One commonality among dictatorships is that their suppressive tactics often involve menacing troops, armed to the teeth. If we are to break free of the shackles that have been imposed upon us for centuries, we much arm ourselves as much as possible and be prepared to fight tooth and nail to ensure our victory.
Main Challenge: Design a card that improves one or more other creatures you control.
Subchallenge 1: Your card isn't an Equipment or an Aura. Subchallenge 2: Your card has an activated ability.
Player deadline: May 11th, 23:59 PM
Judge deadline: May 14th, 23:59 PM
The improvement must function while the card is on the battlefield.
The improvement can be temporary, as long as it's useful in a meaningful way before it ends.
If your card is a creature or becomes a creature, it can't only improve itself.
Your card must add functionality or increase the potency of a creature while it is on the battlefield.
Design Appeal (X/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype? Elegance (X/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development Viability (X/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? Balance (X/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
Creativity Uniqueness (X/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? Flavor (X/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish Quality (X/3): Points deducted for incorrect spelling, grammar, and templating. Main Challenge (X/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge. Sub Challenges (X/2): One point awarded per satisfied subchallenge condition.
Total: X/25
admirableadmiral
Jimmy Groove
sperlman
netn10
Mix Master Mikeaus
Design Appeal (2/3): Timmy wants to make his monsters even more monstrous. Spike sees how this will flat out kill someone in draft. Johnny can't really combo with it. Elegance (2/3): The card isn't hard to understand, but the activated ability is a little weird.
Development Viability (3/3): It checks out. Balance (1.5/3): It's a powerful buff, but for CCDD I have a huge expectation from my rare, especially one that you could cast and still easily lose because your board is worse than your opponent's. In certain aspects this card is win-more (it's only good if you're ahead and your opponent isn't in a position to race), and while that's fine, if I'm spending 2UURR on a rare I expect it to always be insane. The activated ability is only somewhat relevant on this card, too. That this card grants two abilities that are more useful on bigger creatures in a color combination not known for efficient creatures isn't especially good, too.
Creativity Uniqueness (1/3): The activated ability gives it uniqueness, but this is too similar to cards like Flying Crane Technique and Levitation for me to call it original; at the end of the day, it's just a card that grants keywords. Flavor (1/3): I like the flavor text itself, but the mechanics are still quite convoluted and the flavor isn't tied to it at all.
Polish Quality (3/3): Main Challenge (2/2): Sub Challenges (2/2):
Total: 17.5/25
Design Appeal (2/3): Johnny likes anything tribal. Spike appreciates the value this card brings. Timmy doesn't care about making a 2/2. Elegance (2/3): The activated ability really should have been a triggered ability that triggers whenever you're attacked with one or more creatures.
Development Viability (3/3): Balance (2.5/3): The activated ability should probably cost 1W instead of double white. The card is already a little on the weak side for a rare; it's an anthem, but only for a specific creature type, and at rare you can do better, especially given how it costs three mana.
Creativity Uniqueness (2/3): It's a unique combination of abilities that aren't. Flavor (2/3): Some flavor text would have been apprecited.
Polish Quality (3/3): Main Challenge (2/2): Sub Challenges (2/2):
Total: 20.5/25
Design Appeal (3/3): Everyone likes something here. Elegance (0/3): There's a lot going on here. In terms of gameplay, I can imagine that this card alone can massively increase complexity in a bad way. It doesn't test skill, but rather makes each player consider a very large amount of possible combinations of abilities, and can lead to a lot of strained math every time a decision is going to be made. Lastly, I don't like how the fourth activated ability causes Xiu to trigger and give itself a combo counter.
Development Viability (3/3): There's a little color bleed on the activated abilities if you consider the ability from both colors, but it's minor and works well with their respective philosophies. Balance (0/3): This card seems ridiculously unbeatable in limited. While it is a three colored mythic, which should have a very high power level, this card is stupendously hard to beat if you untap with it or play it on 7. Even if you have 0 other monks in your deck, the fact that it can pump itself is powerful, and the combo ability flat out wins the game; Flame Wave is a very powerful card, and yours does that for free! In fact, if you activate the second ability twice and made Xiu an 8/1, that's a double Flame Wave, which is very close to Plague Wind and Searing Wind. If you took away the combo abilities and made the hexproof ability cost three mana, that would be much more reasonable, even if that card would also be game-winning.
Creativity Uniqueness (3/3): Flavor (1/3): There isn't much in the way of flavor here, other than "powerful monk is powerful".
Polish Quality (3/3): Main Challenge (2/2): Sub Challenges (2/2):
Total: 17/25
Design Appeal (1.5/3): Johnny wants to combo this. Spike finds the card slow, but would play it if it was good enough. Timmy doesn't care. Elegance (3/3): It looks good to me.
Development Viability (1.5/3): This effect seems best suited for a black or green enchantment. It doesn't feel like the type of effect that gets put onto artifacts. Balance (2/3): The activated ability should cost less mana; I'm thinking 3 would be good. It's slow to get going, and a rare, so making it costly to use would probably make it too dependent on your other cards for a rare.
Creativity Uniqueness (2/3): The parts don't feel that new, but they combine in a new way. Flavor (1/3): Why do scroungers have a slaughterhouse? Wouldn't a slaughterhouse be a land, rather than an artifact? The mechanical flavor is good, but the name doesn't make much sense.
Polish Quality (2/3): It should be "Distribute X +1/+1 counters among any number of target creatures you control, where X is the number of +1/+1 counters on the creature that died." Main Challenge (2/2): Sub Challenges (2/2):
Flight of the Freeheart2UURR
Enchantment (R)
Creatures you control have flying and first strike.
Sacrifice Flight of the Freeheart: Target creature you control gains double strike until end of turn. That creature cannot be blocked this turn. "Oh, the pigs sneering at our will to advance as we step over corpses. The livestock may be at peace in their phony prosperity, but let us be free like the dying, starving wolves!"
