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.
Logistics
Judges
Rumor
Mown
Dudibus
razorborne
Q is 564453 (as needed)
Contest Overview
This contest begins with seven week-long open entry rounds. Each round is separated by a week for at least three of our judges to rank the submissions. Should we only get two lists of rankings, I will step in and judge as needed. After those seven rounds have passed, the top seven contestants will secure their place in the quarterfinals. Then, a wild card round will be held, in which all users who participated in all seven open-entry rounds will have an opportunity to clinch the last slot. After that, it's a single-elimination tournament to decide who will be come the fifth champion of Pro Tour: You Make the Card!
Wild Card Round
Only those dedicated enough to have participated in all seven open-entry rounds may compete in the Wild Card round. The following users are invited to compete:
Knight Otu
Johnny Valdez
LilyStorm
Rubik
BelangiaJo
Shadesmoke
YingLung
Confused
CuriousHeartless
Flopfoot
Hello World
If your name is not on this list, do not post a submission in this thread. After the submission portion of the round has been completed, feel free to design around the criteria in ICDs or card dumps.
Many of Magic's iconic races are used over and over again, including goblins, elves, vedalken, humans, leonin, and many others. Occasionally, we get a glimpse at a new race, as we did with aetherborn in Kaladesh block. These races add an exciting sense of novelty to new planes, but it can be difficult to capture the new race's identity.
For this round, choose one —
Create a new humanoid race, and design a creature card depicting that race.
Reimagine an existing humanoid race, give it some kind of a twist or an aspect we haven't seen before, and design a creature card depicting it.
Since there is a discrete number of contestants this round, and the criteria could be difficult to fulfill otherwise, a blurb explaining your design choices is encouraged.
You have until 23 October 2018 at 21:00 CT to post your submissions. Best of luck to you!
Dwarven Jeweler - Creature - Dwarf , Sacrifice a Treasure: Add two mana of any one color. 2/1
We've seen dwarves mining and smithing (and steampunk dwarves in kaladesh) but nothing about their relationship to treasure. Not only would dwarves gather treasure (like a dwarf Wily Goblin) but they are also good at using it (according to Tolkien's view of dwarves at least). This guy takes a treasure which would normally make one mana and crafts it into a jewel worth two mana. For simplicity and power level, that jewel is immediately consumed.
Last edited by Flopfoot on Tue Oct 16, 2018 11:58 pm, edited 1 time in total.
To clarify - would centaurs or other tauric races count as humanoid for this round?
- Preliminary
The Metee (very loosely based on the metee-kolen-ol of Abenaki myth)
The metee are a cunning, ruthless people with a knack for sorcery. Their most striking feature is that they do not have organic hearts - they have a partly-exposed sphere of inorganic matter. This is often ice, but metals are rather common, as well.
The relevance of the metee's heart material varies between worlds. On some, they show a metee's talent. On others, they are the basis of rulership or servitude. Regardless, no Metee can escape their heart for long - should it be covered by cloth, armor, or paint, it will slowly cease functioning. Only illusion magic has proven effective at concealing a metee heart or its nature.
Vicious practitioners of magic, Metee usually are focused in blue and black, and often will be Wizards.
Steelheart Blademage Creature - Metee Wizard Knight (U) Whenever you cast a noncreature spell, target creature an opponent controls gets -1/-1. 2/3
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
The Andu are not a biological race, as such, but rather manifestations of Duan, a living sub-plane that drifts through the Blind Eternities. Duan is far too large to manifest in the plane without critically damaging it, and so it manifests shards of itself instead. These shards are gem-like seeds that gather material around them to form tightly packed tendrils which rearrange themselves as necessary. Their default form is that of their progenitor, a main trunk with root-like tendrils skittering across the ground, two branching limbs attached to the trunk, and the gemseed set on the stump-like top of the trunk. As needed, the Andu form faces and other body parts in order to communicate with those around them.
Default Andu form with face for interaction
The Andu are generally cryptic, but willing to explain their part in what they call "the performance". These parts range from the simple gardening of patch of land to crafting finery for the nobility, to meticulously dismantling one tree in the middle of the forest and setting fire to its pieces in chronological order. They do not resist violence from the natives, unless their part of the performance includes fighting the natives. Once their part of the performance is finished, the Andu sheds its body, and the gemseed returns to Duan.
Colorwise, Andu are primarily red, with the occasional performer in blue or green.
Battlefield Dancer Creature - Andu Warrior Firststrike If Battlefield Dancer would deal combat damage, add that much instead. If four or more mana is added this way, exile Battlefield Dancer and draw a card. 2/3 "I am to burn brightly."
Would any of those listed under humanoid not be considered humanoid by the judges?
I don't think this is a criterion where being a stickler is all that meaningful. anything that feels humanoid to you is probably gonna be fine for me. (and I assume the rest of the judges too.)
Pro Tour: YMTC: SECOND ONE IS OVER STAY TUNED FOR THIRD ONE The BLOCK I'm currently pretending I'll finish:Fleets Of Ossia (complete!) | Wavebreak (complete!) | The Second Flood (in progress!) Razorborne and friends teach music theory to chumps like you:12tone
Tortan are turtle people. They are slim with blueish skin and hard brown-and-green shells on their backs. Their faces resemble that of a turtle and their skin is loose and leathery. They live on land and in water with webbed fingers and toes that are, otherwise, human-like. Mostly practicing as wizards, shaman, and scouts.
