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Switch to Forum Live View [Contest] General Mayhem: You Remake the Legend - Dakkon Blackblade
4 months ago  ::  Jan 24, 2013 - 1:14AM #31
Matt_Holck
Date Joined: Nov 15, 2012
Posts: 3,578
I'm surprised no one did


Dakkon Ascended creature legend
: untap Dakkon
: +0/2 to end of turn.
: +1/0 to end of turn.
~Strength Mountains, Power Plains, Blood Islands
5/5


TLDR
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4 months ago  ::  Jan 24, 2013 - 3:21AM #32
Mown
Date Joined: Apr 28, 2008
Posts: 16,691
I'll take strawberry banana over a real grade any day.

Honestly though, I've never felt any affection towards Dakkon.

Jan 18, 2012 -- 3:34AM, Imidazoline wrote:

Everything Mown does is elegant.


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4 months ago  ::  Jan 24, 2013 - 3:34AM #33
FirstTurnKill
Date Joined: Jul 2, 2011
Posts: 2,790

Jan 23, 2013 -- 10:43PM, theScion wrote:

However, there were a number of stellar entries, with Elzaban_the_Ethereal sitting this one out, it let the likes of FirstTurnKill shine through with a 10-pointer! Congrats, FTK!

Jan 21, 2013 -- 10:12PM, FirstTurnKill wrote:

Jan 21, 2013 -- 11:12AM, theScion wrote:

Problem is, he's never been on-pie.




Hmmm...is there a good way to keep his P/T effectively the same and still keep him on pie? Let's try something...

Dakkon, the Vindicator |
Legendary Creature -- Human Warrior
As Dakkon, the Vindictor enters the battlefield, choose a basic land type .
Dakkon, the Vindicator's power and toughness are each equal to the number of lands you control of the chosen type.
, Sacrifice a land of the chosen type: Destroy target permanent.
As Dakkon traveled with Carth, his desires shifted from power to purpose.
*/*



Yeees. I love this card. It's kinda griefer for my taste...but we're not making cards to please theScion, we're making cards to be awesome. And this fits the bill. It wasn't made 'strictly better', as it requires a particular basic land type. This card tells a story about how, as he goes on in life, he weakens destroying things. It's almost like the Blackblade takes its toll from his very soul. The progress of this card even hints at using his ability for wanton destruction first, then carefully as Dakkon's power wanes. The name and the flavor text are likewise awesome. They even kept the original type and mana cost! The one change I would make here is to make the activated ability cost line up with Vindicate , but that's a minor nitpick to a winner of a card.

Grade: 10



Wow, thanks!!  It was quite the challenge to figure out how to fit double- in mechanically while still addressing both and and still keeping his P/T mechanic.  I knew one was covered by the "choose a basic land type" mechanic, but it still didn't feel double-.  I actually changed the ability cost from an original version of , to the version you see, trading , for "Sacrifice a land of the chosen type."  I felt it made the card thoughtful enough to at least partially cover the other in his casting cost.  With a little brushing up on my Dakkon history, the flavor text practically wrote itself.  I'm glad you caught that the flavor text is both a reference to Dakkon's actual history (rather than doing some kind of re-imagining as I often do for these contests), and a reference to the progression of the card itself.  Vorthos and Melvin in one!

I didn't expect a 10 at all, though.  I suppose those are the best kinds!

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4 months ago  ::  Jan 24, 2013 - 4:19AM #34
BibboTheFirst
Date Joined: Jul 9, 2007
Posts: 413
Thanks for the grade! I didn't win but I'm glad I did well. (My magic grammar is not usually that good. :P)
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4 months ago  ::  Jan 24, 2013 - 4:50AM #35
nukeshooter
Date Joined: Feb 6, 2008
Posts: 1,384

Jan 23, 2013 -- 10:43PM, theScion wrote:

Whoo...that took longer than I thought...


You're actually still on the clock... cause you never graded mine the very first one!

