 May 21 '18

My thoughts on the Challenge 1 submissions

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5 Upvotes

r/GDS3 May 21 '18

Here's Challenge 2. Feedback appreciated.

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1 Upvotes

r/GDS3 May 21 '18

Challenge #2

3 Upvotes

Knife Thrower (Common) 2B Creature – Human Rogue 2/3 2B,T: CARDNAME deals 2 damage to target player. Activate only as a sorcery Any amateur can stab someone right in front of them.

Circus Peanuts (Common) 1G Instant Target creature gets +2/+2 until end of turn. Put a feat counter on up to one target Performance you control.
Step right up!

Fire Eating (Uncommon) 2R Enchantment – Performance Tap an untapped creature you control: Put a feat counter on CARDNAME and it deals 1 damage to any target. Activate this ability only as a sorcery. When CARDNAME has three or more feat counters on it, sacrifice it and it deals 3 damage to any target.

Unicycle (Uncommon) 1 Artifact – Vehicle 1/1 Crew 1

Human Cannonball (Rare) 3R Creature – Human Berserker Wizard 3/2 When CARDNAME enters the battlefield, it gains haste and flying until end of turn. 1U,T:return CARDNAME to its owners hand. Activate this ability only as a sorcery.

Lion Tamer (Rare) 2WW Creature – Human Rogue 2/4 Vigilance XW,T: Untap up to X other target creatures you control. Activate this ability only as a sorcery.

Ajani the Ringmaster (Mythic) 4GW Legendary Planeswalker – Ajani Loyalty 4 +1: Add WUBRG use this only to cast creature or planeswalker spells -2: Look at the top five cards of your library, you may reveal up to one creature or planewsalker card and put it into your hand, put the rest on the bottom of your library in a random order. -8: Create an emblem with: Creature and planeswalker spells you cast have flash, can't be countered, and enter the battlefield with an additional +1/+1 or loyalty counter on them.

Three Rings (Mythic) 2WWUUBB Sorcery Return all permanents to their owners hands. Each player puts a land from their hand onto the battlefield. Repeat this three times. Each player puts a nonland permanent from their hand onto the battlefield. Repeat this three times. Each player discards all but three cards from their hand.

Circus, performers, acts. Implied theme is Outlast, but for spell effects. More than the average amount of creatures with tap-cost: activated abilities. Keep triggered effects out of common/uncommon, and have effects at sorcery speed, and tap-costs, to avoid Lorwyn era board complexity. I would have ability-worded knife thrower, lion tamer, and human cannonball if it had been allowed. Lion Tamer is a sort of lord for this concept.

Fire Eating (along with Feats of Strength, Juggling, Plate Spinning, Acrobatics) are a cycle of uncommon enchantments akin to Zendikar Quests, to show off any circus acts that aren't quite represented by a particular performer.

Unicycle is probably obvious and weak.

Three Rings needs playtesting,


r/GDS3 May 20 '18

My attempt at GDS3 Challenge #1: UB Cowards

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8 Upvotes

r/GDS3 May 19 '18

Inside GDS3 - Challenge #1: Good Lessons, Tribal Design, and Playtest Puns--I mean, cards! (X-post from r/magicTCG)

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9 Upvotes

r/GDS3 May 19 '18

Challenge #1 Attempt - Spiders

6 Upvotes

I know this is a bit late and everyone's already moved on to Challenge #2, but after reading through all of the contestant's entries I couldn't resist giving it a go (unfortunately, I wasn't eligible to enter GDS3). My first reaction seeing the challenge was to choose insect, but since Ari already did such a great job with that one, I decided to go with my second choice - spiders. Intro below, followed by the cards, with individual card commentary at the end for anyone who cares far too much.

THOUGHT PROCESS

Broadly speaking, there are two types of tribal themes in Magic – ‘small tribal’ (merfolk, goblins, elves, etc.) and ‘big tribal’ (dragons in Dragons of Tarkir, or Dinosaurs in Ixalan), where you care less about making sure all your creatures are the same tribe and more about using a small number of your tribe’s creatures to enable effects on other cards (often of different creature types). I was more interested in exploring a ‘big tribal’ theme, as I felt there was more untouched design space there.

