Make-a-Tribe Reborn

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Thu, 2016-09-08 13:52
thehuw
thehuw's picture

The Make-a-Tribe Game was one of my favorite challenges, but there were always a couple of tweaks I'd wanted to make, and, since the original thread hasn't been touched for half a year, I thought it was high time to get it rolling again.

So, with thanks to marioware2 for the original contest, I'm proud to present

Make-a-Tribe Reborn

The rules are as follows:

  • The judge posts a challenge.
  • Each entrant will submit six cards: three commons, two uncommons, and a rare. (No mythics!)
  • All cards must either possess or care about a single creature type, such as Elf, Beast, or Rogue. The Tribal type is not necessary on noncreature cards as long as the card directly references the tribe in question, so things like Essence Flux are absolutely fine.
  • Judging will be based on individual card designs, tribal synergy and identity, and flavor. (A small flavor blurb is encouraged, but not mandatory.)
  • Rounds last a week, give or take, and the winner becomes the new judge, as per usual.

(For those keeping count, I've tweaked the original by adding an extra uncommon slot and explicitly allowing noncreature support cards that aren't Tribal.)

I will offer the very same initial challenge marioware2 did on the initial thread: Make a three-color tribe! Judging might take slightly more than a week, as I'm on holiday and my Internet access might be spotty.

Best of luck, everyone!

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Thu, 2016-09-08 17:23
SonictheBrushwagg
SonictheBrushwagg's picture

Jellyfish!

Aquazoa 1 mana symbolBlue mana symbol
Creature - Jellyfish Common
Blue mana symbol: Target Jellyfish you control gets +1/-1 until end of turn.
Whenever Aquazoa becomes the target of an ability of another Jellyfish you control, it gets +1/-1 until end of turn.
1/3

Venozoa Black mana symbol
Creature - Jellyfish Common
2 mana symbolBlack mana symbol: Target Jellyfish you control gains deathtouch until end of turn.
Whenever Venozoa becomes the target of an ability of another Jellyfish you control, it gains deathtouch until end of turn.
1/2

Paralyzoa 2 mana symbolRed mana symbol
Creature - Jellyfish Common
1 mana symbolRed mana symbol: Target creature an opponent controls can't block target Jellyfish you control this turn.
Whenever Paralyzoa becomes the target of an ability of another Jellyfish you control, target creature an opponent controls can't block it this turn.
2/2

Cerebrozoa 1 mana symbolBlue mana symbolBlack mana symbol
Creature - Jellyfish Uncommon
Blue mana symbolBlack mana symbol: Whenever target Jellyfish you control attacks this turn, target player puts the top three cards of his or her library into his or her graveyard.
Whenever Cerebrozoa becomes the target of an ability of another Jellyfish you control, target player puts the top three cards of his or her library into his or her graveyard.
1/4

Electrozoa Blue mana symbolRed mana symbol
Creature - Jellyfish Uncommon
Blue mana symbolRed mana symbol: Whenever target Jellyfish you control attacks this turn, draw a card, then discard a card.
Whenever Electrozoa becomes the target of an ability of another Jellyfish you control, draw a card, then discard a card.
3/1

Insanozoa Blue mana symbolBlack mana symbolRed mana symbol
Creature - Jellyfish Rare
Blue mana symbolBlack mana symbolRed mana symbol: Whenever target Jellyfish you control attacks this turn, target player sacrifices a creature at random.
Whenever Insanozoa becomes the target of an ability of another Jellyfish you control, target player sacrifices a creature at random.
2/5


"Victory Over Tragedy"
gotta go haste
Red mana symbolBlack mana symbolBlue mana symbol

Thu, 2016-09-08 20:27
Guitarweeps
Head Administrator
Guitarweeps's picture

Tiny Tadpole 1 mana symbolGreen/blue mana symbol
Creature - Frog Common
Whenever another Frog creature ETB under your control, transform ~.
1/1
//
Frogling
Green/blue color identity Creature - Frog Warrior Common
~ can't be blocked except by creatures with flying or reach.
3/2

Lillypad Farmer 1 mana symbolGreen mana symbol
Creature - Frog Druid Common
Tap symbol: Add Colorless mana symbol to your mana pool.
Return ~ to your hand: Add Green mana symbol, White mana symbol, or Blue mana symbol to your mana pool. Activate this ability only if ~ is not blocking.
1/2

Tongue Lash Green mana symbol
Instant
Target creature loses flying until end of turn. You may have a Frog creature you control deal damage equal to its power to that creature.
Before you go ask yourself "do you taste good?"

Fralian Hoplite 2 mana symbolGreen mana symbol
Creature - Frog Warrior Uncommon
White mana symbol: ~ gains flying until end of turn.
Blue mana symbol: Return ~ to your hand.
The hoplite's ability to use water, land, and air as its attack and egress routes make them incredibly hard to fight.
2/3

Leafleap Crasher White/blue mana symbolGreen/blue mana symbolGreen/wite mana symbol
Creature - Frog Shaman Uncommon
Flash, reach, lifelink
With their ability to blend in with the foliage, there is no safe passage in Fralian territory.
3/3

Tadpole Tender 1 mana symbolWhite mana symbolBlue mana symbolGreen mana symbol
Creature - Frog Druid Rare
Vigilance
Tap symbol: Create a green 1/1 Frog creature token.
Whenever you control five or more Frog creatures, transform ~.
2/4
//
Mother-Frogger
Green/white/blue color identity Creature - Frog Shaman
Frog creatures you control get +1/+1.
Return a Frog to your hand: Untap target creature. It gets +2/+2 and gains flying and hexproof until end of turn.
4/4

Check out my updated set hub.

Thu, 2016-09-08 21:42
Flo00
Flo00's picture

Thanks thehuw, I love this game!

Frogs
Airborn Frog 2 mana symbolBlue mana symbol
Creature - Frog Mutant Common
Flying
When Airborn Frog enters the battlefield, untap up to two target Islands.
1/2

Grave Frogger 1 mana symbolBlack mana symbolGreen mana symbol
Creature - Frog Shaman Common
When Grave Frogger enters the battleifeld, return target Frog card from your graveyard to your hand.
“You shouldn’t lay down there my brother. Come with me.”
2/2

Mistfrog 1 mana symbolBlue mana symbolBlack mana symbol
Creature - Frog Illusion Common
Menace
When Mistfrog becomes the target of a spell or ability, sacrifice it.
2/3

Gigantofrog 3 mana symbolGreen mana symbolGreen mana symbol
Creature - Frog Uncommon
At the beginning of your upkeep, put a +1/+1 counter on target Frog.
Each ribbit is louder than the last one.
3/3

Centered Tactician 3 mana symbolGreen/blue mana symbol
Creature - Frog Advisor Uncommon
When Centered Tactician enters the battlefield, look at target player’s hand.
When Centered Tactician dies, name a card. Target player reveals his or her hand. If the named card is in that player’s hand, untap all lands you control.
2/3
(I originally made this one as a part of a cycle for You Make the Cycle)

Deep Ribbit Shaman 2 mana symbolGreen mana symbol
Creature - Frog Shaman Rare
Whenever an Island you control becomes untapped, put a +1/+1 counter on it.
Tap symbol: Target land you control becomes a 0/0 Elemental creautre until end of turn. When it stopps being a creature, remove all +1/+1 counters from it.
2/2


render
bonus

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Thu, 2016-09-08 21:20
thehuw
thehuw's picture

Dueling Frogs! It's going down...

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Thu, 2016-09-08 21:45
Flo00
Flo00's picture

Lol. Got Ninjad by a bunch of Frogs...

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Thu, 2016-09-08 21:47
Liz the Goddess
Moderator
Liz the Goddess's picture

lore
The Supox are a strange race, one that is unable to act upon its own free will. When left alone, it seems like a simple plant, unable to act, but able to think and dream. Because they themselves need hosts, the basis of Supox society are Pacts, where they enter a symbiotic relationship with a host creature. This creature might be an animal or even a sentient creature, and they provide locomotion and arms for the Supox to craft the world to its will, while the Supox use their superior wisdom and intelligence to keep the creature alive. The Supox themselves view themselves as guardians of the world, here to protect the world from whatever may harm it, and trying to keep the peace so that all peoples may grow together into something greater, as they had. As such, they are White mana symbolBlue mana symbolGreen mana symbol.

