Adventurer Quest: Since you search your own library, you don't need to speciify under you control. See Green Sun's Zenith for example.
High Quest: The past of cast it cast not casted. Also, the last sentence should say "Put the rest on top of your library." (and probably should also say "... in any order.") because it will be more than one if you don't find an instant or sorcery.
Putrid Quest: You might want to orientate your wording more on Unearth and Beacon of Unrest.
Sacred Quest: You don't win life, you gain life. How about "If you gained life two or more times this turn, you may have Sacred Quest deal 2 damage to each creature you don't control and you gain 2 life for each creature you don't control." With your wording (and still with mine) I don't know if the life gain is also optional or mandatory.
Ok, these are some from my set, but I like them and figured I'd show them here. Plus, they actually fit the current challenge. These were made when I thought, "What the Alara block Shard Specific abilities look like on the off colors?" So, here's what I came up with.
Fleur de Violet, are you out there?
Flo00 wins, with Daij as runner up.
Thanks for the win Yoshi!
Make a set of 3 commons, 2 uncommons and 1 rare or mythic. All cards must either be the same creature type or support it.
In addition, no two cards can have the came converted mana cost.
Ugh... why did i pick unicorns?
Search your library for a land card and a creature card and reveal them. Put the land card into your hand and the creature card into your graveyard, then shuffle your library.
When Clanmother enters the battlefield, create two 1/1 green Hyena creature tokens with trample.
At the beginning of your upkeep, you may have target Hyena you control gorge.
When Clan’s Hunger enters the battlefield, put the top three cards of your library into your graveyard.
Nothing brings a hyena clan to action faster than a threat to their young.
Whenever a creature you control gorges, you gain 2 life.
It stuffs itself to ensure it can live to see its next meal.
I probably won't be able to judge this before monday, cause I'm on a convention. But until then, I'd like to see a few more entries!
EDIT: monger wins. If you want more deatils, pm me.
If monger doesn't react, I think jynx316 you can make the next challenge.
Thanks!! Looks like I missed the edit, sorry about that.
Your challenge: Make a mini-set featuring two non-evergreen mechanics, at least one of which must be custom.
viriss your images are not working.
So here's where I would announce the contest closing soon, but there are only two entries.
Looking back, giving only a few requirements and chucking a link to the mini-set thread was a bad idea, but I also don't want bagz and viriss to have their entries invalidated. I'm going to issue a new challenge below that both entries should satisfy, and see where things are at after about 74 hours. At that point I'll probably either close or give 24 hours, but either way things will be judged.
Your new challenge: Choose/create a custom mechanic. Create two cards featuring that mechanic and two cards that synergize with that mechanic (but do not have it). Your cards must be common or uncommon!
When Robed Wanderer enters the battlefield, you may exorcise.
The collection of evil spirits seems a curious mandate.
Conventical of Whispers enters the battlefield tapped.
When Conventical of Whispers enter the battlefield, create a 0/1 white Human token.
Each player gains 1 life and draws a card. You create X 1/1 white Human creature tokens, where X is the amount of life players gained this turn.
The enlarge mechanic: I’m unsure about it. I like the general idea of making creatures larger, but it creates some awkward interactions. The doubling effect is applied in layer 7C, meaning that the effects of +/- counters (7D) aren’t doubled. Also, I think that the ability is created when the enlarge counter is placed, meaning that anything happening after (ex. giant growth) isn’t doubled. Note also that while I’m not a layers expert by any means, this would be doubly confusing to any casual players.
Rage Bear: Pretty simple, but the impact when you have the space to connect versus when you don’t are quite different. An interesting alternative to a 4/2 or 3/3.
Jungle Boar: A very potent enlarge target. I’d say the base could be larger for a green beater, but the two-card 8/8 trampler combo is frightening enough. If you can’t enlarge it, though, it’s playable but subpar.
Embiggen: This actually has precedent in Soul’s Might, which is CMC 5. I’m unsure how that would scale to current Limited standards, but I think at least three is a good idea.
Aspect of Ocelot: This is behind the curve compared to other recent Auras like Frenzied Rage and Giant Spectacle- could easily be +2/+2, especially with being multicolored, or maybe another keyword and +1/+1.
The exorcise mechanic: A neat mechanic for black, but not quite for white. Exploit got away with it because the blue cards had blue effects after exploiting (exploitation). Having a locked effect of a P>T menace token makes the mechanic solidly non-white. I do like the flavor and how you cemented it with your cards.
Robed Wanderer: Costed correctly, and I like the idea, but see above for color issues.
Conventical of Whispers: A little weak compared to Khalni Graden, but Humans have more tribal synergies that plants so it’s almost certainly fine.
Nefarious Bishop: A solid lord. The ability is interesting, but I worry about how many sacrifice effects will exist in a set with . Unless the replacement also applies to sacrifices from exorcise? Next point, actually: the ability should be a replacement effect to actually work how you want it to (“IF a spell or ability would cause you to sacrifice another creature, you may instead exorcise.”).
Homily of the Damned: A little uncertain on the cost here. Four is probably fine, since the default two tokens (plus other effects) is okay for four and good at three, while the scaling number of tokens would be quite pushed at three. The grouphug + benefit effect (plus caring about life gained) definitely makes this white, though. Also making two types of Humans with different statlines is a bit awkward- maybe Clerics?
Very close, thanks for the two good entries!
bagz hasn't been online for two weeks. Maybe viriss wants to make a new challenge?
In the fashion of Bogbrew Witch, Festering Newt, and Bubbling Cauldron, make a set of non-black cards work together. And at least one should be common.
"Heave, ho, heave, ho, for gems you may never see or know."
Whenever Reliable Minecart attacks, you may untap target creature. If that creature is named Miner of Margolis, add . Until end of turn, you don’t lose this mana as steps and phases end.
Whenever a creature you control would add mana, you may add one mana of any color instead. If this source's name is Miner of Margolis or Reliable Minecart, you may add two mana of any color instead.
"It takes a man of my skill to truly appreciate the natural ores you have mined."
Discard a card: Frozen Sphinx becomes a 5/5 Sphinx creature with flying until end of turn.
Inspired — Whenever Frozen Sphinx becomes untapped, you may search your library for a card named Regal Winds, reveal it and put it into your hand, then shuffle your library.
If you both own and control a card named Frostwind Conductor and a card named Frozen Sphinx, exile them, then meld them into Frostwind Sphinx.
Creatures with flying you control get +3/+3 until end of turn.
Whenever Frostwind Sphinx deals combat damage to a player, tap up to four target permanents that player controls. They don’t untap during their controller’s next untap step.
Yes, Frostwing Sphinx is spread over the backs of Frostwind Conductor and Frozen Sphinx.
Whenever Inspiring Sergeant attacks, you may search your library for a soldier card and reveal it. If the revealed card is Young Recruit, you may put it into play tapped. Otherwise, put it on top of your library.
As long as you control a creature named Inspiring Sergeant, Young Recruit gets +0/+2 and vigilance.
Our sergeant has risked his life to defend us. We would gladly do the same.
Equipped creature gets +2/+0. If equipped creature is Inspiring Sergeant or Young Recruit, that creature also has first strike.