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PostPosted: Thu Jul 19, 2018 9:18 pm 
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Welcome to the fifth season of Pro Tour: You Make the Card! This is your annual opportunity to put your fantasy fantasy card design skills to the test for a chance at internet immortality. Over the next several months, this competition will push you to be the best designer you can be to see which of you can join the ranks of YMTC legends.

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Round 2

It's pretty typical for the rounds of this contest tend to shift from mechanics-based (bottom-up) design to flavor-based (top-down) design from round to round. This year is no different.

In thinking about the theme of the five colors, I considered how the collective five colors of mana are often referred to as the rainbow. Pop culture has often considered what would be found at the end of a rainbow — whether it's just a cloud or a pot of gold or creepy leprechauns or otherwise. This round, we are going to consider the origin of mana and what cards representing that origin might look like.

You are currently on the design team for a plane with this as part of its description: "Rumored to be the origin of mana itself." Design an artifact or enchantment card that depicts an important relic of this plane.

You have until 26 July 2018 at 21:30 CT to post your submissions. Best of luck to you!

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Last edited by Q is 564453 on Sat Jul 21, 2018 12:29 pm, edited 1 time in total.

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PostPosted: Thu Jul 19, 2018 10:50 pm 
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Current Submission:

Font of Origins |
Legendary Enchantment | {MR}
(art is of the Magic: The Gathering mana 5-pointed crown from single spot, in the form of a magical geyser, each spout a different colour.)
At the beginning of your draw step, you may draw an additional card. If you do, until your next turn, each opponent may draw an additional card at the beginning of their draw step.
Once per turn, you may cast a spell without paying its mana cost. If you do, until your next turn, each opponent may cast a spell without paying its mana cost.

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Last edited by Yarium on Wed Jul 25, 2018 9:17 am, edited 10 times in total.

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PostPosted: Thu Jul 19, 2018 11:39 pm 
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PostPosted: Fri Jul 20, 2018 12:31 am 
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Treasury of Equilor
:4:
Legendary Artifact
At the beginning of each upkeep, put a relic counter on Treasury of Equilor
:t:, Remove X relic counters from Treasury of Equilor: Add one mana of each of X different colors. if X is 5, draw a card.
"All existence flows from mana, and all mana from a common source -- in my vault are the very templates from which other worlds and everything on them are drawn. Your whole life is nothing but a fake, everything you have ever known a shoddy replica of what I already possess." - The Eternity King

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PostPosted: Fri Jul 20, 2018 1:18 am 
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Multiversal Antientropic Network Adductor :4:
Legendary Artifact [R]
:1:,: Choose a land card you own from outside the game that shares a name with target land and put it onto the battlefield.
The first planes, if you could call them that, were small islands of reflected order in a sea of chaos. Nevertheless, their formation offered a unique chance to examine the foundational energies contained in matter.

Mana is so pervasive that having a single plane be the origin of it all seems impossible. It would have to be artificial, infectious, and able to cross interplanar distances. Of necessity, the civilization that created mana must also have created planeswalking. Considering how both have strong ties to geography, it is not entirely unreasonable, if a somewhat exotic subject area.

More specifically, I drew inspiration from the Ice Age cycle, that is, the novels in which Jodah learns mana comes from land changing types, forest to plains, plains to swamp, etc. This sounds like mana feeds off of entropy, with is exactly the sort of invention a civilization trying to escape the heat death of their universe would create. That motive also justifies concurrent research into dimensional travel.

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Last edited by YingLung on Sat Jul 21, 2018 10:17 pm, edited 2 times in total.

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PostPosted: Fri Jul 20, 2018 1:44 am 
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Leyline of Primordium
Enchantment (R)
If Leyline of Primordium is in your opening hand, you may begin the game with it on the battlefield.
Lands you control have ": Add one mana of any color."
Long before the foremost planeswalker's spark was first ignited, the whimsical flows of magic's sway were swirling in the depths of Rynalia.

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Last edited by ParadOxymoron on Fri Jul 20, 2018 5:28 pm, edited 2 times in total.