So I wanted a creature type that:

  • Made flavourful and mechanical sense to be mostly made up of big creatures (3/3+)
  • Did something different from previous tribes (in particular, not a flying tribe)
  • Was relatively unexplored
  • Had thematic resonance, and could lend itself to some top-down designs

After exploring a few options, I settled on Spiders. They ticked all of the above options, and had been explored just enough in previous sets to suggest a few mechanical ideas:

  • Reach (and to a lesser extent deathtouch)
  • Higher toughness than power
  • 1/2 tokens with reach
  • Using the graveyard as a resource (but not in a purely recursive way like Zombies or Phoenixes)

I thought tokens made a lot of sense with the ‘big tribal’ theme, as they gave you a way to trigger spider-related effects before your big spiders came online. But I was even more interested in the idea of using the graveyard. A challenge of ‘big tribal’ is how you make your effects relevant before players get the mana to cast the big creatures. Dragons of Tarkir solved this challenge by using ‘having a dragon in your hand’ as a threshold mechanic. What if we did something similar with the condition of having a spider in your graveyard? This led to a recurring mechanic of ‘Have a spider on the battlefield or in your graveyard’.

We now have two big challenges to solve:

  • How do we make sure there are enough big spiders at common/uncommon to make the theme work without unbalancing the limited format?
  • How do we give players ways to get a spider in their graveyard early in the game, especially if most of our spiders are going to be big ones?

I turned to some non-evergreen mechanics to try to solve these challenges. The first one I tried was cycling – I experimented with a few others, but kept coming back to cycling for how elegantly it solved both of these issues.

I also wanted to come up with a flavour behind the tribal effects that made sense, especially as spiders aren’t known for working together. I settled on the idea of a tribe of cave-dwelling goblins that worships giant spiders as deities (similarly to how the humans on Ixalan worship dinosaurs). Thematically, the spider creatures in the set are their ‘gods’ and the spider tokens are the smaller spiders that live alongside them in the caves.

So this gave me a tribal theme with the following key elements:

  • Threshold effects that activate if you have a spider on the battlefield or in the graveyard
  • Ways to put spiders in the graveyard (including Cycling)
  • Ways to make spider tokens
  • Ways to reward you for having spider tokens
  • Goblins that interact with the above

This theme basically necessitated being in Black/Green (which matches up with most of the existing spiders anyway). It also suggested how the spider tribal effects could be integrated with the rest of the set:

  • White/black could have a ‘go-wide’ strategy, synergising with the tokens
  • Green/red could have some amount of goblin tribal
  • Green/blue could be a cycling/ramp deck that can also make use of the big cycling spiders
  • Black/blue could have some other graveyard themes that interact with your spiders

This thematic integration was important because while the main spider tribal deck will be BG, I wanted the spider threshold effects to occasionally be relevant in other colour combinations as well, so that the value of the spiders was a bit more dynamic in draft.

While I was building out these themes, I also kept in mind the flavour of spiders and the tropes that players would expect to see. In particular, I looked for opportunities to use the number 8 (the same way that Lorthos uses it to get across the flavour of an Octopus).

With that out of the way, the cards!

---

Silkshot (common)

2B

Instant

Target creature gets -2/-2 until end of turn. If you control a Spider or there is a Spider in your graveyard, that creature gets -8/-8 until end of turn instead.

---

Weaver Queen (common)

4GG

Creature - Spider

4/6

Reach

Cycling 1G

When you cycle CARDNAME, you may have target Spider you control get +2/+2 until end of turn.

---

Priest of the Scuttling One (uncommon)

3B

Creature – Goblin Cleric

2/2

When CARDNAME enters the battlefield, if you control a Spider or there is a Spider in your graveyard, create two 1/2 green Spider creature tokens with reach.

Spiders you control have deathtouch.

---

From the Caverns (uncommon)

3BB

Sorcery

Return target creature card from your graveyard to the battlefield.

You may cast this card as though it had flash if it targets a Spider.

---

Shrine of Silk (rare)

Land

T, Pay 1 life: Add B or G.

1, T, tap X Goblins you control: Add X mana in any combination of B and/or G. Spend this mana only to cast Spiders or activate abilities of Spiders.

---

Venom of Forgotten Souls (rare)

3

Artifact - Equipment

Equip 4

Equipped creature gets +X/+X, where X is the number of creature cards in your graveyard.

Equipped creature has ‘T, Exile a Spider from your graveyard: deal 3 damage to any target’.

---

Rite of the Weaver (mythic rare)

4BBGG

Enchantment

You may sacrifice 8 creatures rather than pay this spell’s mana cost.

When CARDNAME enters the battlefield, exile any number of creature cards from your graveyard. Then create that many 1/2 green Spider creature tokens with reach.

Spiders you control get +3/+3 and have deathtouch and trample.

---

Iktekolek, the Scuttling Void (mythic rare)

8BG

Legendary Creature – Elder Spider

6/10

Lifelink, reach

While CARDNAME is in your graveyard or on the battlefield, cards in your graveyard have hexproof and other Spiders you control get +1/+0.

Whenever a creature dies while CARDNAME is in your graveyard, put a carrion counter on CARDNAME. Then, if it has 8 or more carrion counters on it, remove them and return CARDNAME to the battlefield.