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4 months ago  ::  Jan 24, 2013 - 4:57AM #36
vlord
Date Joined: Feb 15, 2012
Posts: 1,491

Jan 23, 2013 -- 10:43PM, theScion wrote:

Jan 21, 2013 -- 11:38AM, nukeshooter wrote:

Dakkon Mana-Lancer

Legendary Creature - Human Warrior
: ~ gets +0/+1 until end of turn.
: ~ gains shroud until end of turn.
: ~ gets +1/+0 until end of turn.
5/5
The rift opened and Dakkon saw Esper yawning widely in front of it, and he decided that this was a world he could take.



Seeing this card makes me a bit sad. Dakkon could easily have been this. I mean, Vaevictis Asmadi was kinda this, right? And he's an ELDER DRAGON. I'm much happier they went with the land thing personally. Even if a 5-mana 5/5 with swampbreathing (?) is much hotter than the 8-mana 7/7 elder breather.


Grade: 5


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4 months ago  ::  Jan 24, 2013 - 5:11AM #37
edgarho
Date Joined: Oct 15, 2012
Posts: 71

Jan 23, 2013 -- 10:43PM, theScion wrote:


And now, to grades:



Jan 22, 2013 -- 4:28AM, edgarho wrote:

Dakkon the Planeswalker Slayer
Legendary Creature - Human Warrior
Plainswalk, islandwalk, swampwalk
Dakkon the Planeswalker Slayer's power and toughness are each equal to the number of lands you control.
: Tap all lands. Destroy target permanent with converting mana cost less than the number of untapped lands tapped this way. If a Planeswalker is destroyed this way, sacrifice three lands. Activate this ability only as a sorcery.


*/*


He travelled to numerous places. He draws his power from everywhere he visited.



This is another interesting entry which tilts strongly towards Dakkon's backstory. While not a requirement, I do like it done here. I like the story told in the abilities; Dakkon is permanently marred when fighting planeswalkers. Nice card. However, this version is 'strictly better' than the original, which is something I do not like. The ability, also, is a beating. Tap it on upkeep and they lose their turn. What do you sacrifice, an attack step? Ethersworn Adjudicator is probably the closest Vindicate -on-a-stick that I'd be ok with. This guy is flat-out broken and unfun once he gets going. Digging in the right places, but you turned up a tin can.


Grade: 4




you probably misread my card...... it is not an unfun lock-down card, as the ability can only be activated in your own turn. It is at most a card that prevent counterspell and combat tricks. And since every opponent will respond to the ability by voluntarily tapping all their lands for playing instant (or just do nothing), the land count Dakkon can use to destroy permanents is probably restricted to the number of your OWN lands, which essentially means u need to tap out urself (probably a turn worth of mana) in order to destroy anything worthwhile... this is a balanced card intend to invite gameplay decision of either swing for big or skip ur turn to destroy sth big!

as for the mana cost and p/t, yes i make it strictly better coz... let's face it, the original Dakkon's ability really sucks... who will play a 3-color 6-cmc vanilla 6/6? I can easily weaken him by restricting his p/t setting to basic lands or even one type of basic land, but it doesn't make sense to weaken sth just for the sake of weakening it... at 3-color 6-cmc it either is awesome or sucks...

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4 months ago  ::  Jan 24, 2013 - 5:43AM #38
FirstTurnKill
Date Joined: Jul 2, 2011
Posts: 2,790

Jan 24, 2013 -- 5:11AM, edgarho wrote:

as for the mana cost and p/t, yes i make it strictly better coz... let's face it, the original Dakkon's ability really sucks... who will play a 3-color 6-cmc vanilla 6/6? I can easily weaken him by restricting his p/t setting to basic lands or even one type of basic land, but it doesn't make sense to weaken sth just for the sake of weakening it... at 3-color 6-cmc it either is awesome or sucks...