They are intelligent creatures of action despite their bodies, and as such, many of them have the keyword Inspired, as even in their downtime they are working towards a greater goal.[/lore]


The Supox

Symbiote Wolf White mana symbolGreen mana symbol
Creature - Plant Wolf Common
Inspired - ~ gets +1/+1 until end of turn.
2/2

Nectar Harvester 2 mana symbolGreen mana symbol
Creature - Plant Beast Common
Tap symbol: Add Green mana symbol to your mana pool.
Inspired - You gain 2 life.
2/3

Sedentary Supox Green mana symbolBlue mana symbol
Creature - Plant Common
Defender
Prevent all combat damage that would be dealt to ~.
0/2

Plantelope White mana symbolGreen mana symbolBlue mana symbol
Creature - Plant Antelope Uncommon
Whenever ~ attacks, scry 2
Inspired - Reveal the top card of your library until end of turn. If it's a creature or a land, you may play it.
3/3

Supox Visionary Blue mana symbol
Creature - Plant Advisor Uncommon
Tap symbol Draw a card, then discard a card.
At the beginning of each turn, if you have seven or more cards in your graveyard, you may exile one and untap ~.
0/2

Supox Lifesaver 2 mana symbolWhite mana symbolBlue mana symbolGreen mana symbol
Creature - Plant Giant Rare
Tap symbol: Regenerate another target creature.
Tap symbol: Another target creature you control gets +1/+1 until end of turn.
Tap symbol: Return another target creature you control to its owner's hand.
4/4

I like bears.

Thu, 2016-09-08 22:22
ThisisSakon
ThisisSakon's picture

Stinging Kelp Green mana symbolBlue mana symbol
Creature - Plant Common
Defender
1 mana symbolBlack mana symbol, Tap symbol: Target opponent loses 2 life.
0/3

Undergrowth Weed 2 mana symbolBlack mana symbol
Creature - Plant Common
When ~ dies, create a 0/1 green Plant creature token.
3 mana symbolBlack mana symbol: Return ~ from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.
2/2

Cut Down 2 mana symbolGreen mana symbol
Instant Common
As an additional cost to cast ~, sacrifice a Plant creature.
~ deals damage equal to the sacrificed creature's toughness to target creature.

Grafted Species 2 mana symbolGreen mana symbolGreen mana symbol
Creature - Plant Uncommon
Reach
When ~ enters the battlefield, you may return target Plant card from your graveyard to your hand. If you do, you gain 3 life.
2/3

Spring Regrowth 4 mana symbolBlack mana symbolGreen mana symbol
Sorcery Uncommon
Return up to three target Plant creature cards from your graveyard to the battlefield. Those creatures gain defender. (This effect lasts indefinitely.)

Soil Tiller 3 mana symbolBlack mana symbolGreen mana symbol
Creature - Human Druid Rare
At the beginning of your end step, create a 0/1 green Plant creature token.
Whenever a Plant creature you control dies, put a +1/+1 counter on target plant creature.
3/3

PLANTS


You're literally kidding me, Liz

Thu, 2016-09-08 22:29
Guitarweeps
Head Administrator
Guitarweeps's picture

Lol we have random dueling frogs and plants!

Check out my updated set hub.

Fri, 2016-09-09 00:24
Cajun
Cajun's picture

Jellyfish gooooo Duergar gooooo

Deep in the mountains of the Maw live dwarves corrupted by greed and ancient magics. What had began life as a White mana symbol tribe twisted into Black mana symbolGreen mana symbolWhite mana symbol, with a hivemind as primal as insects while still allowing the greed and malice that causes them deeper and deeper into the mountain, until they can finally free their inherited queen.

Duergar Doorkeeper 1 mana symbolGreen mana symbolWhite mana symbol
Creature - Dwarf Soldier Common
Duergar Doorkeeper can block any number of creatures.
A stern face keeps outsiders away.
3/2

Duergar Digger White mana symbolBlack mana symbol
Creature - Dwarf Common
Tap symbol, Pay 1 life: Exile target card in a graveyard.
Working in the mines keeps the voices at bay.
2/3

Duergar Drone Black mana symbolGreen mana symbol
Creature - Dwarf Insect Common
When Duergar Drone dies, create a colorless Treasure artifact token with "2 mana symbol, Sacrifice this token: You gain 5 life."
Delving down too deep sets your mind astray.
2/2

Molding Miner 1 mana symbolBlack mana symbolGreen mana symbol
Creature - Dwarf Insect Uncommon
Insects you control have deathtouch.
The chittering below needs one touch to slay.
3/1

Gold Giver 3 mana symbolWhite mana symbol
Creature - Dwarf Uncommon
1 mana symbolWhite mana symbol, Tap an untapped Dwarf you control: Create a colorless Treasure artifact token with "2 mana symbol, Sacrifice this token: You gain 5 life."
The treasure all around begs you to stay.
2/3

Supreme Sovereign 2 mana symbolBlack mana symbolGreen mana symbolWhite mana symbol
Legendary Creature - Dwarf Insect Rare
Defender, indestructible
Sacrifice ten Dwarves and/or Treasures: Return up to three target permanent cards in your graveyard to the battlefield.
2/7
Join the colony and never feel the light of day.

Cajun's Explorations
Planeswalker Template Overhaul
fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Tue, 2016-09-13 11:27
Yoshi
Community Award
Yoshi's picture

Black mana symbolGreen mana symbolBlue mana symbol Phyrexians!

Sludgebringer 1 mana symbolBlack mana symbol
Creature - Zombie Carrier Common
When CARDNAME enters the battlefield, compleat. (Put a -1/-1 counter on target creature. It becomes a Phyrexian in addition to it's other types.)
Whenever a Phyrexian you control attacks, defending player loses 1 life.
1/2

Arcweld Aggressor 3 mana symbolBlue mana symbol
Creature - Phyrexian Bird Common
Whenever CARDNAME deals combat damage to a player, draw a card.
Remove a -1/-1 counter from CARDNAME: CARDNAME gains flying until end of turn.
3/3

Recompose for Progress 2 mana symbolGreen mana symbol
Instant Common
Target creature you control fights target creature you don't control. When a Phyrexian you control fighting this way dies, draw a card.
"Scrap it and send the scraps for testing."

Festerspreader 1 mana symbolBlack mana symbolGreen mana symbol
Creature - Fungus Carrier Uncommon
When CARDNAME enters the battlefield, compleat. (Put a -1/-1 counter on target creature. It becomes a Phyrexian in addition to it's other types.)
Whenever a Phyrexian dies, you may pay 1 mana symbol. If you do, put a -1/-1 counter on target creature. It becomes a Phyrexian in addition to it's other types.
2/3

Glistening Smog 1 mana symbolBlue mana symbolBlack mana symbol
Enchantment Uncommon
Phyrexians you control have skulk.
Whenever a creature you control with a -1/-1 counter on it attacks and isn't blocked, you may sacrifice it. If you do, draw a card and compleat. (Put a -1/-1 counter on target creature. It becomes a Phyrexian.)

Progress Vat 4 mana symbolGreen mana symbol
Artifact Rare
Whenever a -1/-1 counter is put on a creature you control, that creature gets +3/+3 and gains trample until end of turn.
2 mana symbolBlack mana symbol, Tap symbol: Put a -1/-1 counter on target creature.
3 mana symbolBlue mana symbol, Tap symbol: Gain control of target creature with a -1/-1 counter on it.

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.

Fri, 2016-09-09 04:20
Vunik
Vunik's picture

Sui-what
The Suisho are a unique subrace in the plane of Tahnkosha, created when a human, elf, etc., contracts a disease known as the decay. Specifically, the strain of the disease called "zhousis", which turns flesh to crystal. (Almost) all Suisho have the keyword Crystalline, meaning that any damage they take from a creature will be enough to destroy them, showing their delicate nature. (I know, negative keywords are normally avoided, but I'm doing it for flavor's sake.) However, due to the uniqueness of their crystal-flesh, Shuisho also normally have a positive effect for their controller when they inevitably die, whether it be damage, draw cards, or other advantages.
Suisho are present in all colors, but especially so in Black mana symbol, due to the nature of being disease ridden, Blue mana symbol, because many Suisho were experiments of or experimented with the disease, and Red mana symbol, mainly because there is no cure to zhousis. When you're going to inevitably die, you're going to do whatever the hell you want.

Suisho Tribe
Contagion Shambler 1 mana symbolBlack mana symbol
Creature - Human Suisho Common
Crystalline (Any amount of damage dealt to this creature by a creature is enough to destroy it.)
When CARDNAME dies, target player loses 2 life.
2/2

Zhousis Scholar 1 mana symbolBlue mana symbolBlue mana symbol
Creature - Elf Suisho Common
Crystalline (Any amount of damage dealt to this creature by a creature is enough to destroy it.)
When CARDNAME dies, you may draw a card.
1/2

Fury of the Lost Red mana symbolRed mana symbol
Sorcery Common
Whenever a creature you control dies this turn, it deals 1 damage to target player. If a Suisho creature dies, it deals 2 damage instead.

Spread the Infection Blue mana symbolBlack mana symbolBlack mana symbol
Enchantment Uncommon
Whenever you draw a card except the first one you draw in each of your draw steps, you may have target creature you control gain crystalline and become a Suisho in addition to its other types.