- Yaegar, the Titanblooded
Xiu, The Cunning Fist2WUR
Legendery Creature - Human Monk (Mythic)
Whenever you activate one of Xiu's abilities, put a combo counter on it. WU: Target Monk creature you control gains hexproof until end of turn. UR: Target Monk creature you control gets +2/-2 or -2/+2 until end of turn. RW: Target Monk creature you control gains double strike until end of turn.
Remove five combo counters from Xiu: Xiu deals damage equal to total power of Monk creatures you control to target player and each creature he or she controls.
4/5
Ghostfire Ascendancy
Legendary Enchantment (M)
Face down creatures you control are Dragon creatures with flying and base power and toughness 4/4.
: Manifest a card from your hand. Activate this ability only any time you could cast a sorcery. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up at any time for its mana cost if it's a creature card.)
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Support Troops1GW
Creature - Human Rebel
When Support troops enters the battlefield, put a +1/+1 counter on another target creature you control. 1G, t: Put a +1/+1 counter on another target creature you control with no +1/+1 counters on it. 1W, t: Target creature with a +1/+1 counter on it gains flying until end of turn.
2/2
Ancestor's Blessing (Uncommon) WB
Enchantment (W/B): Exile target creature card from a graveyard. If a creature card with flying was exiled with this ability, target creature you control gains flying until end of turn. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.
Skirk Den Master2RR
Creature - Ogre Warrior (R)
Goblin creatures you control get +2/+0 1R, t, Sacrifice a Goblin: Skirk Den Master deals 2 damage to target creature or player. He treats goblins as though they were his children. He killed them, too.
3/3
Ragemind1RRR
Tribal Enchantment - Berserker [M]
Creatures you control get +X/+0 and have haste, where X is the number of Berserkers you control. The more the angrier.
Rakshasa Witch DoctorGUB
Creature - Cat Demon [R] 2G, T: Put X +1/+1 counters on another target creature where X is that creature's toughness. Then, that creature's base power and toughness become 0/0. (This effect doesn't end at the end of turn.) UB, T: Move all +1/+1 counters from target creature to ~. "I can give you the power you crave, but know this: all debts will be paid in full."
3/3
Edit: Oops. I misunderstood the rules of the game here, I didn't realize it was an ongoing tourny. Sorry.
Onur, the Mind Nexus1UU
Legendary Creature - Vedalken (M) 2,T: Put a nexus counter on target creature.
Creatures with nexus counters get +1/+1 for each other creature with a nexus counter.
Creatures with nexus counters have the activated abilities of other creatures with nexus counters.
Villagers' Fortifications1WW
Enchantment (R)
Human creatures you control get +1/+1 and have first strike. WW: Put a 1/1 white Human creature token onto the battlefield. Activate this ability only once each turn and only if a creature is attacking you.
Bred to Perfection2GU
Enchantment {R}
At the beginning of each upkeep, each creature you control with a +1/+1 counter on it gains flying if a creature you control with a +1/+1 counter on it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, protection, reach, trample, and vigilance. 2GU: Put a +1/+1 counter on target creature.
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Birch Elite2GW
Creature - Treefolk (R)
Birch Elite is indestructible as long as it's not your turn. 3G, T: Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.) Trespassers learn two things: Trees don't bend, and outsiders sure can break.
1/4
Scroungers' Abbatoir2
Artifact [R] 4: Put a +1/+1 counter on target creature you control.
Whenever a creature you control with a +1/+1 counter on it dies, choose one--
Draw a card for each +1/+1 counter on that creature.
Distribute any number of +1/+1 counters on that creature among creatures you control.
Incrementer4
Artifact (U) 2, T: Put a 1/1 colorless Myr artifact creature token onto the battlefield. 2, T: Put a +1/+1 counter on target creature. Mirrodin may be lost, but the Myr remain.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Check out "The Lion's Lair", the article series where I specifically talk about custom card design with the intent to help you get better at it. The article index is always updated with the latest content.
Note - When I say "#N in MOQX", it means: this is the mistake number N in my "Mark of Quality, part X" article.
Subchallenges: what counts is always the letter of the law.
Quality: half a point deducted for any error in templating, wording, spelling, or grammar, no matter how little they may be; a whole point for particularly serious errors.
No complaints unless I got something objectively wrong.
Head Adventurer1WW
Creature — Human Ally Soldier (R)
Vigilance 2WW, T: Other Ally creatures you control get +X/+X until end of turn, where X is the number of Allies you control. Every adventure party needs a leader.
2/3
Incrementer4
Artifact (U) 2, T: Put a 1/1 colorless Myr artifact creature token onto the battlefield. 2, T: Put a +1/+1 counter on target creature. Mirrodin may be lost, but the Myr remain.
Design (1/3) Appeal - Timmy doesn't care. Johnny may try to use one or both abilities as part of a tap/untap engine. Spike may like the versatility of having multiple abilities to adapt to different situations but definitely sees this as overcosted. (2/3) Elegance - No problems with comprehension complexity. The generic name and flavor text keeps the card from feeling like a coherent whole entity to me.
Development (2.5/3) Viability - Having an artifact that creates Myrs makes complete sense. Also, any color is allowed to make tokens and even though green and white are kings of +1/+1 counters, other colors have a little ability in that area, so I can accept both abilities being playable in any color, and thus in colorless too. The costs should prevent this from being too much of an engine card, but if it proves problematic as such in playtest, it may need to be upgraded to rare. At the moment, without playtest, it looks acceptable as an uncommon. (2/3) Balance - The mana costs are what makes this card safe in limited, though far from a top pick, but probably too weak for constructed, even just in Standard. I see no problems with this in casual or multiplayer. As for being unfun from the other side of the table, the only thing where you might need to pay attention is the fact that both abilities are able to mess with combat math quite a bit. I wouldn't be happy to make a complicated calculation to find the best way to block only to find it wrong because I forgot to keep a little artifact into account.