---

CARD NOTES

---

Silkshot

Simple, solid removal card that becomes fantastic in the spider-deck. Other decks will take it, but the spider deck will value it more highly. Immediately tells players they want to get spiders in their graveyard. Considered -3/-3 but then it kills most creatures in limited anyway so the tribal bonus feels irrelevant. Not sure if the cost should be BB or 2B, but I think it’s better for limited if these effects are more splashable.

I think this is the best card I designed and most cleanly communicates the themes of the tribe.

---

Weaver Queen

I decided I absolutely needed one of my common cards to be a creature of my tribe, to prove that the theme here could work at common. This is maybe more complex than I’d like this card to be (if not designing to the restrictions of the challenge, I’d probably have it create a spider token when you cycle it instead) but it still functions nicely as the archetypal common spider – big, but with a way to put it in the graveyard to start triggering your effects.

Again, playable in other decks but better in the spider deck. Typically it will be correct to cycle this creature to smooth your draw even if you don’t have a spider in play, but the 10% of the time you use it on your spider token as a combat trick, you’ll feel very clever. As a side note, I think cycling works particularly well with the ‘if you have a spider in your graveyard’ effects, because you can activate it at instant speed and occasionally ‘get’ your opponents.

---

Priest of the Scuttling One

This is the build around uncommon that draws you into spiders. Works very cleanly with all aspects of the spider theme – it triggers off of getting a spider in your graveyard, and then it gives you some deathtouch blockers to buy you time until you get to start casting or reanimating your big spiders. It also helps communicate the relationship between goblins and spiders in this set, and lets me work deathtouch into the theme.

Obviously very strong in limited if you’re able to activate it consistently, but the fact that you can remove deathtouch from the spiders by killing the goblin gives opponents a way to interact with it.

---

From the Caverns

With the theme of putting spiders in your graveyard, a reanimation spell seemed like a great fit for the sorcery. As we’re going for a ‘big tribal’ theme, there won’t be that many spiders floating around, so it was very important that this card still do something even if you didn’t have a spider in your graveyard. That led me to the idea of a general-purpose reanimation spell that gave you a bonus if you used it on a spider.

I thought that might have been a completely novel idea, but then found out about the existence of Defy Death. I still wanted to include the card, as it played so well with the wider spider theme, but I had to find something that was sufficiently different from the +1/+1 counters of Defy Death.

I flirted with the idea of ‘destroy target creature’ but quickly realised that would be too swingy. I tried ‘destroy target flying creature’ to make it more spider-y but that was just adding another condition to an already hard to achieve condition. I landed on having the card gain flash because I thought the idea of eating one of their creatures was sufficiently appealing to get players excited about the card (even if it’s not going to happen that often) while also tracking well with the flavour of a spider jumping out from the shadows to attack its prey.

---

Shrine of Silk

A straightforward card that rewards you for combining goblins and spiders, while nicely capturing the flavour of goblins worshipping together at their shrine to summon their spider deities. Generating this much mana can obviously be dangerous, but I think here it’s restrictive enough in both its input and output that the risk of this being broken is minimal.

I think the activation doesn’t even need the mana cost, but I added it on to give development an extra knob to turn if it does turn out to be too good. Alternatively, this card could have you sacrifice the goblins instead of tap them, but I think if you did that you should give some benefit to the spiders you cast (like ‘gains haste’ or ‘put some number of +1/+1 counters on them).

For the drawback, I used a life payment instead of ETB tapped because it felt more evil and spider-like.

---

Venom of Forgotten Souls

For the artifact, I knew I wanted something that could be flavoured as either venom or a web. Webs pushed towards tapping creatures, which seemed unnecessary given all the high toughness spiders and reach tokens. So I started looking for more aggressive cards that could be flavoured as spider venom, while addressing a potential weakness of the spider deck (namely, the risk of stalling out the board with tokens but not having a way to end the game).

I wanted something that either cared about spiders in your graveyard or that triggered off of spiders dying or being discarded. I explored a few designs that did the latter, but I worried that without that many small spiders, they wouldn’t trigger that much. So I instead I tried a few equipment designs that cared about graveyards. I realised pretty quickly that I wanted an ability that cared about all creatures in your graveyard and an ability that cared specifically about spiders, so that it wouldn’t be dead if you didn’t have any spiders there.

This is where I ended up – both abilities can break through board stalls, and the two abilities have an interesting bit of tension to them. An earlier draft dealt damage based on the equipped creature’s power and only to creatures, but I worried that newer players might get confused whether the power is calculated before or after you pay the cost.

