The final round is here, and I'm betting your aren't surprised to see that it is based around one of the most popular supplemental products the game has, Commander Decks.
Your Challenge:
You will be creating two cards. Pick a card that has been a Commander in a Wizards of the Coast Product. Using the same color(s) of the chosen card, create a commander that has completely separate flavor and mechanics. In addition, create a card that would synergize with both your chosen commander and created one while fitting into their commander decks. Please list what your chosen Commander is in your submission.
Sub Challenge 1: Your three cards have a total converted mana cost of exactly 15. (Chosen Commander, Created Commander, Synergy Card)
Sub Challenge 2: None of your cards are colorless.
Clarifications:
* Your chosen commander must be the one that was the face card of the product. Additional legendary creatures that were included inside the deck, even unique ones with commander in mind, are ineligible.
Our Rubric for the Month:
Design -
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: 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? (X/3) Balance: 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 or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: 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”? (X/3) Flavor: 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 - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Sub Challenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
the submission deadline will be Sunday June 28th, 11:59 EST. Judging will be due Friday July 3rd, 11:59 EST.
As some of you already know, I will be embarking on a trip at the start of July. I will have the time to post my judgements but will be gone when the deadline has passed. Thankfully, admirableadmiral has offered to make sure that my final deadline is honored and that the scores are tallied. Remember, every judge will look at every entry this round. Due to the number of critiques I've allotted five days for judging. Each judge can give up to 50 points, with a maximum score of 250 between all five. Good luck!
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.)
Dredgemaster Qurrax2BGU
Legendary Creature - Fungus Wizard (M)
Trample
If Dredgemaster Qurrax would deal combat damage to a player, instead that player puts that many cards from the top of his or her library into his or her graveyard. 3BG, t: Put target creature or land card from a graveyard onto the battlefield under your control.
5/5
Fungal Mimic2BGU
Creature - Fungus Shapeshifter (R)
Fungal Mimic enters the battlefield as a copy of any creature on the battlefield or any creature card in a graveyard. Despised my many because it both mocks the living and the dead.
0/0
Illiot, the Inspirer
Legendary Artifact Creature - Sphinx (M)
Flying, lifelink
When Illiot, the Inspirer enters the battlefield, target opponent loses X life and you gain X life, where X is equal the number of artifacts you control. While others fled Esper during the Conflux, Illiot inspired an army.
4/6
Etherium Exchanger
Artifact (R)
If you would gain life, you may pay instead. Whenever you pay mana this way, put two 1/1 blue Homunculus artifact creature tokens onto the battlefield. "If we are to defend Esper from the onslaught of these uncivilized hoards, we all must be willing to make small personal sacrifices for the greater good."
-Illiot, the Inspirer
(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)
Awkward Squirtle, I am officially asking you to delete your explanation of your cards. I feel that explanations, especially at the level you provide, warp judging unfairly. This is especially true since a large part of judging the quality of cards is based both on first impressions and how the card reads to players who will have in no way access to the thoughts in a designers mind.
Can I urge the resolution to be "all card explanations must be in clearly marked spoiler tags for judges to not look at until their judgments are passed"? This might be selfish, but as a spectator I really enjoy getting a sense of the world cards appear in.
Injai, Spinner of Dreams3WUR
Legendary Creature-- Djinn Monk [M]
Flying, lifelink
Prowess
Whenever you cast an instant or sorcery spell, you may pay RU. If you do, put a token that's a copy of target permanent onto the battlefield. It gains haste. Exile it at the beginning of the next end step. Among the Kaisham Wanderers, Injai's preferred way of teaching is to use illusions as object lessons in truth and reality.
3/3
Support Card:
Eternity's Call3WW
Enchantment [R]
Whenever you gain life, you may return target nonland permanent card with converted mana cost X or less from your graveyard to the battlefield, where X is equal to the life gained.
The submission period is now over. Judges may begin judging. I plan to have my judgements up before I hop on a plane tomorrow. I won't be able to respond much after then so its in the hands of AA and my other judges to ensure the final scores are tallied and things resolve smoothly. Thank you all for participating as both competitors and judges.