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PostPosted: Fri Jul 20, 2018 5:07 am 
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Blinding mana pits :w::u::b::r::g:
(The image shows multiple large pits on a barren ground shining of different mana colors, with some of the creatures from the listed colors and types flying/climbing away from them)
Enchantment (M)
As Cardname enters the battlefield, choose white 4/4 Angel, blue 3/5 Djinn, black 5/3 Demon, red 8/3 Hellion, or green 6/5 Elemental.
:5:: Create a creature token of the chosen color, stats and type,if it is red or green it gains trample, otherwise it gains flying.
Some beings are always born from pure mana, the vast underground mana lakes just makes it more apparent on PLANENAME.


Last edited by Hello World on Thu Jul 26, 2018 4:43 pm, edited 4 times in total.

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PostPosted: Fri Jul 20, 2018 6:53 am 
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Red Shift
Enchantment
Whenever a player taps a land for mana, they add an additional .
Whenever a player loses unspent mana, -- deals 2 damage to them.
The red wakes of mana that trail receding planes are blindingly bright when observed from Gallernicus.

Notes:
-- Decided to go with a 'big bang' science/cosmological theme : scientist wizards observing the stars through old school telescopes, cool cards representing big cosmic phenomena.
-- The plane Gallernicus would then of course be the origin of the multiverse. But in doing so it's also the origin of mana.
-- This card is supposed to be a fantasy version of the red shift, which apparently (forgive me, scientists) is proof of the big bang. Of course I've used a lot of designer's license. This is not supposed to accurately represent the red shift!
-- The use of a mana -burn like effect is supposed to evoke an old-school mana feel.
-- Wording-wise, I added in 'unspent' into the 'loses' clause just for the sake of making things clear. I know it's not necessary.


Last edited by arathinius on Wed Jul 25, 2018 11:02 am, edited 6 times in total.

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PostPosted: Fri Jul 20, 2018 8:17 am 
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Can we just have established that isn't actually Magic terminology, and you should probably accompany any headcanon implementations with an explanation or reminder text.

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PostPosted: Fri Jul 20, 2018 8:23 am 
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Dergilden, Wellspring of All Mana
Legendary Artifact Land (M)
When Dergilden enters the battlefield, sacrifice it unless you pay
Indestructible
: Add one mana of any color. Search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.

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PostPosted: Fri Jul 20, 2018 8:40 am 
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Primordial Etchings
Legendary Artifact
: Choose a basic land type. Create a legendary land token named "Primordial Memories" with the chosen land type.
"While it is a well-known fact that some can call upon mana by invoking memories of environments embodying primal forces, the anomaly of those same memories being shared between two or more unrelated individuals has baffled specialists for eons. That is until a colleague of mine discovered a certain epitaph." -- Tamiyo; 'Origins of the Multiverse'


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PostPosted: Fri Jul 20, 2018 8:44 am 
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Primal Spring of Ambition
Enchantment - Spring (R)
When Primal Spring of Ambition enters the battlefield under your control, you lose 2 life and draw two cards.
Whenever you tap a Swamp for mana, if you control at least three Springs with different names, add an additional .
When it began to flow, the First learned that they could harness its promise.

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PostPosted: Fri Jul 20, 2018 9:09 am 
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Ur-Moon's Aura
Enchantment
All non-basic lands lose all abilities and have ": Add to your mana pool."
Whenever a player taps a basic land for mana, that player adds one mana of any type that land produced.
The first moon, birthplace of radiant power's reflection. - Tamiyo's journal entry.

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PostPosted: Fri Jul 20, 2018 11:25 am 
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this criteria tho... if you were saying the origin or multiverse maybe that would make more sense. Can't wrap my head around "origin of mana"

like if it translates to our world it would be origin of particles / physics / time ?
origin of energy?

lol actually that got me thinking


Last edited by theatog on Fri Jul 20, 2018 6:02 pm, edited 7 times in total.