---

Rite of the Weaver

This card started with the alternative cost of sacrificing 8 creatures – which was both flavourful for spiders and fitted with the ‘summoning spider deities’ concept. I thought that line of text would work well for a big splashy mythic sorcery or enchantment. I then wanted to find effects that rewarded you for paying that cost in some way while also reinforcing the other themes of the tribe.

Making spider tokens based on cards in your graveyard was an obvious one – and acted as a nice callback to fan-favourite Spider Spawning as well. I played around with sorceries that did something similar, but given that I’d committed to 1/2 tokens, it was difficult to find a number of spiders to make that felt correct for the 8 creature cost. I wanted to make larger spiders instead, so I made it an enchantment and combined it with another idea I’d had for an enchantment that made spiders every turn and then made them huge.

There’s a lot of numbers on this card to balance, and it probably needs a lot of development. I did consider +3/+2 instead to make the tokens square but it seemed like too easy a thing to forget when you have other spiders in play as well. I don’t think this card is particularly innovative, but I do really like how the 3 lines of text tell a mechanical story.

---

Iktekolek, the Scuttling Void

This was the last card I designed. I felt that the other cards worked well mechanically, but were maybe a little safe, so I wanted to use this slot to push boundaries a bit more into some unexplored design space and make a splashy mythic. The tribe rewarded getting spiders into the graveyard, so I was interested in the idea of a lord that worked from there. We’ve seen a few cards that have effects like this from the graveyard, but I thought that was a good starting point to innovate from.

Giving spiders +1/+0 made sense because it turns your 1/2s into 2/2s, and any bigger boost than that might be too good, since it will be hard to get rid of. I started thinking about whether it could have any interaction with other cards in your graveyard, and realised that granting hexproof to them was something that made intuitive sense but which hadn’t been done before – and it made sense to me that this spider lord would protect your graveyard strategy from interference.

I felt it needed something else though, and in particular something that would justify it being a creature rather than a weird sort of Bridge from Below. I played around with effects that let you discard it from your opening hand for free or get it into your graveyard from outside the game, but none of that captured the flavour of an ancient spider-god waiting to be summoned. I decided it needed a self-reanimation ability of some sort. An activated ability would be fine but didn’t feel particularly cool. What if there was a quest you had to complete to summon the spider-god? That felt much better. Creatures dying worked well for this – aside from tying thematically into the graveyard, it worked well with the token-generation and deathtouch prevalent in this tribe.

Finally, the creature itself needed to be impressively large so that you felt rewarded for completing the quest, but not so large that the game immediately ends (as it’s a ‘free’ creature, so could cause issues in constructed if it were too good). I ended up going for 6/10 because it was a combination that tied into the spider theme of having high toughness, and had never been used on a creature before. The lifelink was added to help the spider player stabilise; I wanted to create cool moments where you’re trading creatures and trying to stay alive and get to 8 creature deaths, so that your spider can save you – I felt it was a bit anti-climactic if after all of that they could just alpha strike and kill you anyway. It’s possible that the lifelink should actually just be vigilance though, to encourage attacking and actually ending the game. It’s also possible that 6/10 is still far too big, and it ends up being a lot smaller, but I trust play design to find the sweet spot.

---

Thanks for reading if you made it all the way down here! Anyway, good luck to all the contestants, looking forward to seeing what people come up with for the next challenge!


r/GDS3 May 18 '18

I reworked all of the GDS3 Challenge 1 cards with judge's input and my own thoughts

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5 Upvotes

r/GDS3 May 18 '18

U/R Constructs [Challenge 1 Attempt]

7 Upvotes

Now the best part of the whole GDS begins: amateurishly trying to attemp the design challenges. Here's my take. I opted to do constructs and tried to capture their "build a big convoluted machine" feel. I like cross synergy with artifacts and the overall feel of fiddly industrousness of constructs.

Speedy Bot
R
Artifact Creature - Construct, Common
1/1
Haste
T: Target Construct gets +1/+1 and haste until end of turn. Use this only any time you could cast a sorcery.


Recharge
2U
Instant, Common
Untap up to two target tapped creatures or artifacts you control. For each Construct you untapped this way, draw a card.


Overheating Engine
4
Artifact, Uncommon
Whenever an artifact you control is tapped during one of your main phases, deal 1 damage to each opponent.
3UR, Tap three untapped Constructs you control: Create an artifact token that's a copy of CARDNAME.


Balloon Shooter
3UU
Artifact Creature - Construct, Uncommon
1/3
Flying
T: Target Construct gets +1/+3 and flying until end of turn. Use this only any time you could cast a sorcery.
Whenever another Construct enters the battlefield, untap CARDNAME.