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.
Challenges: 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.
Kirada, Palace Custodian2BGU
Legendary Creature — Human Shaman (R)
Deathtouch
Whenever Kirada, Palace Custodian enters the battlefield or deals combat damage to an opponent, target player puts the top seven cards of his or her library into his or her graveyard. Her knowledge about poisons and intoxicants is a valuable skill when closing a deal with a wealthy client or removing an irritating obstacle.
2/4
(character and flavor text from KTK PW's guide)
Collective Mindbreak3UU
Enchantment (R)
Whenever any number of cards is put into a player’s graveyard from his or her library, each other player puts that many cards from the top of his or her library into his or her library. A sudden headache struck everyone.
Commander Dredgemaster Qurrax2BGU
Legendary Creature - Fungus Wizard (M)
Trample
If Dredgemaster Qurrax would deal combat damage to a player, instead that player puts that many cards from the top of his or her library into his or her graveyard. 3BG, t: Put target creature or land card from a graveyard onto the battlefield under your control.
5/5
Design (2/3) Appeal - Timmy likes to mill an opponent and then stealing his best creatures. He won't use this to reanimate lands, something that Johnny is very glad to be able to do instead. Some Timmy/Johnny will certainly try to build a milling deck based on this. I don't think Spike cares that much. (2/3) Elegance - This card is quite wordy but still clear and understandable enough.
Development (3/3) Viability - This card feels perfectly Sultai, and it has a very good interaction with delve, by the way. Trample is green, milling is primary blue and secondary black. I also like very much that the blue mana is where it belongs, in the mana cost because of milling, and not in the ability that reanimates creatures (black) and lands (green). Mythic rarity is completely justified. (2/3) Balance - This can't just be put in any deck that supports its colors. It must be the center of a deck, and the whole deck must be built around it. Without having ever played the format, I guess that's good for a creature that's supposed to be a commander. I think this would be very appreciated in casual and multiplayer. Unfortunately, I can't see this getting play in "real" formats (meaning tournament supported ones): as a 5/5 for five mana it would be good in limited but this doesn't actually deal damage. In constructed, we don't see milling deck since a very long time.
Creativity (2/3) Uniqueness - The replacement effect is very similar (too similar) to the one on Szadek, Lord of Secrets, but the activated ability being able to reanimate both creatures and lands is original. (1.5/3) Flavor - Name is fine. No room for flavor text.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - I see no problems here. (2/2) Subchallenges - Both met.
Total: 19.5/25
Synergy card Fungal Mimic2BGU
Creature - Fungus Shapeshifter (R)
Fungal Mimic enters the battlefield as a copy of any creature on the battlefield or any creature card in a graveyard. Despised my many because it both mocks the living and the dead.
0/0
Design (2/3) Appeal - Timmy likes being able to copy any of his big creatures, either dead or alive. Johnny likes Clones very much, they can easily be combo pieces. This may cost too much mana for Spike to care. (3/3) Elegance - All good here.
Development (2/3) Viability - As Body Double tells us, this card could be monoblue without any problem. Let's say we're adding black and green because they're the two colors that interact the most with the graveyard, but it's a bit of a stretch in my opinion. To me, it looks like this is a Fungus just to have something green on the card to justify the mana cost. Rarity is good. (2.5/3) Balance - This costs five mana like Body Double, but it's more difficult to cast and this makes up for being able to copy creatures on the battlefield too. This should be playable in limited, where there will be plenty of things to copy, especially your opponent's bombs. I don't think this would get played in constructed formats, unless maybe some weird combo deck. I see no big problems in casual. In multiplayer this gets even better because there are more things available to copy.
Creativity (3/3) Uniqueness - Body Double is the only existing creature that copies a dead one, so this still feels very original. (2.5/3) Flavor - The name is a bit generic but it still fits very well with the card. A typo in the flavor text (see Quality), that would be perfect otherwise.