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PostPosted: Fri Jul 20, 2018 1:15 pm 
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Mown wrote:
isn't actually Magic terminology

It's only a matter of time…

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PostPosted: Fri Jul 20, 2018 5:55 pm 
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At the start of everything is Goddess. She is plane and planeswalker; traveler and the world itself. Her realm is the highest realm. It is only in her wake that other worlds are born.

What you (insects, creatures beneath repute, idiot bringers of dire ruin) called the Mending, the people of Goddess have no name for. It is too terrible to comprehend. Goddess, from whose tears the life of the multiverse was born, died. Or appeared to die. Sorcerers assert that she lies comatose, crushed beneath the weight of her world-self. Slowly her realm rots. Those who remain, the Mourners, keep unending vigil. The death of Goddess heralds the slow death of all things.


Mourner's Prayer: Temperance
Enchantment
Prayer (Your Clerics can help cast this spell. Each Cleric you tap after you're done activating mana abilities pays for .)
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Whenever you lose life for the first time each turn, create a 1/1 white Cleric creature token.
"Temperance is awaiting All-Death with purpose, until temperance-is-death-is-purpose."
—Mourner's Canto MCIX

The Mourners of Goddess keep the secrets of mana encoded in their hymns. Their sermons tell the tale of wandering Goddess, whose story is the story of all things, whose breath is Time. What is mana but her bloodflow, her marrow's bubbling, the sound of her fingernails growing, the wake of her passage?

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Last edited by Johnny Valdez on Thu Jul 26, 2018 9:25 pm, edited 7 times in total.

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PostPosted: Fri Jul 20, 2018 8:34 pm 
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The Genesis Stone

Legendary Artifact
At the beginning of your upkeep, if there are ten different names among nonland permanents you control and there is no creation counter on The Genesis Stone, put a creation counter on it. Then restart the game, except The Genesis Stone remains on the battlefield.
At the beginning of your precombat main phase, if there is a creation counter on The Genesis Stone, add ten mana in any combination of colors.
It eroded and there was time. It shone and there was light. It existed and there was Gnothea.


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PostPosted: Sat Jul 21, 2018 12:45 am 
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That would be a terrible direction for the game's flavour, but if we were WOTC designers, we wouldn't have much input on that, so it doesn't hurt the criteria's validity. I still throw up in my mouth a little though. I wonder how often the pros do that?
Since reinterpreting the criteria worked with 1/3 judges last time, I think I'll do it again. This set is all about the space in between places. We'll call it "Revolt in the Aether".
Spoiler


Yeah, I think this is what I'm going with:

The Abyssal Gate
Legendary Artifact
At the beginning of your upkeep, each opponent loses life equal to the lowest number of colors among creatures you control. (If you control no colored creatures, that number is 0)
, , sacrifice two creatures: Draw a card.
Chandra turned to Gideon and watched the color drain from his face. The very end of the world lay open before them.

Yep, I imagine it as part of a cycle. Each one has an effect that scales with the colorfulness of your creatures and an activated ability that should help the cycle trigger more effectively by getting rid of creatures, finding other pieces or just manafixing. I don't know exactly what these do in the story, but 5 giant color-coordinated doors at the source of all mana have to be important right? I mean, this one has nothing behind it, but the others probably have cool somethings.

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Last edited by TPmanW on Wed Jul 25, 2018 9:14 pm, edited 6 times in total.

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PostPosted: Sat Jul 21, 2018 1:14 am 
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Primal Mox -
Legendary Artifact
: Add one mana of any color that is the color of a spell you casted this turn.
It represents power in its purest form, untainted by intention, yet moldable by those who will.


Last edited by Confused on Thu Jul 26, 2018 4:45 am, edited 3 times in total.

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PostPosted: Sat Jul 21, 2018 2:16 am 
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Stones of Ethendra
Enchantment (R)
Whenever you add the seventh mana to your mana pool, Stones of Ethendra becomes a 7/7 Elemental creature in addition to its other types until end of turn.
Close to the Source, fire takes corporeal form and sheer rock bubbles and shifts.


Last edited by Shaz on Sun Jul 22, 2018 5:44 pm, edited 1 time in total.

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