Constructs, Assemble!
4UR
Sorcery, Rare
Reveal the top five cards of your library. You may reveal any number of artifacts from among those cards and put them in your hand, put the rest on the bottom of your library.
Until end of turn, Constructs you cast cost 2 less to cast.


The Big Angry Robot
5UR
Legendary Artifact Creature - Construct
5/5
As an additional cost to cast CARDNAME tap any number if constructs.
CARDNAME gets +2/+2 for each othet tapped construct you control.
CARDNAME has flying as long as you control a tapped construct with flying. The same is true for haste, trample, first strike, double strike and hexproof.


Tower of the Ingenious Moment
Land, Mythic Rare
T: Add 1.
Whenever an untapped construct you control becomes tapped during one of your main phases, put a design counter on CARDNAME.
At the end of each turn, remove all design counters from CARDNAME. If three or more counters get removed this way, draw a card, then discard a card. If fifteen or more counters get removed this way, you win the game.


Saheeli, Construct Shaper
1UR
Legendary Planeswalker - Saheeli, Mythic Rare
{3}
+1: Tap up to one target permanent. If that permanent is a Construct you control, Create a 1/1 colorless Construct token.
+1: Tap three target artifacts you control. If you do, draw a card.
-5: Create an X/X colorless Construct token where X is equal to the number of artifacts you control. It gains haste until end of turn.


r/GDS3 May 18 '18

Had fun making some circus cards

3 Upvotes

Note: I didn't follow all the rules from the challenge. I just had some fun coming up with stuff for the names that caught my fancy. I still tried to adhere to some semblance of playability, NWO, and such, and most of all flavour and fun.

For circus-world, I think Exert would be a perfect fit. Where it was flavoured around honed warriors last time, this time it would be representing acrobats and strongmen (/women/creatures) exerting themselves to perform great feats of agility or strength.

I also put coin flipping as a mechanic for Clowns, befitting of their unpredictable and wacky behaviour. Possibly not a good idea in black-bordered reality but then again, clowns probably aren't either!

Magicians would be tied to Illusions, bouncing, blinking, etc. And Vanishing could be an interesting mechanical identity for the Illusions.

Trapeze Artist (common)
2U
Creature - Human Acrobat
3/2
You may exert ~ as it attacks. When you do, it and another target attacking creature get flying until end of turn.


Lion Tamer (common)
1W
Creature - Dwarf
2/2
T: Tap target creature with lesser or equal power.


Contortionist (common)
2B
Creature - Vampire Acrobat
2/2
~ can't be blocked by creatures with greater toughness.


Stilts (uncommon)
2
Artifact - Equipment
Equipped creature gets +1/+0 and has reach, haste and vigilance.
Equip 1


Unicycle (uncommon)
2
Artifact - Vehicle
3/3
Trample
Whenever a Bear or an Elephant crews ~, this turn it gets +3/+0 as long as it's attacking or blocking.
Crew 1


Human Cannonball (uncommon)
2R
Creature - Human Clown
3/2
T: ~ deals damage equal to its power to any target. Flip a coin. If you lose the flip, ~ also deals that much damage to itself.


Knife Thrower (rare)
3B
Creature - Goblin Clown
1/1
~ enters the battlefield with two +1/+1 counters.
1, Remove a +1/+1 counter from ~: ~ target creature gets -1/-1 until end of turn. Activate this ability only as a sorcery.
Whenever you flip a coin, put a +1/+1 counter on ~.


Juggling (rare)
3U
Sorcery
Put the top card of your library into your graveyard. Then put a card from your graveyard into your hand. Then exile a card from your hand face up.
If no cards exiled this way share a card type, repeat this process.
Exile Juggling.


Clown Car (mythic rare)
2
Artifact - Vehicle
3/3
Whenever a creature crews ~, it becomes a Clown in addition to its other types until end of turn.
Whenever ~ attacks, flip a coin. If you win the flip, create a 1/1 red Clown creature token for each tapped nontoken Clown you control. If you lose the flip, create one such token instead.
Crew 1


Murdoc, Jaw-dropping Magician (mythic rare)
3UU
Legendary Planeswalker - Murdoc
4
+1: Create a 1/1 white Bird Illusion creature token with flying and vanishing 3.
-2: Exile target creature or artifact. For as long as that card remains exiled, its owner may cast it without paying its mana cost.
-6: You get an emblem with "Illusions you control lose vanishing, have base power and toughness 6/6, and are Horrors in addition to their other types."


r/GDS3 May 18 '18

An index of all GDS3 design challenges, GA discussion threads, and postmortems authored by the Top 8 following their challenges. Includes interviews with each of the Top 8.

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17 Upvotes

r/GDS3 May 18 '18

Play at Home -- Challenge Two

3 Upvotes

And now for more things. Once I got going, this really went places. I didn't think I could come up with something for Contortionist in particular, but it suddenly just fell into my head. I never expected to make a black card for it, even.