Polish (2.5/3) Quality - I think the flavor text has a typo: "Despised by many" (half a point deducted). (2/2) Main Challenge - The synergy with The Mimeoplasm is that you can exile the Mimic as the first creature and you get to copy anything on the battlefield with the 'Plasm. The synergy with Qurrax is similar and due to the activated ability. (2/2) Subchallenges - Both met.
Commander Illiot, the Inspirer
Legendary Artifact Creature - Sphinx (M)
Flying, lifelink
When Illiot, the Inspirer enters the battlefield, target opponent loses X life and you gain X life, where X is equal the number of artifacts you control. While others fled Esper during the Conflux, Illiot inspired an army.
4/6
Design (2/3) Appeal - Timmy likes this because it's big, evasive, and gains him a lot of life. Spike likes this as a finisher in an Esper control deck. He also likes the etb ability that lets him get value out of this even if it get immediately killed. Johnny is the only one not to be that interested in this card. (3/3) Elegance - As long as new and less experienced players understand that this counts itself in its etb ability (but they really should, it's still simple enough to understand, so I'm not deducting points because of that), it's fine.
Development (3/3) Viability - This makes perfect sense in Esper: an artifact creature that cares about artifacts is thematically perfect there. Flying is primary in white and blue and secondary in black, lifelink is in both white and black and the etb ability is purely black, so this card is perfect as far as the color pie is concerned. This is mythic mostly because of its size coupled with lifelink (it's an 8-life shift every time it connects), but it's still fine. (3/3) Balance - In spite of appearances, this is very strong even without an artifact deck, and again, mostly because of lifelink. Huge limited bomb, definitely playable in constructed too: Standard for sure, if it costed less I would have said maybe some artifact deck in Modern too (like affinity/robots). No particular problems in casual, in multiplayer this will definitely put a target on you.
Creativity (1.5/3) Uniqueness - Nothing in this card is particularly original. Draining life equal to the number of artifacts you control is an easy idea to get when you're thinking about Esper. This exact mix of abilities may be new, but the card as a whole doesn't feel that original. (3/3) Flavor - Both name and flavor text are quite good.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - I see no problems here. (2/2) Subchallenges - Both met.
Total: 22.5/25
Synergy card Etherium Exchanger
Artifact (R)
If you would gain life, you may pay instead. Whenever you pay mana this way, put two 1/1 blue Homunculus artifact creature tokens onto the battlefield. "If we are to defend Esper from the onslaught of these uncivilized hoards, we all must be willing to make small personal sacrifices for the greater good."
-Illiot, the Inspirer
Design (1/3) Appeal - Timmy would like this very much if only it were a triggered ability instead of a replacement ability, that means if it still let him actually gain the life. Johnny loves this as an engine card. Spike isn't that interested in this card, mainly because he rarely plays with lifegain in the first place. (2/3) Elegance - There will certainly be at least some players that won't understand that this prevents you from gaining the life you were about to gain. Everything else is fine.
Development (2.5/3) Viability - The lifegain part is white, interacting with artifact creatures is something blue can do, and some of the previous similar cards (see Uniqueness) were black. Thematically and flavorfully, this belongs in Esper very well. I could maybe see this at uncommon, but the comprehension complexity of not gaining life pushes this towards rare indeed. (1.5/3) Balance - I'm not sure how playable this is in limited. It still can give you creatures repeatedly, which is very good in limited, but to get to that you have to cast an artifact that costs three colors of mana and doesn't affect the battlefield, and also play some card or ability that would gain you life. That's a very high setup cost, to use Marshall Sutcliffe's terminology. I can't see this in constructed. The only problem I can see in casual is the comprehension complexity I've already talked about. No problems in multiplayer.
Creativity (3/3) Uniqueness - I can't remember that many cards with a similar replacement effect, and in fact a Gatherer search for "If you would gain life" reveals only four cards in the whole game (Boon Reflection, Lich, Nefarious Lich, and Rhox Faithmender), all of which either double the life gained or make you draw cards. That's enough to make this card feel very original. (3/3) Flavor - The name may be a bit generic but it fits what the card does quite well. The flavor text is very good, especially the part about making sacrifices for the greater good: it reflects perfectly the mechanics of the card, as you give up the life you would gain to have more creatures.