Touch of Zhousis Black mana symbolRed mana symbol
Enchantment - Aura Uncommon
Enchant creature
Enchanted creature gets +2/+0. If enchanted creature is a Suisho, it has deathtouch.

Osore, Patient Zero 2 mana symbolBlue mana symbolBlack mana symbolRed mana symbol
Legendary Creature - Human Suisho Rare
Crystalline (Any amount of damage dealt to this creature by a creature is enough to destroy it.)
Whenever a creature you control deals combat damage, you may pay 1 mana symbolBlue mana symbolBlack mana symbol. If you do, target creature has crystalline and is a Suisho in addition to its other types.
2/4
Renders may/may not be incoming.

Vunik's Neverending Hub

TWOK is the best!

Sat, 2016-09-10 12:32
fluffyDeathbringer
Moderator
fluffyDeathbringer's picture

White mana symbolRed mana symbolGreen mana symbol Bards.

Bolstering Bard White mana symbol
Creature - Human Bard Common
Melody 1 (At the beginning of your upkeep, if this creature has less than one charge counter on it, put a charge counter on it. Otherwise, remove all charge counters from it.)
As long as ~ has a charge counter on it, it gets +1/+1.
1/1

Raving Entertainer 1 mana symbolRed mana symbol
Creature - Goblin Bard Common
Melody 2 (At the beginning of your upkeep, if this creature has less than two charge counters on it, put a charge counter on it. Otherwise, remove all charge counters from it.)
Whenever ~ becomes blocked by a creature, it deals damage to that creature equal to the number of charge counters on it.
2/1

Herald of Beasts 2 mana symbolGreen mana symbol
Creature - Elf Bard Common
Melody 4 (At the beginning of your upkeep, if this creature has less than four charge counters on it, put a charge counter on it. Otherwise, remove all charge counters from it.)
Green mana symbol, Sacrifice ~: Reveal the top X cards of your library, where X is the number of charge counters on ~. Put a creature card from among them into your hand and the rest into your graveyard. Activate this ability only as a sorcery.
1/4

Primal Drummer Red mana symbolGreen mana symbol
Creature - Human Bard Uncommon
Haste
Melody 2 (At the beginning of your upkeep, if this creature has less than two charge counters on it, put a charge counter on it. Otherwise, remove all charge counters from it.)
~ gets +1/+0 for each charge counter on it.
2/2

Melodist of Life 1 mana symbolGreen mana symbolWhite mana symbol
Creature - Elf Bard Uncommon
Lifelink
Other Bards you control get +1/+1 and have lifelink.
Whenever a charge counter is placed on a Bard you control, you gain 1 life.
2/2

Inciter of Revolution 3 mana symbolRed mana symbolWhite mana symbol
Creature - Human Bard Rebel Rare
Melody 3
Attacking creatures you control get +1/+0 for each charge counter on ~.
At the beginning of your end step, if three or more creatures you control attacked this turn, put a charge counter on ~.
3/2

Remind yourself that overconfidence is a slow and insidious killer.

Wed, 2016-09-14 02:03
Mort
Mort's picture

The rugged cliffs of Jund are littered with mighty predators, beasts who's roars are able to shatter the solid rocks and stop the feeble hearts of prey. From the smallest of beetles to the largest of behemoths, these beasts form a cruel world where only the quickest, strongest, and most venomous survive.

Obsidian Nightscreecher 4 mana symbolBlack mana symbol
Creature - Bat Beast Common
Flying
Stampede 1 mana symbolBlack mana symbol (You may cast this card from your hand for its stampede cost. If you do, it gains haste, and sacrifice it at the beginning of your next end step.)
Upon the slopes of Jund there are clouds far more dangerous than those of volcanic ash.
3/2

Cliffside Darter 3 mana symbolRed mana symbol
Creature - Beast Common
Stampede Red mana symbol (You may cast this card from your hand for its stampede cost. If you do, it gains haste, and sacrifice it at the beginning of your next end step.)
3/3

Lumbering Behemoth 4 mana symbolGreen mana symbol
Creature - Beast Common
When ~ dies, you gain 4 life.
Stampede 1 mana symbolGreen mana symbolGreen mana symbol (You may cast this card from your hand for its stampede cost. If you do, it gains haste, and sacrifice it at the beginning of your next end step.)
4/4

Earshatter Bellower 4 mana symbolRed mana symbol
Creature - Beast Uncommon
Trample
When ~ dies, it deals 4 damage to target creature.
Stampede 1 mana symbolRed mana symbolRed mana symbol (You may cast this card from your hand for its stampede cost. If you do, it gains haste, and sacrifice it at the beginning of your next end step.)
4/1

Rotfeaster Scavengers 2 mana symbolBlack mana symbol
Creature - Incect Beast Uncommon
Deathtouch
Whenever another creature dies, each opponent loses 1 life and you gain 1 life.
After one behemoth, follow a hundred hungry mouths, that feast on its prey’s remains.
2/1

Assemble the Herd 4 mana symbolBlack mana symbolRed mana symbolGreen mana symbol
Tribal Enchantment - Beast Rare
When ~ enters the battlefield, return each creature in your graveyard to the battlefield until ~ leaves the battlefield. Those creatures gain haste until end of turn. (Sacrifice those creatures when ~ leaves the battlefield.)
Stampede 1 mana symbolBlack mana symbolRed mana symbolGreen mana symbol

Sun, 2016-09-11 22:17
Flo00
Flo00's picture

WOW. Ten (in numbers: 10) entries!!! I guess we all really missed that game.

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Tue, 2016-09-13 09:21
Reality Glitch
Reality Glitch's picture

Dragonborn Sandswimmer 2 mana symbolWhite mana symbol
creature -- Dragon Scout Common 2/2
Sunbleached (This enters with an additional +1/+1 counter on if Colorless mana symbol was spent to cast it.)
~ can't be blocked except by one creature for each Desert or Sand permanent you control.

Yirridian Ambusher 1 mana symbolWhite mana symbol
Creature -- Dragon Warrior Common 1/1
Batttlecasting Red mana symbolWhite mana symbol (You may cast this during combat as though it had flash. If you do, it may attack this turn as though it had haste.)
When ~ ETB, create two 1/1 Sand creature tokens. If ~ has battlecast they gain haste until end of combat.

Beacon Launcher 1 mana symbolWhite mana symbol
Creature -- Dragon Archer Common 1/4
Battle cry, Flying
"While Dragonborn of the Yirridian Desert are content to hide under the sand, a true fighter announces an attack for all to see and rally around."
--Gr'tous, Dragonborn Battlecaptain

Dragonborn Trumpeter 3 mana symbolRed mana symbol
Creature -- Dragon Warrior Uncommon 3/2
Battlecasting 2 mana symbolRed mana symbolRed mana symbol (You may cast this during combat as though it had flash. If you do, it may attack this turn as though it had haste.)
When ~ ETB, target creature gets +2/+0 until end of combat.
1 mana symbolWhite mana symbol: ~ gains flying until end of turn.

Sandblast Dragon 4 mana symbolRed mana symbolRed mana symbol
Creature -- Dragon Uncommon 5/5
Flying, Sunbleached (You may cast this during combat as though it had flash. If you do, it may attack this turn as though it had haste.)
Whenever ~ deals combat damage, put a 1/1 colorless sand creature token onto the battlefield.
"Even our nonintelligent siblings are deserving of our respect."
Gr'tous, Dragonborn Battlecaptain"

Desert Commando 3 mana symbolRed/white mana symbolRed/white mana symbolRed/white mana symbol
Creature -- Dragon Soldier Rare 5/5
Flying
Whenever ~ is dealt damage, you may pay Red mana symbolWhite mana symbol. If you do, create a 1/1 Sand creature token for each damage dealt this way.

Tue, 2016-09-13 09:32
thehuw
thehuw's picture

@RG: That entry's only two colors - colorless is not a color, remember! Also, Sandblast Dragon lists itself as sunbleached but has the reminder text for battlecasting; which is it?

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Tue, 2016-09-13 16:16
Reality Glitch
Reality Glitch's picture

Oops! I missed that part.

Actually entry:

Ratling Priest 2 mana symbolWhite/black mana symbol
Creature -- Rat Cleric Common 3/1
Lifelink

Detritophage Black/green mana symbolBlack/green mana symbol
Creature -- Rat Common 1/2
Black/green mana symbol, Exile target card from your graveyard: Gain 2 life.

Swarmfighters 2 mana symbolGreen/wite mana symbolGreen/wite mana symbol
Creature -- Rat Warrior Common 4/4

Ratling Sneak 2 mana symbolBlack mana symbol
Creature -- Rat Rogue Uncommon 0/4
Skulk
1 mana symbolBlack mana symbol: ~ get +1/+0 until end of turn.

Triage MedicWhite mana symbolWhite mana symbol
Creature -- Rat Cleric Uncommon
Black mana symbol, Sacrifice a Rat permanent: Gain life equal to the damage its been dealt this turn.