Creativity (0/3) Uniqueness - Nothing in this card feels new or original. They are all things we see practically in any set. I'm sorry, but I just can't give any points here. (1/3) Flavor - I've already mentioned the name and flavor text being generic, and I don't have much else to add here.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - This passes the main challenge because of the second ability. The main challenge specifies "creatures you control", which is not specified on the card here, but the cases in which you will use that ability on a creature you don't control are very rare and too much of corner cases to say it doesn't fulfill the main challenge in a satisfying way. (2/2) Subchallenges - Both met.
Ancestor's Blessing (Uncommon) WB
Enchantment (W/B): Exile target creature card from a graveyard. If a creature card with flying was exiled with this ability, target creature you control gains flying until end of turn. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.
Design (1.5/3) Appeal - I don't think Timmy would care. Johnny absolutely loves this card, there's so much he can do with it. Spike may use this but he definitely would like the creature to retain the granted abilities past than end of turn. (2/3) Elegance - It may take a little bit to completely understand the card, especially for new and less experienced players. The name alone gives this card more than enough flavor to make complete sense as a whole.
Development (2/3) Viability - Exiling creatures from graveyards is a thing both white and black can do, so no problem there. Also, cards like Concerted Effort, Cairn Wanderer, and Soulflayer are conveniently white and black. The limiting factor of this card is the availability of creatures in graveyards. If this proves too reliable in creating a huge monster out of nowhere, it may need to be brought to rare, but until we don't have results from playtest, I'll accept this at uncommon. (1.5/3) Balance - As I've already mentioned, what limits this card is the availability of creatures in graveyards. To use this multiple times on purpose, the most efficient way looks to be selfmill, some of which is found in black, but most in green and blue, so going for that strategy would require an Abzan or Esper deck. I'm not saying it's impossible, but it requires the right environment. Innistrad would probably be a very good one. Another limiting factor is the "until end of turn", but that's probably what lets this cost so little compared to the card I mentioned in Viability. I'm not sure I'd play this in limited, where I usually want the noncreature, nonland part of my deck to be either removal or combat tricks. It also looks too weak for constructed. In multiplayer it may be better because there are more graveyards to exile creatures from, so you'll be able to activate this more times than what you would do in a duel. I see no problems in the casual and fun departments.
Creativity (1.5/3) Uniqueness - This is clearly inspired by the cards I mentioned in Viability, but the "exile from graveyard" and "until end of turn" parts give a nice twist to it. (2/3) Flavor - The name is very good and adds a lot of flavor all by itself. It's what puts all the pieces of the card together. No room for flavor text.
Polish (3/3) Quality - Soulflayer, which conveniently cares about the same exact abilities in the same exact order (and probably not by chance) and also has a wording that cares about which cards have been exiled with its ability, tells us the wording is right.
If I recall correctly, we've already talked about the formatting of cards, so I won't insist on that. (2/2) Main Challenge - Giving one or more of those keywords to a creature you control is definitely an improvement, even if only temporary. This card satisfies the main challenge in a more than satisfying way. (2/2) Subchallenges - Both met.
Skirk Den Master2RR
Creature - Ogre Warrior (R)
Goblin creatures you control get +2/+0 1R, t, Sacrifice a Goblin: Skirk Den Master deals 2 damage to target creature or player. He treats goblins as though they were his children. He killed them, too.
3/3
Design (2/3) Appeal - Timmy likes a medium-sized creatures that makes other creatures get bigger. Also, Timmy is the one that likes tribal decks the most. Johnny may try to do something with the activated ability, but it feels a bit of a stretch. Spike likes that same ability more than the pumping one. (2.5/3) Elegance - If you read the text box before looking at the creature types (as I did), you will expect this card to be a Goblin itself. It looks a bit weird to see a "lord" for a race not being that race, even if there are precedents. Other than that, the card is very easily understandable.
Development (3/3) Viability - Everything in this card is something red does all the time. Rarity looks right too, even if lately we've started seeing "lords" at uncommon too. (2.5/3) Balance - The power level of this card looks perfectly in line with today's standards. I'd like to see this card in environments where tribal themes are important, like Innistrad or Lorwyn. In Lorwyn, in particular, this card really feels at home. Definitely playable in limited if you already have a lot of Goblins. If you get this in your first picks, it may lead you to drafting Gobiln tribal, which is something that it's clearly supposed to be possible in the hypothetical block this comes from. Playable in constructed wherever there are Goblin tribal decks. In particular, I expect a card like this to be much liked in casual. The only case where I might see some problem in the "fun" department is when you're able to mess combat math too much with the threat of the activated ability.
Creativity (1/3) Uniqueness - We've seen "lords" a lot of times. Interacting with a tribe that isn't its own, giving +N/+0 instead of +N/+N, and the sacrifice part add a little twist on that classic concept. (3/3) Flavor - The name is fine. The flavor text is very good, and it gives a very nice flavorful explanation of the activated ability. The whole card concept is very good and well executed.
Polish (2.5/3) Quality - A period is missing at the end of the first ability (half a point deducted). (2/2) Main Challenge - Increasing the power of other creatures of yours (unless you somehow turn the Master into a Goblin too, in which case it will pump itself) definitely passes the main challenge in a more than satisfying way. (2/2) Subchallenges - Both met.
Ignite FuryRW
Sorcery (U)
Up to two target creatures you control each gain double strike until end of turn.
Reinforce 2 - RW(RW, Discard this card: Put two +1/+1 counters on target creature.)
Design (2/3) Appeal - Timmy likes making his creatures be able to attack twice. Johnny doesn't have that much to do with this. Spike likes to give evasive creatures double strike, with the added option of reinforce. (3/3) Elegance - Very easily understandable. I see no problems here.
Development (3/3) Viability - Double strike is both red and white, and reinforce makes sense there especially because of white, so no problems as far as the color pie is concerned. I'd say rarity is perfect: too strong to be common, but too underwhelming as a rare. (2.5/3) Balance - I'd say this card is strong. Giving double strike to two creatures for just two mana can be a huge play if done correctly. To me, this feels like it comes straight from Theros block: very good as a heroic enabler and it makes a lot of sense in Akros. Or course, Theros didn't have reinforce, but who's to say that it couldn't be in the inevitable return block? Being a sorcery somewhat hurts its playability in limited as a combat trick, but being an instant for two mana is just not plausible. It's still playable in limited anyway, and I wouldn't be surprised to see it a little bit here and there in constructed. I see no problems in the "casual" and "fun" departments. In multiplayer it may have interesting applications such as giving double strike to two creatures of yours attacking different opponents.