Mechanically, their identity is comprised of "being tapped matters." My design is below:
Tortan Slipmage - Creature- Turtle Wizard | C , Sacrifice Tortan Slipmage: Return target creature to its owner's hand. Activate this ability only if Tortan Slipmage is tapped. 1/4
This is shown in many formats such as conditional activated abilities, state-based abilities that require the creature to be tapped, "You may choose not to untap" abilities, etc. The Tortan show up in blue, black, and green.
This mechanic confronts Giant Tortoise head-on by making the conscious choice to care about the opposite (being tapped rather than being untapped). Part of this, flavorfully, allows for a mechanical difference between turtles/tortoise creature types and the Tortan.
Best, BelangiaJo
scrapped
Vesselkin are sentient humanoid beings on the plane of Cireama. They roam around the whole plane, but also assimilate into the main city, Purecrest. They resemble Mirror Entity, although they do not have facial features (no eyes, no mouth, no ears, etc.), their heads are more ovular, and their bodies are slender without a tail.
Conceptually, Vesselkin fit the role of the majority. Those in Purecrest find themselves pushing and shoving among the mobs on the street, praying among the worshipers in the High Church, blending into the hierarchy of the High Government, etc. They also exist outside Purecrest in the Ungoverned Wilds - mixed into both factions: The Cult of the Bloom uses Vesselkin as dummies to test their plant-based necromancy as well as other shamanic rituals. Vesselkin who follow Mirth (the largest giant on the Cireama) roam aimlessly across the plane joining barbaric tribes, herds of wildlife, and -some- lone giants.
Over time, Vesselkin develop traits that match the groups for which they follow. Mechanically, this humanoid race often relies on the creature types you control to determine their direction. At a certain point, it's indiscernible which members of a group began as Vesselkin and which did not.
? Vesselkin - Creature - Vesselkin | C First strike At the beginning of combat on your turn, if you control two or more creatures that share a creature type, ~ gets +X/+0 until end of turn, where X is the number of creatures you control that share that creature type. In Purecrest, the Vesselkin are model citizens. They are naturally drawn to going along with the crowd. 2/2
Last edited by BelangiaJo on Sat Oct 20, 2018 12:03 am, edited 5 times in total.
Does reimagining golems/elementals count? Lore later.
So earth elementals are often humanoid rock masses in the game, what if they were able to use items made of metals and other materials found in the grounds as a sort of limb? I feel they need to be more clearly sapient for such a change albeit they could have a slightly alien value system. Statwise they should be present at higher mana costs since goblins and orcs can already fill the 1-4 cmc slots quite well. They could work particularly well for artifacts based synergies.
vasehead excavator Creature-Elemental artificier(U) First strike Whenever Cardname enters the battlefield, create a colorless Treasure artifact token with "Tap, Sacrifice this artifact: Add one mana of any color." Sacrifice a treasure:attach target equipment you control to cardname. "The head archaeologist always felt a bit guilty carrying such a fragile memento around, but it was just too intact to not brag about it." 3/2
Last edited by Hello World on Tue Oct 23, 2018 6:54 am, edited 1 time in total.
I don't think this is a criterion where being a stickler is all that meaningful. anything that feels humanoid to you is probably gonna be fine for me. (and I assume the rest of the judges too.)
Pro Tour: YMTC: SECOND ONE IS OVER STAY TUNED FOR THIRD ONE The BLOCK I'm currently pretending I'll finish:Fleets Of Ossia (complete!) | Wavebreak (complete!) | The Second Flood (in progress!) Razorborne and friends teach music theory to chumps like you:12tone
In this particular place, humanity is declining. A decision to bind souls to dolls called Arctype was made to supplement humanity. The governing party proclaims them as humans even if their body functions are mechanical - they possess a human soul and a human appearance after all. As expected, the usual bundle of fear and distrust within the citizenry came along with the concept of calling dolls 'human' no matter how human-like they are in behavior and appearance.
Basically, androids. Ghost in a Shell, Nier:Automata kinda vibes.
Endearing Guardian - Artifact Creature - Arctype Ensoul (Whenever a non-token creature you control dies, if ~ is in your graveyard, you may pay and exile that creature instead. If that creature is exiled this way, return ~ to the battlefield tapped.) Humans you control gets +1/+1. Even against the torrent of fear and distrust, he persevered to be accepted. 1/2
Last edited by Confused on Mon Oct 22, 2018 1:18 pm, edited 2 times in total.
The Oram are a humanoid race typically about six to seven feet tall with skin made of quicksilver. They are able to shift it as they please to certain extents, so they are listed as Shapeshifters. Though their changing abilities is much, much weaker than most. They freely exchange parts of their body to both strengthen each other and share skills. They appear in Blue mostly with White secondarily and a few Green. Mechanically they care about others in pumping or gaining advantage, though of course since they have a Shapeshifter type and not an Oram type they are less parasitic. They also tend to pass or take other Types but that is mostly meaningless unless you build your decks around it.
Oram Lockpick Creature - Shapeshifter Rogue ~ can't be blocked , : Target Shapeshifter you control becomes a Rogue in addition to it's other types and can't be blocked this turn. "Of course I'd always lend a hand to help my fellows. Though I like you so you can borrow my whole arm, easier to use that way." 1/3
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