Rubblehulk indicates that even after more than 20 years, Dakkon's ability is still on curve for its CMC (for the colors it happens to be) from a power perspective.  Yes, it's likely that it would have an extra ability to offset the fact that it's 3 colors these days, but it wouldn't be much more than a one-shot, Bloodrush-level ability.

With 6 land it's a 6/6 for 6, but with 7 land it's a 7/7 for 6, with 8 land it's an 8/8 for 6.  It continues to scale.  Outside of color pie problems, it's still printable today at rare.  They have taken pains not to allow low casting costs for Dakkon's first ability without pretty serious offsets.

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4 months ago  ::  Jan 24, 2013 - 6:40AM #39
altimis
Date Joined: Jan 20, 2011
Posts: 4,934

Jan 24, 2013 -- 4:50AM, nukeshooter wrote:

Jan 23, 2013 -- 10:43PM, theScion wrote:

Whoo...that took longer than I thought...


You're actually still on the clock... cause you never graded mine the very first one!




You did get graded. There is just a mistake in one of the [thingymajigs] ended an 'mc' tag with a 'c' and your grade and my grade got melded together... if you quote his grades and scroll down to the bottom you can find it.

Or you can give me a second.

EDIT: Silly vlord... beating me to it
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Jan 23, 2013 -- 10:43PM, theScion wrote:


As mentioned at the start of the thread, this is quite a challenge. There's something very 'zen' about Dakkon and his abilities. The ultimate goal is to capture his mystique without cluttering the text box too much. As we see, this was easier said than done.

However, there were a number of stellar entries, with Elzaban_the_Ethereal sitting this one out, it let the likes of FirstTurnKill shine through with a 10-pointer! Congrats, FTK!


And now, to grades:


Jan 21, 2013 -- 11:38AM, nukeshooter wrote:

Dakkon Mana-Lancer

Legendary Creature - Human Warrior
: ~ gets +0/+1 until end of turn.
: ~ gains shroud until end of turn.
: ~ gets +1/+0 until end of turn.
5/5
The rift opened and Dakkon saw Esper yawning widely in front of it, and he decided that this was a world he could take.



Seeing this card makes me a bit sad. Dakkon could easily have been this. I mean, Vaevictis Asmadi was kinda this, right? And he's an ELDER DRAGON. I'm much happier they went with the land thing personally. Even if a 5-mana 5/5 with swampbreathing (?) is much hotter than the 8-mana 7/7 elder breather.


Grade: 5





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4 months ago  ::  Jan 24, 2013 - 6:44AM #40
edgarho
Date Joined: Oct 15, 2012
Posts: 71

Jan 24, 2013 -- 5:43AM, FirstTurnKill wrote:

Jan 24, 2013 -- 5:11AM, edgarho wrote:

as for the mana cost and p/t, yes i make it strictly better coz... let's face it, the original Dakkon's ability really sucks... who will play a 3-color 6-cmc vanilla 6/6? I can easily weaken him by restricting his p/t setting to basic lands or even one type of basic land, but it doesn't make sense to weaken sth just for the sake of weakening it... at 3-color 6-cmc it either is awesome or sucks...



Rubblehulk indicates that even after more than 20 years, Dakkon's ability is still on curve for its CMC (for the colors it happens to be) from a power perspective.  Yes, it's likely that it would have an extra ability to offset the fact that it's 3 colors these days, but it wouldn't be much more than a one-shot, Bloodrush-level ability.

With 6 land it's a 6/6 for 6, but with 7 land it's a 7/7 for 6, with 8 land it's an 8/8 for 6.  It continues to scale.  Outside of color pie problems, it's still printable today at rare.  They have taken pains not to allow low casting costs for Dakkon's first ability without pretty serious offsets.




Rubblehulk is printable not because 6-cmc is on curve for the "land-count" ability, but because it can easily be bloodrushed to graveyard and get reanimated - I expect Jund to get a lot of flash blood with this... otherwise a 6-cmc vanilla with no evasion, no matter how "big" it is, is practically useless except in kitchen magic...

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