Creativity (1/3) Uniqueness - Reinforce and being gold give a little twist to the double strike granting spell, which in itself is nothing new. (1.5/3) Flavor - The name is fine. I would have liked to see some flavor text here. MSE tells me a couple lines could have fit.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - Double strike is definitely an improvement, so the main challenge was met in a very satisfying way. (2/2) Subchallenges - Both met. Congratulations for the particularly clever way to meet subchallenge 2. Reinforce is indeed an activated ability, one of the very few that can go on instants and sorceries.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Design Appeal (X/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype? Elegance (X/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development Viability (X/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? Balance (X/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
Creativity Uniqueness (X/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"? Flavor (X/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish Quality (X/3): Points deducted for incorrect spelling, grammar, and templating. Main Challenge (X/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge. Sub Challenges (X/2): One point awarded per satisfied subchallenge condition.
Onur, the Mind Nexus1UU
Legendary Creature - Vedalken (M) 2,T: Put a nexus counter on target creature.
Creatures with nexus counters get +1/+1 for each other creature with a nexus counter.
Creatures with nexus counters have the activated abilities of other creatures with nexus counters.
Design Appeal (1.5/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
This is a Johnny card through and through. Spike's unlikely to enjoy having to spend seven mana and three turns before she sees a payoff, and Timmy is rarely excited by three mana creatures, although the possibility of a full board of creatures all buffing each other may be nice. I don't really see this going in any particular deck or archetype, and it's unlikely to take off in constructed simply because of the mana and time investments required, but in EDH it may allow for shenanigans similar to those seen with Experiment Kraj. Elegance (2.5/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
This card seems to be building a mind nexus out of a bunch of creatures, reinforcing them all with the powers of the others. Which is great, except... why doesn't Onur enter with a nexus counter? You lose a bit there, but otherwise this holds up well.
Development Viability (2.5/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
The mass buffing is slightly bleedy in blue, and the flavour also suggests blue-white - building a telepathic nexus for cooperation feels very blue/white. Still, this is viable in mono-blue. Definitely a mythic. Balance (2/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
Assuming that the body is irrelevant, this card is unlikely to matter in Standard or in conventional eternal formats. In Limited it may be playable, depending on the size of the body and the speed of the format, simply as a mass buff, but barring unusual archetypes is unlikely to be a first pick. In EDH this will shine, seeing play in a lot of blue decks and encouraging political plays in a way that I really love.
Creativity Uniqueness (2.5/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
Granting activated abilities in this way is not something that's been done before, although sharing activated abilities is established technology. The buff that scales with the creatures being buffed is also new. Flavor (2.5/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
This makes perfect sense flavourwise, the name and mechanics combining pleasantly. Evocative and straightforward.
Polish Quality (1.5/3): Points deducted for incorrect spelling, grammar, and templating.
Power and toughness are missing (-1.5 points). Main Challenge (2/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge. Sub Challenges (2/2): One point awarded per satisfied subchallenge condition.
Ghostfire Ascendancy
Legendary Enchantment (M)
Face down creatures you control are Dragon creatures with flying and base power and toughness 4/4.
: Manifest a card from your hand. Activate this ability only any time you could cast a sorcery. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up at any time for its mana cost if it's a creature card.)
Design Appeal (1.5/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
Spike doesn't like spending six mana on an enchantment before she sees any payoff. Timmy appreciates all the dragons, but is most likely looking for something a little bigger than 4/4 - still, lots of 4/4s will make his day. Johnny likes manifest for playing silly games with morph and megamorph. In draft or EDH, this goes well in a morph deck. Elegance (1.5/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
Unlike the Khans Ascendancies, this has an activated ability - while I understand it was for the challenge, it's still strange to break that trend when 'continuing' a cycle.
Development Viability (3/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
This is absolutely a mythic, and it could hardly be anything but colourless. Nothing here breaks any rules that have good reasons not to be broken. Balance (2/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
This seems too highly costed, with too small a payoff relative to when it hits, to be of much relevance in most constructed formats. In Limited it enables a strategy well, and helps to turn useless draws into relevant ones late in the game. In EDH this can easily turn a morph deck's cards relevant later in the game too.
Creativity Uniqueness (2/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
Playing with the properties of face-down creatures is not exactly new space, though it is underexplored. Giving them a type reinvigorates it. Essentially giving every creature in your hand morph is also interesting. Flavor (1.5/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
The flavour is acceptable, but not particularly impressive or evocative.
Polish Quality (3/3): Points deducted for incorrect spelling, grammar, and templating.
No errors that I can see. Main Challenge (2/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge. Sub Challenges (2/2): One point awarded per satisfied subchallenge condition.
Birch Elite2GW
Creature - Treefolk (R)
Birch Elite is indestructible as long as it's not your turn. 3G, T: Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.) Trespassers learn two things: Trees don't bend, and outsiders sure can break.
1/4
Design Appeal (1/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
Timmy finds the body unexciting, and Johnny sees nothing to write home about in the abilities. Spike sees repeatable removal at instant speed, and likes the invulnerability to sorcery-speed destruction from the other side - which includes wraths! - but she's probably put off by the relatively small body, and would like a higher power to better synergize with the abilities. Elegance (1/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
There's not any particular direction to the abilities, flavour and body - the second ability in particular seems strange with the rest of the card, but nothing here really gels.
Development Viability (3/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
Nothing here seems wrong for colour or rarity. Balance (2/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
This card is a powerhouse in limited, where it dodges a lot of removal and is itself repeatable removal, not to mention infinite indestructible blocks. I don't think I can see it in typical constructed formats. Honestly, I worry that this will be downright oppressive in limited when it shows up, depending on what removal turns out to be available - red and green, in particular, may find this card very difficult to deal with.