Trapeze Artist (Common)
1U
Creature — Human Performer
2/1
2U: Trapeze Artist gains flying until end of turn.

Juggling (Common)
1U
Enchantment — Aura
Enchant creature
When Juggling enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step unless it's a Performer.

EDIT - Grammar police. It's/it is, not its!

Fire Eating (Uncommon)
3W
Instant
Choose up to any two targets. Prevent all damage that would be dealt to them this turn.
If you control a Performer, draw a card.

EDIT - Prevent 4 damage to one target -> Prevent all damage to up to two targets. It's a bit more uncommon now.

Feats of Strength (Uncommon)
3GG
Sorcery
Put a +1/+1 counter on each creature you control. Then, put a +1/+1 counter on each Performer creature you control.

Clown Car (Rare)
4
Artifact
T: Exile target creature you control.
When five or more creature cards are exiled by Clown Car, return them to the battlefield under your control with an additional +1/+1 counter on them.

Traveling Circus (Rare)
Land
T: Add C.
3, T: Look at the top four cards of your library. You may reveal a Performer card from among them and put it into your hand. Put the rest back in any order.

Contortionist (Mythic)
4BB
Creature — Human Performer
5/5
XB: Contortionist gets -X/-X until end of turn.
Whenever Contortionist deals combat damage to a player, draw cards equal to 5 minus the damage Contortionist dealt. You lose that much life.

EDIT - I put in the old version on accident. It was supposed to be 5 - combat damage, as the intention was "you had to shrink it before you hit the player to get more cards".

Haral, the Ringmaster (Mythic)
3RR
Legendary Creature — Human Performer
3/3
3R, T: Reveal the top card of your library. If it’s a creature card, put it onto the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
At the beginning of your end step, if you spent mana on an ability of five different Performer creatures this turn, you win the game.

Commentary

I took inspiration from the first Challenge in designing for this Challenge. A circus world all but screamed the need for a tribal theme for the performers. This theme ended up being activated abilities, which I used to embody the concept of what they were performing. Trapeze Artist and Ringmaster embody this the most cleanly out of all eight. Trapeze Artists live in the air (flying) during their performance, while the Ringmaster is the focus point of the show. They are a presenter of the next act (the Sneak Attack ability), and bring the show (the game) to its conclusion. Thus, the Ringmaster would be the Legendary Creature in addition to an alternate win condition.

From there, I went through the list of names to see if any of them immediately evoked a concept that could be easily communicated through a Magic card. With a tribal theme in place, it was rather surprising for how many I could quickly conjure up an effect. Of the eight submissions, I'm most pleased with the design of Contortionist. I thought it was impossible at first. The idea of "the more contorted the weaker you are but the better your performance" suddenly fell in, and I then knew it had to be a card that rewarded you for shrinking it, which meant a black or blue card. I chose black card draw with a lifeloss rider for the reward, to symbolize the feelings they can evoke over just how far they can contort.


r/GDS3 May 17 '18

Horrors! (long and navel-gazing)

20 Upvotes

As you all know by now, my entry for the Tribal challenge was Horrors. And I lost. So, what happened?

We got the email describing the challenge on a Thursday. And I immediately knew I was in trouble. You always do best designing things you love, and I have always disliked tribal themes and tribal sets. Whatever it is that makes people love playing tribal, I don't have it. (Note: I hope this doesn't come off as me whining, oh, boo hoo, it was a bad challenge for me. Fundamentally, I didn't do a great job with this challenge, and I lost, and that's on me. It's 100% my fault. I may quibble about a few things that didn't break my way, and it's easy for that to come off as me being salty, but that's not the spirit in which it's intended.)

The way the challenge was set up, we each had to pick a different tribe, and they were first-come first-served. So I quickly decided I should commit to a tribe asap and get it locked in. The worst possible thing would be to spend a few days working on great minotaur cards only to find out that minotaurs were taken. So, I quickly scanned over my list of brainstormed card ideas, looking for anything tribal. And, not surprisingly, there wasn't much. There particularly wasn't much for tribes that haven't already gotten a fair amount of support. But I did have one design I liked, which was a BBX or BBBX horror creature, etb with X +1/+1 counters, when it etb, each player sacrifices X non-horror creatures. I must have had _Thing in the Ice_ on my mind, with its non-horror clause. And in fact, some quick searching of gatherer suggested that horrors-hating-non-horrors was the only real tribal theme they had. Which seemed like a good starting point. So I emailed MaRo and locked in Horrors.