Polish (2.5/3) Quality - "Whenever you pay mana this way" should just be "If you do" (half a point deducted). (2/2) Main Challenge - Lifegain is the synergy between the Exchanger and both Oloro and Illiot. (2/2) Subchallenges - Both met.
New commander Yazcur, the Pale King5WBG
Legendary Creature — Elder God (M)
Delve (Each card you exile from your graveyard while casting this spell pays for 1.)
When Yazcur, the Pale King enters the battlefield, distribute X +1/+1 counters among any number of creatures you control, where X is the number of cards in exile. WBG, Sacrifice a creature: Exile target nonland permanent with converted mana cost less than or equal to the sacrificed creature's power.
1/1
Design (2/3) Appeal - Timmy is disappointed by how bad this card reads to him, even if this may be a 6/6 for only three mana, detail that Spike loves instead. Spike also loves the flexibility of being able to put counters on other creatures should he need it. Both he and Johnny like the activated ability. (1/3) Elegance - This is understandable if you take the time to read it. It's so wordy that it's almost the opposite of elegance.
Development (2/3) Viability - This introduces delve in white for the first time ever. Neither in Future Sight nor in Tarkir block it happened. White has a little interaction with the graveyard anyway. Let's just say delve is black/green here. The triggered ability is monogreen, as multiple cards that distribute +1/+1 counters demonstrate. The activated ability is white and maybe black, certainly not green. I probably would have liked this better as a black/green creature with a monowhite or white/black activation cost. Rarity is definitely right, this couldn't ever be anything less than a mythic. (0/3) Balance - This card can be deceptively powerful. If you cast this exiling five cards from your graveyard to delve, you get 6 power distributed any way you like for only three mana. That's not very balanced. Add to that that this counts all cards in exile (for example from other delve cards you cast before this, or from other effects such as removal, imprint, and so on), not just those exiled to pay its own mana cost, and it counts your opponent's exiled cards too! I'm sorry, but this really sounds like too much to me. Playable in any format where there are many exiled cards, but not necessarily in a good way. I think some casual playgroups might house-ban this. In multiplayer, this gets even more powerful as more players means more cards to be exiled.
Creativity (3/3) Uniqueness - Counting cards in exile is something that has rarely been seen, and makes this card feel original, particularly on a delve card. (1/3) Flavor - The name is fine. I have no idea what being an "Elder God" means. To me, they look like creature types that have been put there only for splashiness. No room for flavor text.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - I see no problems here. (2/2) Subchallenges - Both met.
Total: 16/25
Synergy card Ichormaw HydraXBG
Creature — Hydra (M)
Ichormaw Hydra enters the battlefield with X -1/-1 counters on it.
Ichormaw Hydra gets +2/+2 for each -1/-1 counter on it.
Whenever Ichormaw Hydra or another creature dies, proliferate. BG: Move a -1/-1 counter from Ichormaw Hydra to another target creature.
0/0 (Watermark: Phyrexia)
Design (1.5/3) Appeal - Timmy might like this if he realizes how big it is, which is not a given. Johnny likes the proliferate ability, the counter moving ability, and just how weird this card is general. I don't think Spike would be very interested in this. (0/3) Elegance - This is the exact opposite of elegance. Very wordy, very hard to understand, with seemingly disconnected abilities and high comprehension and tracking complexity. I just can't give this any points here, I'm sorry.