Creativity Uniqueness (2/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
The first ability is new technology, and an indestructible fighter is also a new (if logical) development. Flavor (1.5/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
There's nothing particularly impressive here, but flavourwise this holds up reasonably.
Polish Quality (2.5/3): Points deducted for incorrect spelling, grammar, and templating.
The first ability should be "Birch Elite has indestructible as long as it's not your turn." (-0.5 points) Main Challenge (2/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge. Sub Challenges (2/2): One point awarded per satisfied subchallenge condition.
Total: 17/25
Bold advances coletrain: 19/25
Flatline: 18.5/25
IcariiFA: 17/25
PsyOp: Did not submit
Private Mod Note
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One commonality among dictatorships is that their suppressive tactics often involve menacing troops, armed to the teeth. If we are to break free of the shackles that have been imposed upon us for centuries, we much arm ourselves as much as possible and be prepared to fight tooth and nail to ensure our victory.
Main Challenge: Design a card that improves one or more other creatures you control.
Subchallenge 1: Your card isn't an Equipment or an Aura.
Subchallenge 2: Your card has an activated ability.
Player deadline: May 11th, 23:59 PM
Judge deadline: May 14th, 23:59 PM
The improvement can be temporary, as long as it's useful in a meaningful way before it ends.
If your card is a creature or becomes a creature, it can't only improve itself.
Your card must add functionality or increase the potency of a creature while it is on the battlefield.
Appeal (X/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
Elegance (X/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development
Viability (X/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
Balance (X/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
Creativity
Uniqueness (X/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
Flavor (X/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish
Quality (X/3): Points deducted for incorrect spelling, grammar, and templating.
Main Challenge (X/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge.
Sub Challenges (X/2): One point awarded per satisfied subchallenge condition.
Total: X/25
admirableadmiral
Jimmy Groove
sperlman
netn10
Mix Master Mikeaus
FortiutousEntity
PsyOp
Flatline
Coletrain
IcariiFA
Bravelion83
Doomfish
Legend
Moss_Elemental
thenoodler
Tilwin
SelesnyaNewLife
RaikouRider
Trivmvirate
ThunderManatee
Appeal (2/3): Timmy wants to make his monsters even more monstrous. Spike sees how this will flat out kill someone in draft. Johnny can't really combo with it.
Elegance (2/3): The card isn't hard to understand, but the activated ability is a little weird.
Development
Viability (3/3): It checks out.
Balance (1.5/3): It's a powerful buff, but for CCDD I have a huge expectation from my rare, especially one that you could cast and still easily lose because your board is worse than your opponent's. In certain aspects this card is win-more (it's only good if you're ahead and your opponent isn't in a position to race), and while that's fine, if I'm spending 2UURR on a rare I expect it to always be insane. The activated ability is only somewhat relevant on this card, too. That this card grants two abilities that are more useful on bigger creatures in a color combination not known for efficient creatures isn't especially good, too.
Creativity
Uniqueness (1/3): The activated ability gives it uniqueness, but this is too similar to cards like Flying Crane Technique and Levitation for me to call it original; at the end of the day, it's just a card that grants keywords.
Flavor (1/3): I like the flavor text itself, but the mechanics are still quite convoluted and the flavor isn't tied to it at all.
Polish
Quality (3/3):
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 17.5/25
Appeal (2/3): Johnny likes anything tribal. Spike appreciates the value this card brings. Timmy doesn't care about making a 2/2.
Elegance (2/3): The activated ability really should have been a triggered ability that triggers whenever you're attacked with one or more creatures.
Development
Viability (3/3):
Balance (2.5/3): The activated ability should probably cost 1W instead of double white. The card is already a little on the weak side for a rare; it's an anthem, but only for a specific creature type, and at rare you can do better, especially given how it costs three mana.
Creativity
Uniqueness (2/3): It's a unique combination of abilities that aren't.
Flavor (2/3): Some flavor text would have been apprecited.
Polish
Quality (3/3):
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 20.5/25
Appeal (3/3): Everyone likes something here.
Elegance (0/3): There's a lot going on here. In terms of gameplay, I can imagine that this card alone can massively increase complexity in a bad way. It doesn't test skill, but rather makes each player consider a very large amount of possible combinations of abilities, and can lead to a lot of strained math every time a decision is going to be made. Lastly, I don't like how the fourth activated ability causes Xiu to trigger and give itself a combo counter.
Development
Viability (3/3): There's a little color bleed on the activated abilities if you consider the ability from both colors, but it's minor and works well with their respective philosophies.
Balance (0/3): This card seems ridiculously unbeatable in limited. While it is a three colored mythic, which should have a very high power level, this card is stupendously hard to beat if you untap with it or play it on 7. Even if you have 0 other monks in your deck, the fact that it can pump itself is powerful, and the combo ability flat out wins the game; Flame Wave is a very powerful card, and yours does that for free! In fact, if you activate the second ability twice and made Xiu an 8/1, that's a double Flame Wave, which is very close to Plague Wind and Searing Wind. If you took away the combo abilities and made the hexproof ability cost three mana, that would be much more reasonable, even if that card would also be game-winning.
Creativity
Uniqueness (3/3):
Flavor (1/3): There isn't much in the way of flavor here, other than "powerful monk is powerful".
Polish
Quality (3/3):
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 17/25
Appeal (1.5/3): Johnny wants to combo this. Spike finds the card slow, but would play it if it was good enough. Timmy doesn't care.
Elegance (3/3): It looks good to me.
Development
Viability (1.5/3): This effect seems best suited for a black or green enchantment. It doesn't feel like the type of effect that gets put onto artifacts.
Balance (2/3): The activated ability should cost less mana; I'm thinking 3 would be good. It's slow to get going, and a rare, so making it costly to use would probably make it too dependent on your other cards for a rare.
Creativity
Uniqueness (2/3): The parts don't feel that new, but they combine in a new way.