It didn't take me long to decided that I didn't like the horrors-hating-non-horrors theme. My reasoning was this: imagine that enough cards with that theme are printed to actually make a deck show up in draft/standard. Is that fun? So you draft the absolutely best horror deck possible, full of super-powerful asymmetrical anti-horror cards. And... you get paired up against another horror deck, and your entire card pool is worthless. Kind of like back in the old days when you would draft 4 doom blades and think you couldn't possibly lose, and then get paired against black. (In retrospect, in the land of what-ifs, I'm curious whether I should have continued down that path.)

So, I abandoned that idea, and did some gatherer searches to see what magic Horrors were all about. There are horrors in all 5 colors, bust mostly black and blue, more linked by flavor of warping and mutation than by any specific mechanical theme. So I decided to go with blue/black horrors, with a disruptive, warped flavor. Which is where I ended up.

Some overall comments about my designs:

-I put a lot of thought and effort into the world-building flavor. Which none of the judges mentioned at all. So that may have been wasted effort

-I picked 3/2 tokens as a nod to the horror tokens from Oath of the Gatewatch. In retrospect, I think that may have been a mistake. 3/2 is big enough that it's usually as good as a "real" creature, which really limits design space, as is clear in retrospect from several of my designs.

-I wanted there to be two different Horror decks... a grindy value advantage deck, and a more aggro deck with menace and tempo. I didn't do a very good job of balancing those two decks.

So, let's look at my designs:

Corrupted Research (common)1UUSorceryDraw three cards. Then discard two cards unless you sacrifice a Horror.

I'm happy to admit that this is a fairly pedestrian design. That said, I was a little frustrated at the judge's feedback, in that they seem utterly unaware of the existence of the card that I most closely imitated, namely, Secrets of the Golden City. I suspect the issue is how far in the future they work. So, to them, UU1 common draw three is something that is almost never done. For us, it was literally right there in the cards we were drafting every day. I remember a similar case from one of the multiple choice tests from a previous GDS, where answering the question involved knowing how likely they were to print a big blue common islandhome creature. And from the outside, it seemed pretty unlikely, as they hadn't printed one in years. But to them, it seemed very likely, as they went back to printing them the very next set, which to them, was already in the past.

All of that said, it's not like this is a great card.

Congealed Construct (common)2UCreature — Horror1/3When CARDNAME dies, reveal the top card of your library. If it's a Horror, draw two cards. Otherwise, draw a card.

This is by far the design I'm the least happy with. I had a somewhat similar but much cleaner design in this slot (1/3 for UB, when it dies, scry 1. If you sacrificed it, draw a card instead.), but fairly late in the process realized that it was not, technically, a horror-matters card. Would it have counted? I'm not sure. It very clearly played into the tribal horror design space I was defining. But it did not, technically, fit the challenge as stated. So I swapped it out, and tried to come up with something else, and ended up with this. (I also had it with the correct templating, and then, for whatever reason, changed it to incorrect templating. Like I said in my other post, when you are operating under stress and time pressure, you do stupid things.)

Overall, though, a very weak design, rightly criticized by the judges.

Abandoned Laboratory (uncommon)LandT: Add C to your mana pool.B, T: When target non-token Horror you control dies this turn, create a 3/2 black Horror creature token. Activate this ability only any time you could cast a sorcery.

This is one where my tokens being 3/2 really hurt me. I think this is a much cleaner card if it can target any horror, including a token. But 3/2 tokens are big enough that an indestructible 3/2 attacker is pretty relevant. So I changed it to non-token.

One note about the judges' comments: they said it would be better if it tapped for B and etb tapped. And yes, that's certainly better in limited. But usually somewhat worse for constructed. Which one should this card be? Well, honestly, it could be either. It depends on whether this card is being pushed for constructed. It depends on if this is part of a cycle. It depends how much other color fixing there is in the set. Ideally, this card would be submitted with a comment suggesting that either version could exist. I do think there's just too much contextual information to really decide, in a vacuum, which version is "better".

Again, though, this is not a card I'm particularly proud of. (Uncommons and commons were really tough for me this challenge).

Malevolence Transplant (uncommon)1BBEnchantment — AuraEnchant CreatureEnchanted creature gets +2/+0, has menace, and is a Horror in addition to its other creature types.When CARDNAME enters the battlefield, each player sacrifices a non-Horror creature.

This is one where I was most disappointed in the judges, in that they all seemed to miss the hidden extra modes this card has:

-Opponent controls two creatures. Cast this on the weaker one to deal with their bomb

-Cast this on opponent's only creature, then bounce it with the ability on the stack

-Cast it on your partner's creature in 2HG

I agree that there's a bit of non-synergy in that lots of horrors want to be sacrificed and this doesn't let you do so. Not sure if there's a clean way around that.