Development (1/3) Viability - Hydras are green and interaction with -1/-1 counters is primary black. This is mythic at least for its stellar complexity. There are many many problems with this card, but none are tied to the color pie or rarity. But wait, there is a third question here in the rubric, one I usually ignore because it doesn't really apply: "does the card break some rules?", but in this case I just can't ignore that. This card DOES break unwritten rules of design. First, why have this get +2/+2 for each -1/-1 counter? Why not just have this enter with +1/+1 counters? Just because of the flavor of Phyrexia? That second ability just wouldn't be printed on any real Magic card. Between flavor and mechanics, mechanics always win because flavor is way more flexible. Second, if this comes from the same block as the first card, you have +1/+1 and -1/-1 counters in the same set! Wizards allows it in the same Standard format, but not in the same block, let alone in the same set! This card is so confusing and problematic that it would never ever be printed for real, not even by mistake. These problems heavily affect the score here. (1/3) Balance - If I imagine the first two abilities as a single one saying "CARDNAME enters the battlefield with X +1/+1 counters on it", then I can understand this card's power level well enough (and that goes to show how confusing this card is, as I'm a ten-year-long player). With that caveat, I don't see this card as overpowered. I'd say it has the power level of most Hydras. There have already been Hydras distributing counters, and I suppose that correcting this card to have +1/+1 counters would mean that the last ability would move +1/+1 counters too. It's very hard to judge the playability of such a confusing and unprintable card. Way too confusing for casual, including most multiplayer formats. It should be enough to be a limited bomb, but I don't think it's enough for constructed. Anyway, I have to repeat these are just my best guesses as the card is very difficult to judge here.
Creativity (2/3) Uniqueness - For being original, it is very original, but there is a reason something like this has never been done before. (1.5/3) Flavor - Name is fine. No room for flavor text.
Polish (3/3) Quality - All good here. (1.5/2) Main Challenge - The Hydra's synergy with Yazcur is that you can sacrifice a creature to Yazcur's activated ability, triggering the Hydra's proliferate ability which can increase the number of +1/+1 counters that Yazcur distributed when it entered the battlefield. Ghave can put +1/+1 counters on the Hydra to annihilate the -1/-1 counters. It works, but it's a very complicated synergy. I had to spend several minutes rereading the cards to understand it well enough, and I'm a ten.year-long player! I don't think new or less experienced players would see it well enough. (2/2) Subchallenges - Both met. Clever way to pass subchallenge 1 with an X in the mana cost.
Commander Nefarion, Coercive Envoy2WBR
Planeswalker - Nefarion (M)
+2: Until your next turn, up to one target creature gets +2/+0, gains indestructible and can't block.
-2: Put target creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn. At the beginning of the next end step, return it back to its owner's hand unless you pay 1WBR.
-8: You get an emblem with "0: Add WBR to your mana pool. Activate this ability only once each turn."
Nefarion, Coercive Envoy can be your commander.
(3)
Design (2.5/3) Appeal - Timmy likes planeswalkers. Timmy also likes commanders. Put them together and you have something that Timmy can really love! Johnny likes the -2 being able to return cards from the graveyard to his hand while also getting an attack out of it. Spike likes most parts of this, but he'd really like to use the first ability to protect Nefarion. He can't because of the "can't block" restriction. (2.5/3) Elegance - Not the simplest of planeswalkers, and it's a bit wordy. Other than that, no big problems here.
Development (3/3) Viability - This is a perfect Mardu-colored planeswalker. In the +2 there is a red part (+2/+0), a white part (indestructible), and a black part (can't block). The -2 is a mix between Act of Treason (red), dash (black/red), and returning your creatures to your hand (white). The ultimate is the only thing that looks a bit outside what these colors usually do. Of these three, only red can produce one, but usually one-shot. Black sometimes also does, but it only produces black mana usually. White isn't really represented in the ultimate, but it's still represented enough in the rest of the card. The existence of Mardu Warshrieker definitely helps here. Rarity is obviously right, planeswalkers are mythic by default. (2.5/3) Balance - I'd like the +2 to just say "Until end of turn". If the creature you target can't block, what's the purpose in letting it keep the bonus on your opponent's turn? In duel, there's no real reason, the only reason can be in multiplayer when you're targeting another player's creature. Other than that, I see this card as balanced enough. The cost to let the reanimated creature stay on the battlefield looks not so high that you'll never play it or so low that the payment isn't meaningful. The restriction on the emblem is just necessary to avoid getting infinite mana for free. Limited bomb as most planeswalkers. The fact that he doesn't protect himself hurts his constructed playability. I see no particular problems in casual.