Flavor (1/3): Why do scroungers have a slaughterhouse? Wouldn't a slaughterhouse be a land, rather than an artifact? The mechanical flavor is good, but the name doesn't make much sense.
Polish
Quality (2/3): It should be "Distribute X +1/+1 counters among any number of target creatures you control, where X is the number of +1/+1 counters on the creature that died."
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 17/25
Enchantment (R)
Creatures you control have flying and first strike.
Sacrifice Flight of the Freeheart: Target creature you control gains double strike until end of turn. That creature cannot be blocked this turn.
"Oh, the pigs sneering at our will to advance as we step over corpses. The livestock may be at peace in their phony prosperity, but let us be free like the dying, starving wolves!"
- Yaegar, the Titanblooded
Legendery Creature - Human Monk (Mythic)
Whenever you activate one of Xiu's abilities, put a combo counter on it.
WU: Target Monk creature you control gains hexproof until end of turn.
UR: Target Monk creature you control gets +2/-2 or -2/+2 until end of turn.
RW: Target Monk creature you control gains double strike until end of turn.
Remove five combo counters from Xiu: Xiu deals damage equal to total power of Monk creatures you control to target player and each creature he or she controls.
4/5
Legendary Enchantment (M)
Face down creatures you control are Dragon creatures with flying and base power and toughness 4/4.
: Manifest a card from your hand. Activate this ability only any time you could cast a sorcery. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up at any time for its mana cost if it's a creature card.)
Creature - Human Rebel
When Support troops enters the battlefield, put a +1/+1 counter on another target creature you control.
1G, t: Put a +1/+1 counter on another target creature you control with no +1/+1 counters on it.
1W, t: Target creature with a +1/+1 counter on it gains flying until end of turn.
2/2
WB
Enchantment
(W/B): Exile target creature card from a graveyard. If a creature card with flying was exiled with this ability, target creature you control gains flying until end of turn. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.
Yes.
Creature - Ogre Warrior (R)
Goblin creatures you control get +2/+0
1R, t, Sacrifice a Goblin: Skirk Den Master deals 2 damage to target creature or player.
He treats goblins as though they were his children. He killed them, too.
3/3
Tribal Enchantment - Berserker [M]
Creatures you control get +X/+0 and have haste, where X is the number of Berserkers you control.
The more the angrier.
Creature - Cat Demon [R]
2G, T: Put X +1/+1 counters on another target creature where X is that creature's toughness. Then, that creature's base power and toughness become 0/0. (This effect doesn't end at the end of turn.)
UB, T: Move all +1/+1 counters from target creature to ~.
"I can give you the power you crave, but know this: all debts will be paid in full."
3/3
Edit: Oops. I misunderstood the rules of the game here, I didn't realize it was an ongoing tourny. Sorry.
Legendary Creature - Vedalken (M)
2,T: Put a nexus counter on target creature.
Creatures with nexus counters get +1/+1 for each other creature with a nexus counter.
Creatures with nexus counters have the activated abilities of other creatures with nexus counters.
Enchantment (R)
Human creatures you control get +1/+1 and have first strike.
WW: Put a 1/1 white Human creature token onto the battlefield. Activate this ability only once each turn and only if a creature is attacking you.
Wording precedent from Qasali Ambusher.
Enchantment {R}
At the beginning of each upkeep, each creature you control with a +1/+1 counter on it gains flying if a creature you control with a +1/+1 counter on it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, protection, reach, trample, and vigilance.
2GU: Put a +1/+1 counter on target creature.
Emille, Seven-Sting Dancer Shalin Nariya
Creature - Treefolk (R)
Birch Elite is indestructible as long as it's not your turn.
3G, T: Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Trespassers learn two things: Trees don't bend, and outsiders sure can break.
1/4
Artifact [R]
4: Put a +1/+1 counter on target creature you control.
Whenever a creature you control with a +1/+1 counter on it dies, choose one--
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
Artifact (U)
2, T: Put a 1/1 colorless Myr artifact creature token onto the battlefield.
2, T: Put a +1/+1 counter on target creature.
Mirrodin may be lost, but the Myr remain.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Check out "The Lion's Lair", the article series where I specifically talk about custom card design with the intent to help you get better at it. The article index is always updated with the latest content.
Note - When I say "#N in MOQX", it means: this is the mistake number N in my "Mark of Quality, part X" article.
Subchallenges: what counts is always the letter of the law.
Quality: half a point deducted for any error in templating, wording, spelling, or grammar, no matter how little they may be; a whole point for particularly serious errors.
No complaints unless I got something objectively wrong.
Head Adventurer 1WW
Creature — Human Ally Soldier (R)
Vigilance
2WW, T: Other Ally creatures you control get +X/+X until end of turn, where X is the number of Allies you control.
Every adventure party needs a leader.
2/3
Doomfish
Design
(1/3) Appeal - Timmy doesn't care. Johnny may try to use one or both abilities as part of a tap/untap engine. Spike may like the versatility of having multiple abilities to adapt to different situations but definitely sees this as overcosted.
(2/3) Elegance - No problems with comprehension complexity. The generic name and flavor text keeps the card from feeling like a coherent whole entity to me.
Development
(2.5/3) Viability - Having an artifact that creates Myrs makes complete sense. Also, any color is allowed to make tokens and even though green and white are kings of +1/+1 counters, other colors have a little ability in that area, so I can accept both abilities being playable in any color, and thus in colorless too. The costs should prevent this from being too much of an engine card, but if it proves problematic as such in playtest, it may need to be upgraded to rare. At the moment, without playtest, it looks acceptable as an uncommon.
(2/3) Balance - The mana costs are what makes this card safe in limited, though far from a top pick, but probably too weak for constructed, even just in Standard. I see no problems with this in casual or multiplayer. As for being unfun from the other side of the table, the only thing where you might need to pay attention is the fact that both abilities are able to mess with combat math quite a bit. I wouldn't be happy to make a complicated calculation to find the best way to block only to find it wrong because I forgot to keep a little artifact into account.
Creativity
(0/3) Uniqueness - Nothing in this card feels new or original. They are all things we see practically in any set. I'm sorry, but I just can't give any points here.