Ratling Hive-Queen 2 mana symbolGreen mana symbolGreen mana symbolWhite mana symbolWhite mana symbol
Creature -- Rat Rare 0/5
When ~ ETB, create a 1/1 black Rat creature token.
Other Rat creatures you control get +1/+1.
Tap symbol, Tap another untapped Rat creature you control: Create a 1/1 black Rat creature token onto the battlefield.

As for Sandblast Dragon, it should have sunbleached reminder text.

Sat, 2016-09-17 09:28
thehuw
thehuw's picture

Judging tomorrow, or the day after at the very latest - final entries and edits, please!

EDIT:

Judging
SonictheBrushwagg, with Grixis Jellyfish
This is interesting mechanical space, and the Jellyfish typing certainly makes me chuckle, but, nonetheless, I am rather concerned about the board complexity these cards might cause. Considering that several of these effects are "until end of turn", it could become incredibly difficult to remember which Jellyfish have tagged which other Jellyfish, and, while the design lends itself naturally to extremely powerful and interesting synergies (a little like Slivers-lite, in that every creature is sort of a lord), it could be difficult to make viable commons in this archetype. It might help if all of the abilities triggered on attacking or being tagged, and more of them were instantaneous effects (Electrozoa and Cerebrozoa, ironically, might be better at common than Aquazoa and Paralyzoa). Promising, but could use some tuning.

Guitarweeps, with Bant Frogs
A light self-bounce theme holds up one of our looser tribes of the week; I worry that the theme might be too light, in fact, considering that the double-faced members of the tribe are actively hurt by being returned to the hand (since they have to be played out and transformed a second time). The DFC theme is very strong from a flavor perspective, but I feel you could have played it up a little more; this would have been a great opportunity to create a "transform tribe" outside Werewolves. Touching briefly on one particular card, Leafleap Crasher's casting cost is very awkward, and actually it is to the card's detriment, since it has to fit into any combination of two Bant colors and, with the addition of lifelink, it is a color pie break for Green mana symbolBlue mana symbol. Thematically strong, but a little disjointed.

Flo00, with Sultai Frogs
Our second pile of Frogs takes a rather more sinister approach to the beloved amphibians, but seems to lack mechanical cohesion. To elaborate, aside from Deep Ribbit Shaman's obvious combo with Airborn Frog, there seems to be very little synergy between the designs, and Mistfrog and Gigantofrog actually comprise something of a nonbo. I'd like to take a moment to applaud Centered Tactician, which is a superb design and could be the mechanical basis for a much more coherent iteration of this tribe, and actually there's very little wrong with any particular design here, but as a tribe I'm afraid this lot do not hold up terribly well.

Liz, with Bant Plants
Moving from dueling Frogs to dueling Plants, we have a truly inspired (cough) entry from Liz. I will give you the benefit of the doubt and assume that your omission of the full rules text for inspired abilities is simply shorthand, in which case this is a reasonably coherent and potentially rather powerful tribe. Symbiote Wolf is a fiendishly cunning design, and Plantelope is similarly elegant, but, if I have one quibble, it's that each card feels rather self-contained. For a tribe that's apparently very collectivist, most of them seem rather content to do their own thing without affecting each other. (Supox Lifesaver excepted). This tribe would really benefit from more ways to tap its stuff down.

Sakon, with Sultai Plants
The second Plant-based entry this week features effective and potent use of graveyard recursion, and I can see some excellent engines stemming from it. On an individual-card level, the only complaint I have is that the self-recursion seen on Undergrowth Weed rarely appears at common, and is more at home at uncommon judging by things like Reassembling Skeleton, but my broader problem is that these cards don't feel very committed to being three colors. Aside from the first card, which has very little reason to be blue, they really feel like they could just be Black mana symbolGreen mana symbol. A touch of self-mill, or some other blue elements in the design, could push this one over the top.

Cajun, with Abzan Dwarves
Easily our strangest flavor of the week, and probably my favorite, especially with the wonderfully creepy rhyming flavor text. From a mechanical perspective, I feel the Treasure creation ability would benefit from being keyworded, like investigate, and maybe from being featured a little more, as, at the moment, it's hard to pick out any particularly strong strategies other than "go wide". The lore behind this tribe is superb, however, and Supreme Sovereign is a brilliant example of an unconventional lord. A good entry.

Yoshi, with Sultai Phyrexians
Giving the Phyrexians a creature type is a bold move, and giving them a mechanical identity based around what's traditionally seen as a drawback, even more so. Thematically, it's a bit weird that these cards encourage you to put -1/-1 counters on both sides' creatures - are the Phyrexians pursuing self-perfection or trying to spread their perfection as with infect? Progress Vat epitomizes this, and, though a certain degree of flexibility with the compleat ability is certainly to be lauded, I think there might almost be too much here. Deciding whether to compleat your own creatures for profit or your opponents' to beat them down is an interesting enough decision, though, to make this tribe a strong entry overall.

Vunik, with Grixis Suisho
I'm afraid I have to open with a criticism: crystalline is just not a very good mechanic to build a tribe around. Even if the other cards in the tribe support your creatures dying easily and often, a mechanic that's just unambiguously a drawback reads very poorly, and requires you to push creatures a lot to make them competitive, which... you just don't seem to have done. Zhousis Scholar is just pitifully weak, and Osore is very, very underwhelming for the cost. Spread the Infection shows promise, though the trigger is a bit weird and I'm not sure how it fits in with the rest of the tribe. The flavor's strong but the mechanics can't quite hold it up on this one.

Fluffy, with Naya Bards
Let's start by addressing the elephant in the room: the fact that these cards are rather like the infamous Homarids of Fallen Empires. I think that the straightforward, easily-parsed benefits on these cards make them far more forgivable than our lobster "friends", but I still worry that there might be too much counter manipulation involved with these cards, and it's pretty feel-bad to lose all those counters and have your creatures' power level suddenly dive. Having your stuff only be strong on certain turns can be a workable mechanic - on Werewolves, for example - but the difficulty of syncing up different melody numbers so that all your Bards are strong at once makes this tribe a bit too finicky and awkward for my taste.

Mort, with Jund Beasts
Ball Lightning is secretly one of my favorite types of design, so an entire tribe of sometimes Ball Lightnings is an interesting proposition. I'm not sure how good a fit it is for green, but it suits black and red very well indeed, and it's probably an acceptable bend in green anyway (devour isn't the greenest of mechanics either, after all). I think a couple of these cards might be too powerful - Earshatter Bellower, in particular, is 8 damage in one card for three mana - but the concordance with Jund's "live fast, die young" theme is excellent, I really can't understate that. Assemble the Herd is a genius way of exploiting the stampede mechanic, and having stampede on the card itself to allow you one brutal charge if you want it is a touch of brilliance.

Reality Glitch, with Abzan Rats
Much like Flo00's entry, this tribe lacks a mechanical identity. What we have here is a collection of creatures that all happen to be Rats, but it's hard to tell what they're actually meant to be doing. Graveyard interactions like Detritophage? Sacrifice like Triage Medic (which, by the way, is missing P/T)? Aside from the Hive-Queen, these cards don't feel enough like part of a whole, more like a pile of dudes that share a creature type and little else. Ratling Hive-Queen is a good design, and I wish you'd played up that swarmy aspect a bit more.

Closing Comments
One interesting thing that stuck out to me about this week's entries: only two tribes omitted green, and both were Grixis. No Esper, no Jeskai, no Mardu. Sultai also seemed disproportionately popular, though that could well be a coincidence. And, with a couple of exceptions, the bias seems to have been towards the slow build rather than the fast kill - perhaps this is simply the nature of tricolored tribes, since their mana is less dependable and their threats generally more expensive.

Oh, and skulk isn't evergreen.

Final Verdict
I hope my judging hasn't seemed too harsh - I'm trying to apply a more critical eye to contests lately, and that's also why this commentary is so damn long! This was a very hard field to judge, but I shall award victory to Mort, with second place going to Cajun, third to Sakon, and an honorable mention to Yoshi. Congratulations, and thank you all for entering!

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Sat, 2016-09-17 13:26
Guitarweeps
Head Administrator
Guitarweeps's picture

Mother-Frogger was designed as a DFC that could bounce intentionally as you could reset her if you ran out of tokens to pump. When both sides are dramatically different having a reset button could be interesting (since most DFCs can't transform twice OR have specific conditions like werewolves).

Check out my updated set hub.

Sat, 2016-09-17 16:31
Vunik
Vunik's picture

I see what you mean, and crystalline (the entire Suisho tribe, in fact) is still in very early development. I wasn't sure what was strong and what wasn't with it, so I went pretty conservative with the design. Although, I will agree that Zhousis Scholar is overcosted; there are blue cards who do the same for 2 mana, and without the negative keyword.