Creativity (2/3) Uniqueness - The most innovative parts on this card are the ultimate and the fact that we would have a planeswalker commander in a Standard legal set, which has never been seen. The previous ones were in a product that's only Eternal legal. (3/3) Flavor - Planeswalkers have no flavor text by default, so the only things to judge here is the name, and that's fine.
Polish (2.5/3) Quality - The "back" in "return it back" should not be there (half a point deducted). I deduct no points for the order of mana symbols because outside of Tarkir this is right. (2/2) Main Challenge - I see no problems here. Also, I really like the bold choice of making a planeswalker commander. You took the most difficult route, and you succeeded well enough! (2/2) Subchallenges - Both met.
Total: 22/25
Support Card Yuuva, Nefarion's Emissary3(B/R)WW
Legendary Creature - Angel Advisor (M)
Flying, haste
Flash
When you cast Yuuva, Nefarion's Emissary, your opponents can't cast spells or activate abilities this turn. 3(B/R)W: Return Yuuva from your graveyard to your hand. Activate this ability only if two or more creatures attacked this turn.
4/3 He has truly opened my eyes. I now clearly see that power and balance can harmoniously coexist.
Design (2.5/3) Appeal - Timmy likes this, as it hugely affects the board. Johnny may try to recur this or use its cast ability to protect his combo, even if Silence does that for much less mana. Spike sees a lot of value in this: for six mana, he wants something that can win the game by itself, and this doesn't do that exactly but it's close enough to deserve some of his consideration. (2/3) Elegance - A lot of text but divided into short chucks that are still easily understandable singularly.
Development (2/3) Viability - Flying, the Silence ability, and reanimation (even if the activated ability isn't exactly that) are white. Haste is primary red and secondary black, so it's covered by the hybrid mana in the mana cost. Flash is in the exact colors this is not in theory, but all colors are allowed to have it when it's necessary for the card to work as intended, and this is definitely the case here given the Silence ability. But flash still makes haste almost redundant, as you could cast this at the end of your opponent's turn anyway. Returning creatures from the graveyard to hand is black, so it feels a bit strange to be able to do that without paying any black mana at all (if you pay red for the hybrid symbol in the activation cost). The restriction is close enough to battalion to feel Boros, so that could be just a minor problem after all. Rarity is definitely right. (2.5/3) Balance - This is very good and I see why it costs six mana. You made another bold choice here using hybrid in mana cost like in the Blade cycle in Alara Reborn, which I recall MaRo saying was a little confusing for some players, but for me it's fine. This is a limited bomb and would probably see at least some constructed play in Standard. I see no particular problems in casual and multiplayer other than for the fact that being on the other side of a Silence effect isn't that fun sometimes.
Creativity (3/3) Uniqueness - I can't remember a Silence effect being on a creature before. The pseudo-battalion restriction on the activated ability also feels original enough. (3/3) Flavor - I think I may have already heard the name Yuuva somewhere, but I can't remember when and where. Anyway, the card name is fine and the flavor text is very good.
Polish (2.5/3) Quality - The first two lines should be exchanged. Flash always comes before keywords such as flying (see for example most Faeries in Lorwyn, like Pestermite, half a point deducted). (1.5/2) Main Challenge - Very clear synergy with Kaalia as it's an Angel she can put onto the battlefield. Less clear synergy with Nefarion: I think it consists in the fact that Nefarion's -2 can bring back Yuuva, triggering its Silence ability and then returning it to your hand ready to be cast again. It works. Actually, it doesn't work, and I apologize for not having catched this before. It would work if the Silence effect triggered on etb instead of cast. Because this says "cast", bringing back Yuuva with Nefarion's -2 does NOT trigger the Silence ability. (2/2) Subchallenges - Both met.
Commander Injai, Spinner of Dreams3WUR
Legendary Creature-- Djinn Monk [M]
Flying, lifelink
Prowess
Whenever you cast an instant or sorcery spell, you may pay RU. If you do, put a token that's a copy of target permanent onto the battlefield. It gains haste. Exile it at the beginning of the next end step. Among the Kaisham Wanderers, Injai's preferred way of teaching is to use illusions as object lessons in truth and reality.