(1/3) Flavor - I've already mentioned the name and flavor text being generic, and I don't have much else to add here.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - This passes the main challenge because of the second ability. The main challenge specifies "creatures you control", which is not specified on the card here, but the cases in which you will use that ability on a creature you don't control are very rare and too much of corner cases to say it doesn't fulfill the main challenge in a satisfying way.
(2/2) Subchallenges - Both met.
Total: 15.5/25
Design
(1.5/3) Appeal - I don't think Timmy would care. Johnny absolutely loves this card, there's so much he can do with it. Spike may use this but he definitely would like the creature to retain the granted abilities past than end of turn.
(2/3) Elegance - It may take a little bit to completely understand the card, especially for new and less experienced players. The name alone gives this card more than enough flavor to make complete sense as a whole.
Development
(2/3) Viability - Exiling creatures from graveyards is a thing both white and black can do, so no problem there. Also, cards like Concerted Effort, Cairn Wanderer, and Soulflayer are conveniently white and black. The limiting factor of this card is the availability of creatures in graveyards. If this proves too reliable in creating a huge monster out of nowhere, it may need to be brought to rare, but until we don't have results from playtest, I'll accept this at uncommon.
(1.5/3) Balance - As I've already mentioned, what limits this card is the availability of creatures in graveyards. To use this multiple times on purpose, the most efficient way looks to be selfmill, some of which is found in black, but most in green and blue, so going for that strategy would require an Abzan or Esper deck. I'm not saying it's impossible, but it requires the right environment. Innistrad would probably be a very good one. Another limiting factor is the "until end of turn", but that's probably what lets this cost so little compared to the card I mentioned in Viability. I'm not sure I'd play this in limited, where I usually want the noncreature, nonland part of my deck to be either removal or combat tricks. It also looks too weak for constructed. In multiplayer it may be better because there are more graveyards to exile creatures from, so you'll be able to activate this more times than what you would do in a duel. I see no problems in the casual and fun departments.
Creativity
(1.5/3) Uniqueness - This is clearly inspired by the cards I mentioned in Viability, but the "exile from graveyard" and "until end of turn" parts give a nice twist to it.
(2/3) Flavor - The name is very good and adds a lot of flavor all by itself. It's what puts all the pieces of the card together. No room for flavor text.
Polish
(3/3) Quality - Soulflayer, which conveniently cares about the same exact abilities in the same exact order (and probably not by chance) and also has a wording that cares about which cards have been exiled with its ability, tells us the wording is right.
If I recall correctly, we've already talked about the formatting of cards, so I won't insist on that.
(2/2) Main Challenge - Giving one or more of those keywords to a creature you control is definitely an improvement, even if only temporary. This card satisfies the main challenge in a more than satisfying way.
(2/2) Subchallenges - Both met.
Total: 17.5/25
Design
(2/3) Appeal - Timmy likes a medium-sized creatures that makes other creatures get bigger. Also, Timmy is the one that likes tribal decks the most. Johnny may try to do something with the activated ability, but it feels a bit of a stretch. Spike likes that same ability more than the pumping one.
(2.5/3) Elegance - If you read the text box before looking at the creature types (as I did), you will expect this card to be a Goblin itself. It looks a bit weird to see a "lord" for a race not being that race, even if there are precedents. Other than that, the card is very easily understandable.
Development
(3/3) Viability - Everything in this card is something red does all the time. Rarity looks right too, even if lately we've started seeing "lords" at uncommon too.
(2.5/3) Balance - The power level of this card looks perfectly in line with today's standards. I'd like to see this card in environments where tribal themes are important, like Innistrad or Lorwyn. In Lorwyn, in particular, this card really feels at home. Definitely playable in limited if you already have a lot of Goblins. If you get this in your first picks, it may lead you to drafting Gobiln tribal, which is something that it's clearly supposed to be possible in the hypothetical block this comes from. Playable in constructed wherever there are Goblin tribal decks. In particular, I expect a card like this to be much liked in casual. The only case where I might see some problem in the "fun" department is when you're able to mess combat math too much with the threat of the activated ability.
Creativity
(1/3) Uniqueness - We've seen "lords" a lot of times. Interacting with a tribe that isn't its own, giving +N/+0 instead of +N/+N, and the sacrifice part add a little twist on that classic concept.
(3/3) Flavor - The name is fine. The flavor text is very good, and it gives a very nice flavorful explanation of the activated ability. The whole card concept is very good and well executed.
Polish
(2.5/3) Quality - A period is missing at the end of the first ability (half a point deducted).
(2/2) Main Challenge - Increasing the power of other creatures of yours (unless you somehow turn the Master into a Goblin too, in which case it will pump itself) definitely passes the main challenge in a more than satisfying way.
(2/2) Subchallenges - Both met.
Total: 20.5/25
Design
(2/3) Appeal - Timmy likes making his creatures be able to attack twice. Johnny doesn't have that much to do with this. Spike likes to give evasive creatures double strike, with the added option of reinforce.
(3/3) Elegance - Very easily understandable. I see no problems here.
Development
(3/3) Viability - Double strike is both red and white, and reinforce makes sense there especially because of white, so no problems as far as the color pie is concerned. I'd say rarity is perfect: too strong to be common, but too underwhelming as a rare.
(2.5/3) Balance - I'd say this card is strong. Giving double strike to two creatures for just two mana can be a huge play if done correctly. To me, this feels like it comes straight from Theros block: very good as a heroic enabler and it makes a lot of sense in Akros. Or course, Theros didn't have reinforce, but who's to say that it couldn't be in the inevitable return block? Being a sorcery somewhat hurts its playability in limited as a combat trick, but being an instant for two mana is just not plausible. It's still playable in limited anyway, and I wouldn't be surprised to see it a little bit here and there in constructed. I see no problems in the "casual" and "fun" departments. In multiplayer it may have interesting applications such as giving double strike to two creatures of yours attacking different opponents.
Creativity
(1/3) Uniqueness - Reinforce and being gold give a little twist to the double strike granting spell, which in itself is nothing new.