As for Spread the Infection, the trigger is based off of Alhammarret's Archive, because I didn't want the player to have one free trigger every turn. As for how it connects to the rest of the tribe, it more flavor than mechanical. While there's one card that directly triggers it (Zhousis Scholar), it supposed to show that by using research, there are some who are fighting to spread the disease, rather than combat it. Flavor text probably would have made that clearer.

Either way, congratulations to Mort, Cajun, Sakon and Yoshi!

Vunik's Neverending Hub

TWOK is the best!

Sat, 2016-09-17 16:56
Cajun
Cajun's picture

GG Mort, guess you're the leader of the pack :P

Seemed to have gone so deep into the flavor bits I forgot to make 'em mechanically similar. Will be keeping all your comments in mind when I come back to these guys, so thanks thehuw~

Cajun's Explorations
Planeswalker Template Overhaul
fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Sun, 2016-09-18 05:51
SonictheBrushwagg
SonictheBrushwagg's picture

@thehuw: I agree with everything you pointed out about the Jellies! They're definitely on the complex side of things (maybe the Commons should have sorcery clauses on them?) but once the idea of Blue mana symbolBlack mana symbolRed mana symbol Jellyfish popped into my head I just couldn't help myself, haha. Naming them was fun, at least.

Thanks for judging huw, and congrats to the victors!


"Victory Over Tragedy"
gotta go haste
Red mana symbolBlack mana symbolBlue mana symbol

Sun, 2016-09-18 21:58
Mort
Mort's picture

Thanks for the win A happy smile

Next Challenge: Zombies are iconic for interacting with the graveyard, and eldrazi have recently gained an exile matters theme in BFZ, so lets expand these interzonal tribes. Design a tribe that interacts with a players hand.

Sun, 2016-09-18 07:10
Yoshi
Community Award
Yoshi's picture

@Mort: Your hand or anyone's hand?

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.

Sun, 2016-09-18 09:48
Mort
Mort's picture

I intended the challenge to apply for anyone's hand, I'll just change the challenge wording slightly to clarify that.

Sun, 2016-09-18 11:27
thehuw
thehuw's picture

Trying out a slightly tilted version of a mechanic from an upcoming project here.

The plane of Moag was one of the first targets for Phyrexian invasion under Yawgmoth. Urza's efforts to rally the populace were in vain, but his attempts to at least save some of them were not.

While the surface world is presided over by all manner of Phyrexian horrors, persistent even in their master's death, Moag's underground is now inhabited, and fought over, by all manner of survivors from the Phyrexian wars, including the canur, Moag's equivalent of Tarkir's ainok. These houndfolk are obsessive collectors and diggers, constantly seeking that one device or secret that might give them the strength to push back to the surface and reclaim their homelands.

Canur Spelunker Green mana symbol
Creature - Hound Scout Common
When Canur Spelunker enters the battlefield, hoard. (Exile a card from your hand, then draw a card. You may put a hoarded card into your hand instead of drawing a card during your draw step.)
"Persistence admirable. Prospects poor."
- Phyrexian observation report

0/3

Silverfur Archivist 3 mana symbolBlue mana symbol
Creature - Hound Wizard Common
Prowess
Whenever you cast a noncreature spell, you may pay 2 mana symbol. If you do, hoard. (Exile a card from your hand, then draw a card. You may put a hoarded card you own into your hand instead of drawing a card during your draw step.)
"Somewhere in these caverns is the key to bringing Phyrexia down."
1/4

Deeptunnel Tactics 2 mana symbolGreen mana symbol
Instant Common
Target creature gets +2/+2 and gains hexproof until end of turn. If you control a Hound, you may put a hoarded card you own into your hand.
The canur dig channels through the stone to get the drop on Phyrexian vanguard forces. The Phyrexians still haven't had the idea of looking up.

Stalwart Curator 1 mana symbolGreen mana symbolBlue mana symbol
Creature - Hound Advisor Uncommon
When Stalwart Curator or another Hound enters the battlefield under your control, you may pay 1 mana symbol. If you do, hoard. (Exile a card from your hand, then draw a card. You may put a hoarded card into your hand instead of drawing a card during your draw step.)
Whenever you put a hoarded card you own into your hand, you gain 2 life.
2/3

Copperfur Patrol 1 mana symbolBlue mana symbolBlue mana symbol
Creature - Hound Soldier Uncommon
Copperfur Patrol can't attack if you've drawn a card this turn.
Only the promise of new answers to the Phyrexian threat can stir them to action.
5/5

Silverfur Prophet 3 mana symbolGreen mana symbolGreen mana symbol
Creature - Hound Cleric Rare
Whenever you put a hoarded card into your hand during your draw step, you may put an additional hoarded card into your hand.
2 mana symbolBlue mana symbol, Tap three untapped Hounds you control: Hoard, then hoard again. (Exile a card from your hand, then draw a card. Then do it again. You may put a hoarded card into your hand instead of drawing a card during your draw step.)
3/5

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Sun, 2016-09-18 14:21
Guitarweeps
Head Administrator
Guitarweeps's picture

I think I'll expand on my frog jumping mechanic then. Not sure if it is what you are looking for though.

Backhopper 2 mana symbolGreen/blue mana symbol
Creature - Frog Common
~ can't be blocked except by creatures with flying or reach.
Green/blue mana symbol, return ~ to your hand: Target creature gains flying until end of turn. You can't activate this ability if ~ is blocking.
2/2

Big Bellow 3 mana symbolGreen mana symbolGreen mana symbol
Creature - Frog Warrior Common
2 mana symbolGreen mana symbol, return ~ to your hand: Target creature gets +4/+4 until end of turn. You can't activate this ability if ~ is blocking.
4/4

Hop Aside Blue mana symbol
Instant Common
Return target creature you control to its owner's hand. If that creature is a Frog, each opponent returns a creature that player control's to its owner's hand.

Curse Charmer Black mana symbolGreen mana symbol
Creature - Frog Shaman Uncommon
Whenever a Frog creature ETB under your control, each opponent loses 1 life.
Whenever a Frog is returned to your hand from the battlefield, gain 1 life.
2/2

Anura Outfitter 1 mana symbolBlack/green mana symbolBlack/green mana symbol
Creature - Frog Uncommon
2 mana symbolBlack mana symbol, return ~ to your hand: Put a -1/-1 counter on target creature. You can't activate this ability if ~ is blocking.
2 mana symbolGreen mana symbol, return ~ to your hand: Put a +1/+1 counter on target creature. You can't activate this ability if ~ is blocking.
I've got things you need and things you don't.
2/3

Poison-Tipped Assassin 2 mana symbolBlack mana symbolBlack mana symbol
Creature - Frog Assassin Rare
Menace
1 mana symbolBlack mana symbol, return ~ to your hand: Destroy target tapped creature. You can't activate this ability if ~ is blocking.
Poison blades. Can blend into any surrounding. Extremely territorial. Sounds like a great place to go!
- Adarian traveler
3/3

Check out my updated set hub.

Sun, 2016-09-18 16:38
Yoshi
Community Award
Yoshi's picture

Red mana symbolGreen mana symbol Wizards!

In a sudden twist of fate in a city where blue mana has ceased existing, red and green have taken on the traits of blue mana. The Red mana symbolGreen mana symbol Wizards of Necturna are renowned among the habitants of the urban center of Ceatus, where the residents live underneath a pleasant (but totalitarian) regime of the ruling government, who have crushed out any sense of progress and thought (hence explaining the nonexistence of blue mana). With the inhabitants losing all rational thinking and ability to think through their actions, the wizards of Ceatus have become the embodiment of quantity over quality; after all, why concern yourself about finding good ideas when you can find a thousand ideas in a single day?

The wizards do not have a central mechanic. They focus on card draw and are a tribe centered around holding cards/draw triggers.

Thunderous Thoughts 2 mana symbolRed mana symbol
Instant Common
As an additional cost to cast CARDNAME, you may tap an untapped Wizard you control.
Draw two cards, then discard two cards. If you tapped a Wizard you control, CARDNAME deals damage equal to the number of cards you drew this turn to target creature.