3/3
Design (2.5/3) Appeal - Timmy likes how this affects the board. Johnny likes prowess and the triggered ability. Spike likes this, but would probably want this to be even a little more pushed for six mana. (2.5/3) Elegance - Putting together a trigger based on instants/sorceries with an effect copying permanents can be a little perplexing at first, but it's still easy enough to understand.
Development (3/3) Viability - Flying is primary in white and blue, lifelink is white, prowess is blue and red (and tertiary white anyway), the effect of the triggered ability feels more red than blue to me, but blue can still do that, so no problem with the color pie. I can see this being mythic without particular problems too. (2.5/3) Balance - The combination of lifelink and prowess looks quite powerful. Each noncreature spell you cast increases the life swing by two instead of one, while also triggering the last ability if it happens to be an instant or sorcery, which shouldn't be a problem in Jeskai colors. Limited bomb for sure, but the fact that it requires other cards for prowess doesn't help a six mana card getting played in constructed. It could see a little Standard play, but I don't expect anything more. In multiplayer, this gets much better (which looks appropriate for a card that is meant to be used as a commander) because it doesn't say "copy of target permanent you control", so you can copy any player's stuff, and the more players there are the more stuff there is to copy. I see no particular problem in casual.
Creativity (1/3) Uniqueness - Nothing in this card is particularly original. All single parts are something already seen before. This exact mix of abilities may be new, but the card as a whole doesn't feel that original. (3/3) Flavor - Name and flavor text are both very good and fit the Jeskai clan quite well.
Polish (1.5/3) Quality - Prowess could be on the same line as flying and lifelink without any problem, but it's not enough to deduct points as the keywords are still there anyway. A space between the word "Creature" and the hyphen in the type line is missing (alone this mistake is not worth deducting points, but two minor errors together make half a point deducted). The reference to the Kaisham Wanderers makes me understand this comes from Tarkir, so the order of symbols in mana cost should be URW (half a point deducted). In any case, Tarkir or not, the order of mana symbols in the triggered ability should be UR (half a point deducted). (2/2) Main Challenge - I see no problems here. (2/2) Subchallenges - Both met.
Total: 20/25
Support Card Eternity's Call3WW
Enchantment [R]
Whenever you gain life, you may return target nonland permanent card with converted mana cost X or less from your graveyard to the battlefield, where X is equal to the life gained.
Design (1.5/3) Appeal - Timmy likes both lifegain and reanimating his big creatures that might have died. Johnny may use this a combo piece. Spike doesn't care about a card that triggers off of something he doesn't like that much (lifegain). (3/3) Elegance - All good here.
Development (3/3) Viability - White is the primary color for lifegain and can reanimate small creatures, so the limitation on the converted mana cost feels appropriate here. Rarity looks right. (1.5/3) Balance - I'm not sure I'd play this in my limited deck, where I usually want my nonland noncreature cards to be combat tricks, removal, or planeswalkers. In constructed, this will see no competitive play anywhere, but it could be liked by casual players who like lifegain. That's a card clearly intended for them rather than for the competitive player. In multiplayer, this plays exactly like in duels because it says "your graveyard". That's not a bad thing, but still something that should be noted.
Creativity (3/3) Uniqueness - "Whenever you gain life" triggers aren't that frequent, but they're still something we've seen multiple times on single cards. What is original is pairing it with a reanimation effect. That has never been done before, as a Gatherer search quickly confirms. (1.5/3) Flavor - The name is a bit generic but fine. MSE tells me multiple lines of flavor text would have fit on the card without any problem.
Polish (2.5/3) Quality - The definition of X should be "where X is the amount of life you gained" (see Well of Lost Dreams, half a point deducted). (2/2) Main Challenge - Lifelink is the synergy between the Call and Injai. Zedruu lets you gain life, triggering the Call. Perfect. (2/2) Subchallenges - Both met.
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.)