(1.5/3) Flavor - The name is fine. I would have liked to see some flavor text here. MSE tells me a couple lines could have fit.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - Double strike is definitely an improvement, so the main challenge was met in a very satisfying way.
(2/2) Subchallenges - Both met. Congratulations for the particularly clever way to meet subchallenge 2. Reinforce is indeed an activated ability, one of the very few that can go on instants and sorceries.
Total: 20/25
Moss_Elemental: 20.5
thenoodler: 20
Legend: 17.5
Doomfish: 15.5
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Appeal (X/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
Elegance (X/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development
Viability (X/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
Balance (X/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
Creativity
Uniqueness (X/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
Flavor (X/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish
Quality (X/3): Points deducted for incorrect spelling, grammar, and templating.
Main Challenge (X/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge.
Sub Challenges (X/2): One point awarded per satisfied subchallenge condition.
Total: X/25
Appeal (1.5/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
This is a Johnny card through and through. Spike's unlikely to enjoy having to spend seven mana and three turns before she sees a payoff, and Timmy is rarely excited by three mana creatures, although the possibility of a full board of creatures all buffing each other may be nice. I don't really see this going in any particular deck or archetype, and it's unlikely to take off in constructed simply because of the mana and time investments required, but in EDH it may allow for shenanigans similar to those seen with Experiment Kraj.
Elegance (2.5/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
This card seems to be building a mind nexus out of a bunch of creatures, reinforcing them all with the powers of the others. Which is great, except... why doesn't Onur enter with a nexus counter? You lose a bit there, but otherwise this holds up well.
Development
Viability (2.5/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
The mass buffing is slightly bleedy in blue, and the flavour also suggests blue-white - building a telepathic nexus for cooperation feels very blue/white. Still, this is viable in mono-blue. Definitely a mythic.
Balance (2/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
Assuming that the body is irrelevant, this card is unlikely to matter in Standard or in conventional eternal formats. In Limited it may be playable, depending on the size of the body and the speed of the format, simply as a mass buff, but barring unusual archetypes is unlikely to be a first pick. In EDH this will shine, seeing play in a lot of blue decks and encouraging political plays in a way that I really love.
Creativity
Uniqueness (2.5/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
Granting activated abilities in this way is not something that's been done before, although sharing activated abilities is established technology. The buff that scales with the creatures being buffed is also new.
Flavor (2.5/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
This makes perfect sense flavourwise, the name and mechanics combining pleasantly. Evocative and straightforward.
Polish
Quality (1.5/3): Points deducted for incorrect spelling, grammar, and templating.
Power and toughness are missing (-1.5 points).
Main Challenge (2/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge.
Sub Challenges (2/2): One point awarded per satisfied subchallenge condition.
Total: 19/25
Appeal (1.5/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
Spike doesn't like spending six mana on an enchantment before she sees any payoff. Timmy appreciates all the dragons, but is most likely looking for something a little bigger than 4/4 - still, lots of 4/4s will make his day. Johnny likes manifest for playing silly games with morph and megamorph. In draft or EDH, this goes well in a morph deck.
Elegance (1.5/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
Unlike the Khans Ascendancies, this has an activated ability - while I understand it was for the challenge, it's still strange to break that trend when 'continuing' a cycle.
Development
Viability (3/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
This is absolutely a mythic, and it could hardly be anything but colourless. Nothing here breaks any rules that have good reasons not to be broken.
Balance (2/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
This seems too highly costed, with too small a payoff relative to when it hits, to be of much relevance in most constructed formats. In Limited it enables a strategy well, and helps to turn useless draws into relevant ones late in the game. In EDH this can easily turn a morph deck's cards relevant later in the game too.
Creativity
Uniqueness (2/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
Playing with the properties of face-down creatures is not exactly new space, though it is underexplored. Giving them a type reinvigorates it. Essentially giving every creature in your hand morph is also interesting.
Flavor (1.5/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
The flavour is acceptable, but not particularly impressive or evocative.
Polish
Quality (3/3): Points deducted for incorrect spelling, grammar, and templating.
No errors that I can see.
Main Challenge (2/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge.
Sub Challenges (2/2): One point awarded per satisfied subchallenge condition.
Total: 18.5/25
Appeal (1/3): Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? Does it create or fit into a deck/archetype?
Timmy finds the body unexciting, and Johnny sees nothing to write home about in the abilities. Spike sees repeatable removal at instant speed, and likes the invulnerability to sorcery-speed destruction from the other side - which includes wraths! - but she's probably put off by the relatively small body, and would like a higher power to better synergize with the abilities.
Elegance (1/3): Are the concepts of the card easily understood at a glance? Do all the flavor and mechanics combined as a whole make sense?
There's not any particular direction to the abilities, flavour and body - the second ability in particular seems strange with the rest of the card, but nothing here really gels.
Development
Viability (3/3): How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
Nothing here seems wrong for colour or rarity.
Balance (2/3): Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create fun play experiences?
This card is a powerhouse in limited, where it dodges a lot of removal and is itself repeatable removal, not to mention infinite indestructible blocks. I don't think I can see it in typical constructed formats. Honestly, I worry that this will be downright oppressive in limited when it shows up, depending on what removal turns out to be available - red and green, in particular, may find this card very difficult to deal with.
Creativity
Uniqueness (2/3): Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
The first ability is new technology, and an indestructible fighter is also a new (if logical) development.
Flavor (1.5/3): Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
There's nothing particularly impressive here, but flavourwise this holds up reasonably.
Polish
Quality (2.5/3): Points deducted for incorrect spelling, grammar, and templating.
The first ability should be "Birch Elite has indestructible as long as it's not your turn." (-0.5 points)
Main Challenge (2/2): Points deducted if the card does not meet the main challenge or only partially meets the main challenge.
Sub Challenges (2/2): One point awarded per satisfied subchallenge condition.
Total: 17/25
coletrain: 19/25
Flatline: 18.5/25
IcariiFA: 17/25
PsyOp: Did not submit