Earth-Scripture Disciple 3 mana symbolGreen mana symbolGreen mana symbol
Creature - Rhino Wizard Common
Trample
Whenever CARDNAME deals combat damage to a player, draw a card.
"Wander far enough from where you started, and you might find your beliefs far from where they began."
4/3

Pyroprophet 1 mana symbolRed mana symbol
Creature - Elemental Wizard Common
First strike
Whenever you draw a card, if it isn't the first card you drew this turn, exile the top card of your library. Until end of turn, you may play that card.
1/1

Brambleward Brushcaster 2 mana symbolGreen mana symbolGreen mana symbol
Creature - Treefolk Wizard Uncommon
Vigilance, trample
CARDNAME's toughness is equal to the number of cards in your hand.
No two people see the same stars when hit by a kinetic fist of foliage.
4/*

Ceatic Primokinetic 1 mana symbolRed mana symbolGreen mana symbol
Creature - Human Wizard Uncommon
As long as you have five or more cards in hand, Wizards you control get +1/+1 and have haste.
Whenever you draw a card, if it's the third card you drew this turn, create a 2/1 red and green Wizard creature token.
2/3

Flameguise Stimulator 2 mana symbolRed mana symbolRed mana symbol
Creature - Elemental Wizard Rare
Whenever a source other than CARDNAME causes you to draw a card outside of your draw step, you may pay 2 mana symbolRed mana symbol. If you do, draw two cards unless an opponent has CARDNAME deal 4 damage to them.
Whenever a Wizard you control deals damage to a player, draw a card, then discard a card.
2/2

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.

Sun, 2016-09-18 21:19
Vunik
Vunik's picture

On Tahnkosha, elves aren't the protectors of nature that we're used to. In fact, they're more aligned to the color pair of Blue/black mana symbol. They watch from the shadows, eager to take anything they get for their own gain. But, they are also information gatherers, listening on conversations for anything that could give them an edge in society. If an elf approaches you smiling, expect that they have something that will make you do what they want.

Lurking Jinchi Blue mana symbol
Creature - Elf Common
Manipulate (Whenever you draw a card, you may reveal this from your hand.)
When ~ enters the battlefield, if you manipulated with it, draw a card.
1/1

Smiling Shiiteki Black mana symbolBlack mana symbol
Creature - Elf Assassin Common
Manipulate (Whenever you draw a card, you may reveal this from your hand.)
When ~ enters the battlefield, if you manipulated with it, target creature gets -1/-1 until end of turn.
1/2

Information Gather Blue mana symbolBlack mana symbol
Tribal Sorcery - Elf Common
Manipulate (Whenever you draw a card, you may reveal this from your hand.)
Target player reveals their hand and you choose a noncreature, nonland card from it. That player discards the chosen card.

Keening Telepathy Blue mana symbolBlack mana symbol
Enchantment Uncommon
Your opponents play with their hands revealed.
Whenever you manipulate, you may pay Blue/black mana symbol. If you do, target player discards a card.

Resident of the Eves
Creature - Elf Spy Uncommon
Manipulate (Whenever you draw a card, you may reveal this from your hand.)
Whenever you manipulate, if you manipulated with ~, target player loses 2 life, or discards a card.
"Getting the information's cheap. If you want them battered, or you want them to forget that they ever knew in the first place, that's extra."

Teachings of the Shiiteki 2 mana symbolBlack mana symbolBlue mana symbol
Enchantment Rare
Creature cards you own have manipulate.
Whenever you manipulate, target player can't cast spells this turn.
"Never hide your hand. After all, when they know what you know, they'll often go silent." - Lady Hisato

Vunik's Neverending Hub

TWOK is the best!

Tue, 2016-09-20 00:31
Flo00
Flo00's picture

Homunculi
Thoughtmass Cadett 3 mana symbolBlue mana symbol
Creature - Homunculus Common
You play with your hand revealed.
As long as you have two or more Homunculus cards in your hand, Thoughtmass Cadett has hexproof.
2/3

Thoughtmass Cohesion Blue mana symbol
Enchantment Common
Play with your hand revealed.
Homunculus creatures you control get +0/+1 for each Homunculus card in your hand.

Awed Skypraying 1 mana symbolBlue mana symbol
Intant Common
As an additional cost to cast Awed Skypraying, you may reveal a Homunculus card from your hand.
Untap all creatures you control. If you revealed a Homunculus as you cast Awed Skypraying, Homunculus creatures you control gain flying until end of turn.

Thoughtmass Spawner 2 mana symbolBlue mana symbol
Creature - Homunculus Uncommon
Blue mana symbol, T, Reveal two Homunculus cards from your hand: Draw a card.
1/1

Thoughtmass Blender 1 mana symbolBlue mana symbolBlue mana symbol
Creature - Homunculus Ninja Uncommon
Whenever Thoughtmass Blender attacks and isn’t blocked, you may return it to your hand. If you do, you may put a Homunculus creature card from your hand onto the battlefield tapped and attacking.
1/2

Homunculizer 2 mana symbolBlue mana symbol
Creature - Homunculus Rare
Noncreature nonland cards you own that aren't on the battlefield, noncreature spells you control and noncreature nonland permanents you control are tribal Homunculus in addition to their other types.
1/4


little lore for little critters
Those homunculi comunicate though the thoughtmass. It's kind of like the toughtweft of the Lorwyn Kithkin but it even works though small time periods so that they can warn the others of dangers in the future or tell them short-term outcomes of events.

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Mon, 2016-09-19 09:48
thehuw
thehuw's picture

@Flo00: Thoughtmass Cohesion doesn't work because it doesn't reveal your hand so you can't prove how many Homunculi you have. Homunculizer also doesn't actually affect cards in your hand like you want it to - I'd suggest looking at Painter's Servant for wording on that.

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Mon, 2016-09-19 20:51
Autumnstar00
Autumnstar00's picture

Essence Reavers
The essence Reavers are a clan of Aetherborn, similar in nature to those on Kaladesh, but created in a much different way. Blue mana on [plane] is much more abundant than on their planes, to the point of excess. When a mage casts a spell with blue mana there is generally overflow that leads to the creation of Aetherborn. These manifestations of mana are extremely fragile, and entropy takes hold of them quickly unless they gather energy quickly. Mana, aether, even thoughts. All of these things are food for the aetherborn of [plane]

cards
Student of Essence Blue/black mana symbol
Creature - Aetherborn Wizard Common
At the end of each turn, if a player has five or more canards in their hand, return ~ from your graveyard to your hand.
1/1

The Reaving Blue mana symbolBlue mana symbol
Instant Common
Counter target spell unless that spell's controller pays 1 mana symbol for each card in their hand.
One way or another, an Essence Reaver will get what he needs.

Living Well 2 mana symbolBlack mana symbol
Creature - Aetherborn Wizard Common
Black mana symbol: ~ gets +1/+1 until end of turn. Activate this ability only if you have five or more cards in your hand.
2/2

Life Reaver 3 mana symbolBlue mana symbolb:
Creature - Aetherborn Shaman Uncommon
Skulk
Whenever one or more Aetherborn you control deal combat damage to a player, gain 1 life for each card in your hand.
3/3

Energy Siphon Blue mana symbolBlack mana symbol
Enchantment - Aura Uncommon
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Pay 1 mana symbol for every card in your hand: Energy Siphon's controller sacrifices it. Only any opponent may activate this ability.

Thrae Kall, the Fading 3 mana symbolBlue mana symbolBlue mana symbolBlack mana symbol
Legendary Creature - Aetherborn Warrior Rare
Menace
~'s power and toughness is equal to the number of cards in your hand.
At the beginning of your upkeep, discard a card.
Whenever ~ deals combat damage to a player, draw a card.
*/*

Mon, 2016-09-19 21:16
fluffyDeathbringer
Moderator
fluffyDeathbringer's picture

Blue/black mana symbol Ravnican mind-drinker vampires.

Duskmantle Neonate Blue/black mana symbol
Creature - Vampire Common
Omit (When this creature enters the battlefield, you may exile a card from your hand until this creature leaves the battlefield.)
When Duskmantle Neonate enters the battlefield, if it omitted a card, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1/1

Shadow Alley Mercenary Black mana symbol
Creature - Vampire Rogue Common
Omit (When this creature enters the battlefield, you may exile a card from your hand until this creature leaves the battlefield.)
Shadow Alley Mercenary enters the battlefield tapped unless it omitted a card.
"I don't want money. My wage is something else entirely."
2/1

Mind-Drinker Sanctum
Land Common
Tap symbol: Add Colorless mana symbol to your mana pool.
Tap symbol: Add Blue mana symbol or Black mana symbol to your mana pool. Activate this ability only if you control a Vampire.
Deep beneath the city lies a place for every species in Ravnica, no matter how vile.

Drink Memory Blue mana symbol
Sorcery Uncommon
Target player puts the top four cards of their library into their graveyard. If you control a Vampire, that player discards a card.
Once it's over, you can't even wish they'd settled for your blood.

Duskmantle Pathmaster 2 mana symbolBlue mana symbolBlack mana symbol
Creature - Vampire Wizard Uncommon
Omit (When this creature enters the battlefield, you may exile a card from your hand until this creature leaves the battlefield.)
Creatures you control that share a colour with a card exiled by Duskmantle Pathmaster can't be blocked.
"Only House Dimir can use minds to their full potential."
1/2

Mind Connoisseur 3 mana symbolBlue mana symbolBlack mana symbol
Creature - Vampire Rare
Flying
Whenever Mind Connoisseur or another Vampire you control deals combat damage to a player, that player exiles a card from their hand unless they have you draw a card.
You may look at and play cards exiled by Vampires you control, and you may spend mana as though it were mana of any colour to cast them.
3/2

Remind yourself that overconfidence is a slow and insidious killer.