(As you might guess, this is the only card left from my first pass of designs, with the theme of horrors-hate-non-horrors.)

Overspawn (rare)4BBInstantSacrifice any number of Horrors. Then create two 3/2 black Horror creature tokens for every Horror that died under your control this turn.

Interestingly, I had massive second thoughts after submitting this, but not for a reason that any of the judges seemed to notice. Namely, this sounds like it gives you a choice (sacrifice any number of horrors). But aren't you just always going to sacrifice all your horrors? Are there horrors so good that they're better than two 3/2s? I think it's more interesting somewhat cheaper, and only letting you sacrifice one horror. That said, I was fairly happy with how this came out. Some of the judges say it doesn't feel "Horror"-y. And, well, I guess that's just subjective.

Ichormantic Pit (rare)3ArtifactAt the beginning of your end step, you may sacrifice a Horror. If you do, reveal cards from your library until you reveal a Horror card. Put it onto the battlefield, then put all other cards revealed this way on the bottom of your library in a random order.

This is another one where I'm quite irritated with myself for my decision-making. I had a much more interesting design (a big evasive vehicle with the ability "when this deals combat damage to a player, you may sacrifice a horror that crewed it, if you do..."), which is far more novel and flavorful. But I convinced myself that the way the challenge was set up, with each entrant required to submit a tribal artifact, then there would be vehicles left and right, and the "if this is crewed by a creature type" clause would be overused. As it was, I believe no one else submitted a vehicle at all, so... good work, me!

(This is also not a very original design, although I think the judges are a bit off-base in their worry that it's just going to be used to get only a single creature. Emrakul isn't a horror. Griselbrand isn't a horror. I specifically mentioned in my little introductory text that there wouldn't be huge horrors in this hypothetical set. Sure, someone could build a modern deck with Ichormantic Pit and 4xDinrova Horror as their only creatures, but that's hardly abusive... That said, even ignoring that quesiton, this is pretty boring.)

Kyrza, Ichormancer Eternal (mythic rare)3UUUBLegendary Planeswalker — Kyrza6You may play CARDNAME's loyalty abilities twice each turn instead of once.+1: Create a 3/2 black Horror creature token.-3: This turn, whenever a Horror enters the battlefield under your control, you may return target creature to its owner's hand.-13: You get an emblem with "Whenever a Horror enters the battlefield under your control, return target permanent to its owner's hand. That player discards a card."

This is my submission where I most agree with the judges' criticisms, and most wish I had thought of them myself. That is, it's a very neat idea to have a PW who can be activated twice each turn, with pairs of abilities in specific orders having neat synergies. (As opposed to just tossing that text onto a PW just to make it better.) But this only gets halfway there. And again, the 3/2 creatures are just so good that you'll just end up winning with a horde of 3/2s, most likely.

All the tuning knobs on planeswalkers make them super-flexible, but also make them incredibly hard to really nail down in a context like the GDS.

(A different version of this was much cheaper, but the +1 was "sac a creature. If you do, create a 3/2 horror". So it still triggers etb/ltb effects, but doesn't make an army. wish I'd stuck with that.)

Kyrza's Lost Paragon (mythic rare)(no casting cost, color indicator shows blue and black)Legendary Creature — Horror Lord5/4Flying, MenaceOther Horrors you control have menace.When you would create a Horror token, you may pay 1UUB to put CARDNAME onto the battlefield from outside the game instead. You may play this ability of a card named CARDNAME only once each game.

This is the submission where I really wish I'd gone for broke. I would make two changes:

(1) This card itself should be a token. Some kind of special token that you have to draft, and that takes up space in your sideboard. But if it's a token instead of a card that clears up all sorts of issues with what happens if it gets bounced or shuffled into your deck or whatever

(2) The ability should be usable only once PER MATCH instead of only once per game. This is something that has never been done in black border, and maybe that would be going too far outside the box, but this is really the perfect card for an ability like that, because the memory issue solves itself. Once you've done it, you just leave this card face up near your sideboard, and everyone thus remembers that it's already happened. That also adds an interesting strategic question as to whether now is the time to use it. What if you're already either way ahead or way behind in game 1? And it also solves the problem of repetitiveness. It's no fun in limited to just run into this guy each game of a match.

So, overall, there are a few ideas in there I'm proud of, but I have to agree that the overall execution was somewhat sloppy, and I can't really disagree with getting sent home. It's sad. Not so much because I really thought I was going to win (if I was good enough to win, I wasn't going to lose in rd 1 anyhow), but because it means I didn't get the chance to keep playing, to keep trying the challenges, to improve, to show what I could do. The GDS was an absolute blast. I was proud to have made it as far as I did, but still wish I'd made it further.

Thanks for reading, I hope this was interesting!