Tue, 2016-09-20 00:32
Flo00
Flo00's picture

Thanks thehuw, I think I edited it right. The first one was just a copy paste fail

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Thu, 2016-09-29 22:34
Mort
Mort's picture

Judging in 24h.

I'm a little strapped for time at the moment so I won't be able to post a full judging. If you want a full commentary on your entries just PM me and I'll try to get back to you.

Anyway first place for the challenge will go to Guitarweeps, with Flo00 and fluffyDeathbringer as runners up in no particular order.

Thu, 2016-09-29 23:16
Guitarweeps
Head Administrator
Guitarweeps's picture

Awesome! Glad you like frogs!

Next Challenge - One of the things that is cool about magic is that you can visit a new plane and reinvent a tribe. Despite being the same race it can have a unique culture that sets it apart from its kin from other planes. Often times we see this with a color shift. This challenge is to take an existing creature type that is more or less solidified in its colors and shift it to a new color. Allow your designs and flavor text show how the tribe fits in this new color. Examples in the past can be elves in black, zombies in blue, etc.

Check out my updated set hub.

Thu, 2016-09-29 23:48
Reality Glitch
Reality Glitch's picture

Dragons are normally monored. These ones are red-white. Yes, I know it's a technicality since their hominoid in this case.

Dragonborn Sandswimmer 2 mana symbolWhite mana symbol
creature -- Dragon Scout Common 2/2
Sunbleached (This enters with an additional +1/+1 counter on if Colorless mana symbol was spent to cast it.)
~ can't be blocked except by one creature for each Desert or Sand permanent you control.

Yirridian Ambusher 1 mana symbolWhite mana symbol
Creature -- Dragon Warrior Common 1/1
Batttlecasting Red mana symbolWhite mana symbol (You may cast this during combat as though it had flash. If you do, it may attack this turn as though it had haste.)
When ~ ETB, create two 1/1 Sand creature tokens. If ~ was battlecast they gain haste until end of combat.

Beacon Launcher 1 mana symbol
Creature -- Dragon Archer Common 1/4
Battle cry, Flying
"While Dragonborn of the Yirridian Desert are content to hide under the sand, a true fighter announces an attack for all to see and rally around."
--Gr'tous, Dragonborn Battlecaptain

Dragonborn Trumpeter 3 mana symbolRed mana symbol
Creature -- Dragon Warrior Uncommon 3/2
Battlecasting 2 mana symbolRed mana symbolRed mana symbol (You may cast this during combat as though it had flash. If you do, it may attack this turn as though it had haste.)
When ~ ETB, target creature gets +2/+0 until end of combat.
1 mana symbolWhite mana symbol: ~ gains flying until end of turn.

Sandblast Dragon 4 mana symbolRed mana symbolRed mana symbol
Creature -- Dragon Uncommon 5/5
Flying, Sunbleached [i](This ETB with a +1/+1 counter on it if Colorless mana symbol was spent to cast it)
Whenever ~ deals combat damage, put a 1/1 colorless sand creature token onto the battlefield.
"Even our nonintelligent siblings are deserving of our respect."
Gr'tous, Dragonborn Battlecaptain"

Desert Commando 3 mana symbolRed/white mana symbolRed/white mana symbolRed/white mana symbol
Creature -- Dragon Soldier Rare 5/5
Flying
Whenever ~ is dealt damage, you may pay Red mana symbolWhite mana symbol. If you do, create a 1/1 Sand creature token for each damage dealt this way.

Sat, 2016-10-01 04:44
Yoshi
Community Award
Yoshi's picture

Reserving White mana symbolBlue mana symbol Spiders.

White mana symbolBlue mana symbol Spiders, or Webweavers of the plane of Kyaat, are a group of civilized and organized folk. While nonsentient, their brains are wired to desire everything in a certain form or structure. The Webweavers are controlling and have a focus on controlling/enchanting enemy creatures. They do not have a specific mechanic to them but are a more control-ish twist on the otherwise anti-flying focused spiders. Like regular spiders, they have higher toughness than power.

Silkweaver Spiderling White mana symbol
Creature - Spider Common
When CARDNAME enters the battlefield, tap target creature with power 3 or less.
Sometimes the young get tangled up in their own webs.
0/3

Frostweb Spinner 3 mana symbolBlue mana symbol
Creature - Spider Common
Whenever CARDNAME blocks, each creature it blocks doesn't untap during it's controller's next untap step.
2 mana symbolWhite mana symbol: CARDNAME can block an additional creature this turn.
2/4

Frostweb Binding 3 mana symbolBlue mana symbol
Enchantment - Aura Common
Enchant creature
CARDNAME costs 2 mana symbol less if you control a Spider.
Enchanted creature doesn't untap during it's controller's untap step.

Marvel Weavers White mana symbolBlue mana symbol
Creature - Spider Uncommon
Tap symbol: Add Colorless mana symbol to your mana pool. Spend this mana only to cast an enchantment spell.
Whenever an enchantment you control enchants a creature you don't control, draw a card.
1/2

Silklash Stranglehold 2 mana symbolWhite mana symbol
Enchantment - Aura Uncommon
Enchant creature
You may tap two untapped Spider creatures you control rather than pay CARDNAME's mana cost.
When enchanted creature becomes tapped, exile it.

Scuttlebinders 3 mana symbolWhite mana symbolBlue mana symbol
Creature - Spider Rare
When CARDNAME or another Spider enters the battlefield, create a white and blue enchantment token named Layer of Webs with "Enchanted creature doesn't untap during it's controller's untap step unless they pay 2 mana symbol."
Sacrifice an enchantment: Counter target spell that targets you or a Spider you control unless it's controller pays 2 mana symbol.
Web is just another resource to be repurposed.
2/4

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.

Sat, 2016-11-12 20:25
Mocandragon5
Mocandragon5's picture

I'll throw my hat into the ring and make Black mana symbol birds. (Which are normally White mana symbol with slight touches of Blue mana symbol in certain sets, if you didn't know)

The magpies of Lassar derive from an unknown origin, though all they know for sure is they were not native to the plane. Due to an inherent desire for wealth, they quickly adapted to become a culture of thieves, who regularly steal from the other sentient races of the plane. Due to their ability to fly, they can easily travel to the other islands floating above the bottomless crevice below, meaning they are the perfect thieves that could exist on the plane. As they love to steal things, opponents would usually find themselves with a great answer, only to be unable to find it when it was needed in the end. As they are elusive, they have not adapted to survive many hits, as they usually aren't spotted in the first place.

Petty Theft Black mana symbol
Instant Common
Target player reveals their hand.
If you control a Bird creature, choose a card. That player discards that card.
"Whoever gets the most expensive object gets to train with Jac-y-Daw himself!"

Magpie Fledgling 1 mana symbolBlack mana symbol
Creature - Bird Rogue Common
Whenever ~ deals combat damage to a player, that player discards a card.
Even before they can fly, the Magpies teach their young how to steal.
2/1

Magpie Roost 2 mana symbol
Artifact Common
Tap symbol: Add Colorless mana symbol to your mana pool.
Tap symbol: Add Black mana symbol to your mana pool. Activate this ability only if you control at least two Bird creatures.
‘Roost’ is a term used by the magpies to refer to a secret location to stash their valuables.

Scare-Crow 1 mana symbolBlack mana symbolBlack mana symbol
Creature - Bird Rogue Uncommon
Flying, Menace
Other Bird creatures you control have Menace.
It’s easy for birds to seem bigger than they actually are.
3/1

Bird's Nest 1 mana symbolBlack mana symbol
Enchantment - Aura Uncommon
Enchant land.
Enchanted land has "Black mana symbol, Tap symbol: Create a 1/1 black Bird Rogue creature token with Flying."
Magpies cannot resist the glint of jewels or other valuables.

Jac-y-Daw, Renowned Thief 3 mana symbolBlack mana symbolBlack mana symbol
Legendary Creature - Bird Rogue Rare
Flying
Whenever another player discards a card, that player may pay 2 life. If they don't, you draw a card.
"The trick is, take no prisoners and leave no witnesses." - Jac-y-Daw
5/3

Renders
Magpie roost missing due to update of the card.

Sun, 2016-10-02 13:55
thehuw
thehuw's picture

Insects have turned up across all five colors of Magic, but traditionally they're black and green, more often green nowadays. While I get the associations here, I always thought it a little strange that creatures which are so often community-focused have only appeared on two white cards, both of them moths.

Let's fix that.

Life finds a way. It will defy blistering heat and withstand punishing cold, and endure inhospitable landscapes, vicious predators, and contested resources. It persists up in the highest mountains, in the deepest of ocean trenches, in the guts of other animals, and, somehow, impossibly, in England. It is perhaps no surprise, then, that even the poisoned plane of Muetar still plays host to new life and the beginnings of new civilization.

The roathi are a race of humanoid insects around the size of a large dog, eking out a nomadic, collectivist existence in the more hospitable parts of the Muetarian wasteland. Despite their fearsome appearance, the roathi are peaceful traders and subsistence scavengers, and do their best to avoid conflict with other survivors wherever possible - but, if pushed, they fight with unquenchable fury, gladly flinging themselves to certain death for the good of the clan.

Roathi Elder 2 mana symbolWhite mana symbol
Creature - Insect Scout Common
When Roathi Elder enters the battlefield, create a 1/1 white and black Insect creature token.
"Hold fast. The dunes are tainted, but I can find a clean way through."
1/3

Ridgeback Marshal 1 mana symbolWhite mana symbol
Creature - Insect Soldier Common
Tap symbol, Sacrifice an Insect: Tap target creature.
2/2

Roathi Valiant 2 mana symbolBlack mana symbol
Creature - Insect Scout Common
Deathtouch
When Roathi Valiant dies, you may pay 1 mana symbolWhite mana symbol. If you do, create two 1/1 white and black Insect creature tokens.
2/1

Seek the Clan 2 mana symbolWhite mana symbolBlack mana symbol
Enchantment Uncommon
As an additional cost to cast Seek the Clan, sacrifice a creature.
Whenever a nontoken creature enters the battlefield under your control for the first time each turn, you may create a 1/1 white and black Insect creature token.
Whenever a creature you control attacks, you gain 1 life.

Roathi Ritekeeper Black mana symbol
Creature - Insect Shaman Uncommon
Whenever an Insect creature you control dies, you may pay 1 mana symbol. If you do, each opponent loses 1 life and you gain 1 life.
3 mana symbolBlack mana symbol, Sacrifice an Insect: You draw a card and you lose 1 life.
0/2

Skittering Savant 1 mana symbolWhite mana symbolWhite mana symbol
Creature - Insect Soldier Rare
Whenever another nontoken creature you control dies, choose one -
• Skittering Savant gets +2/+2 until end of turn.
• You gain 3 life.
• Create a 1/1 white Insect creature token.
2/2

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Mon, 2016-10-03 03:27
Flo00
Flo00's picture

Fox Rebelion on Kamigawa
Fire-Tail’s Boon 2 mana symbolRed mana symbol
Enchantment - Aura Common
Enchant creature
When Fire-Tail’s Boon is put into a graveyard from the battlefield, it deals damage to target player equal to enchanted creature’s power.
“Let me show you the fire our elders wanted to keep for themselves.”

Fire-Tail Votary 1 mana symbolRed mana symbol
Creature - Fox Rebel Common
Fire-Tail Votary gets +1/+0 for each other red Fox you control.
“I’ve seen the fire, I’ve seen the truth. The elders can’t keep these secrets from us any longer.”
1/2

Fire-Tail Fanatic 1 mana symbolRed mana symbol
Creature - Fox Rebel Common
Red mana symbol, Sacrifice Fire-Tail Fanatic: Creatures you control gain haste until end of turn. Fox creatures you control get +1/+0 until end of turn.
“I’d rather give my life to the fire than live the lies of our ancestors for one more day.”
2/1

Kitsune Insurgent 1 mana symbolRed mana symbolWhite mana symbol
Creature - Fox Rebel Uncommon
Kitsune Insurgent attacks each turn if able.
Whenever Kitsune Insurgent deals combat damage to a player, gain control of target enchantment that player controls.
“Fire speaks more truths than people.”
2/2

Call of Fire 2 mana symbolRed mana symbolRed mana symbol
Instant Uncommon
Create three 1/1 red Fox Rebel creature tokens with haste. Exile those tokens at the beginning of the next end step.
The weak minded were quick to follow Fire-Tail’s fervid diatribes.

Fire-Tail, Flame of Rebellion 5 mana symbolRed mana symbol
Legendary Creature - Fox Rebel Rare
First strike
Red mana symbol, Sacrifice an Enchantment: Fire-Tail, Flame of Rebellion deals 2 damage ot target creature or player.
His words if not his temper are as quick as his magic.
3/3

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Sun, 2016-10-09 01:24
Autumnstar00
Autumnstar00's picture

The vedalken of many planes are enigmatic, crafty, too the point, and (above all) civilized. On Seph, however, things are different. The vedalken of seph are innovative like their counterparts on other planes, but they use their wit to outsmart their opponents. Originating in vast jungles, it's always a game of eat or be eaten.

Spoiler:
Lowridge Runner 1 mana symbolGreen mana symbol
Creature - Vedalken Scout Common
~ can't be blocked by creatures with flying or reach.
The low hanging canopies of Lowridge make it the perfect hiding place.
2/1

Quickstep Crafter 2 mana symbolRed mana symbol
Creature - Vedalken Common
Haste
Whenever ~ etb, exile the top card of your library. You can play it until end of turn.
1/3

Turbofog 1 mana symbolGreen mana symbol
Instant - Trap Common
If ~ is in your hand or exile, you may play it for Green mana symbol as long as three or more creatures are attacking.
Prevent all combat damage that would be dealt this turn.

Flamespear Vedalken 2 mana symbolRed mana symbolGreen mana symbol
Creature - Vedalken Warrior Uncommon
Reach
Exile a card from your hand, Red/green mana symbol: ~ gets +1/+1 until end of turn.
2/2

Glitterflame Artisan 3 mana symbolRed mana symbol
Creature - Vedalken Shaman Uncommon
Exile a card from your hand, Tap symbol: Put a random card from your exile into your hand.
2/1

Mirrorbark Sigil 1 mana symbolRed mana symbolGreen mana symbol
Instant - Trap Rare
You may cast this card from your hand or exile for 1 mana symbolRed/green mana symbol as long as a creature with 4 or greater power is attacking or blocking.
Prevent all damage that would be dealt to target creature this turn. Deal that much damage to all other creatures.

The idea of Red/green mana symbol vedalken is for a pseudo-control/ agro play style.
Sorry if the wording is a little weird.

Sun, 2016-10-09 02:40
Mocandragon5
Mocandragon5's picture

@Autumnstar00: Turbofog and Mirrorback Sigil don't explicitly name Vedalken creatures, so they aren't allowed. They must either have or care about a certain creature type.

Sun, 2016-10-09 02:57
Guitarweeps
Head Administrator
Guitarweeps's picture

I didn't give a deadline so get it in Sunday and I will be judging Monday.

Check out my updated set hub.

Mon, 2016-10-10 13:48
Autumnstar00
Autumnstar00's picture

@Mocandragon: Gotcha, forgot it had to explicitly be tribal. I'll chabge them when I get the chance

Sun, 2016-10-30 07:12
Flo00
Flo00's picture

Bum-padumb

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Sat, 2016-11-12 19:00
Flo00
Flo00's picture

This really NEEDS to get judged.
Please?

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Tue, 2016-11-22 04:08
Guitarweeps
Head Administrator
Guitarweeps's picture

Oh my! I can't believe I dropped this! Sorry guys.

Reality Glitch's Dragons - This is certainly a reinvention of the tribe as they are not really like the normal dragons however you didn't really shift colors as you showed a ton of red designs still. Battlecasting seems odd as the casting with flash is not really too relevant so it is basically just a way to add haste (which is worse than just having haste). Beacon Launcher is also an amazing defender; probably too much so for common. Sunbleached is pretty cool.

Yoshi's Spiders - Yeah I have always wanted to see better use of spider's ability to trap and control. Honestly the whole reach thing is kinda old. I like the mix and match of abilities you wove in your cards. There is some cool synergy tucked in there while also being pretty independent.

Mocandragon5 - Ok I guess aven are usually not black so I'll give that to you. Petty Theft should be sorcery for that effect. Scare-Crow seems really strong.

thehuw's Insects - The expendable nature of them seems pretty interesting. They work together well despite them using there own.

Flo00 - Fox's are already in red right? I don't see it.

Autumnstar00 - Interesting use of vedalken and is probably the most changed of the entries. The Artisan looks pretty interesting.

The winner is Yoshi with the spiders!

Check out my updated set hub.

Tue, 2016-11-22 13:53
Flo00
Flo00's picture

@Guitarweeps: As far as I see it, there are 23 Foxes total, 21 white, 1 green and 1 artifact. No red here. Maybe you thought of Wolves?

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Tue, 2016-11-22 15:10
Yoshi
Community Award
Yoshi's picture

Thanks!

Your next challenge is: Press random until you hit a creature. Make a tribe of one of that card's creature types, and in that card's colors. For example, if I got Storm Crow, I would make a blue Bird tribal. Or, if I hit Ebon Dragon, I would make black Dragon tribal.

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.