The submission period is now over. Judges may begin judging. I plan to have my judgements up before I hop on a plane tomorrow. I won't be able to respond much after then so its in the hands of AA and my other judges to ensure the final scores are tallied and things resolve smoothly. Thank you all for participating as both competitors and judges.
Design - 4.5/6
(2/3) Appeal: Timmy likes cheating big creatures out through the graveyard, and Johnny sees a lot of potential here. Spike likes reanimation, but thinks this might be too hard to use to win efficiently.
(2.5/3) Elegance: Wordy, but overall, easy to understand as a whole.
Development - 4.5/6
(3/3) Viability: This is definitely Sultai colors, and I like the distinction between the overall card being UBG and the ability being BG.
(1.5/3) Balance: This is great in commander and might even see some standard play. Could be an alternative for Whip in decks that run Sidisi and/or Tasigur, but Whip is probably still going to see more play. This won't see play in eternal formats.
Creativity - 4.5/6
(2/3) Uniqueness: Very similar ability to Szadek, Lord of Secrets. However, the combination of abilities is new and good.
(2.5/3) Flavor: Flavor is good here. I like the name and abilities together quite a lot, although interacting with Dredge more might have been nice for a card named Dredgemaster.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Design - 5/6
(2/3) Appeal: Timmy likes clones because he can copy huge bombs, Johnny likes clones for combos, and Spike likes clones but prefers cards that are easier to cast than this. He might try to reanimate it in, though.
(3/3) Elegance: All good.
Development - 3.5/6
(1.5/3) Viability: This could easily be monoblue.
(2/3) Balance: This is much harder to cast than Body Double but makes up for it by cloning living creatures too.
Creativity - 4.5/6
(1.5/3) Uniqueness: Clones are nothing new, but having the option on one card to clone a creature in the grave OR on the battlefield is new.
(3/3) Flavor: I like the idea of a shapeshifting Fungus that can clone the dead. Flavor text is great.
Polish - 6/7
(2/3) Quality: Should say "You may have ~ enter the battlefield as...", like Clone, Mercurial Pretender, etc.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 19/25
Combined Total: 39.5/50
Design - 5/6
(3/3) Appeal: Timmy likes the prospect of this being a 6/6, Johnny likes sac engines and sees combo potential here, and Spike sees a 3-drop 6/6 with repeatable removal or a 3-drop 1/1 that pumps a token army.
(2/3) Elegance: Pretty wordy, but mostly understandable.
Development - 2/6
(0/3) Viability: Delve is UBG, so the only white thing about this is the exile ability. This could easily cost 5BBG or something like that, and the ability could be changed to costing 1BG and saying "destroy" instead of "exile".
(2/3) Balance: This is quite powerful in commander and probably in standard too. Might even see a bit of modern play, and would certainly be a limited bomb. With enough things to sacrifice and graveyard interactions, could run a risk of becoming unfun.
Creativity - 1.5/6
(1/3) Uniqueness: All new, although the uniqueness of putting delve in WBG is probably not a good idea, so I would say this is "too unique".
(0.5/3) Flavor: The flavor of delve doesn't really fit this, but without delve, the rest of this feels very Abzan, whereas the name and delve bit feel Sultai/Dimir. I feel a large flavor division here. Also, "Elder God" feels kind of weird to me, for a God, the Elder bit would seem to go without saying.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 15.5/25
Design - 3/6
(3/3) Appeal: Timmy likes hydras because they are big, Johnny sees a ton of combo potential with proliferate, and Spike sees a very versatile card that can destroy "go wide" strategies.
(0/3) Elegance: Quite wordy and confusing.
Development - 3.5/6
(1.5/3) Viability: This is definitely BG and definitely too complex to be anything but mythic. The interaction with its own -1/-1 counters puts flavor above mechanics, which doesn't usually work, but I think that it might just be acceptable here so that the counter transfer works. Still, probably not.
(2/3) Balance: This is fairly powerful, and it is also quite versatile, being able to beef itself up or slowly kill a large threat by putting one counter on that threat, then moving its other counters onto small creatures to kill them and proliferate. Could be quite oppressive, though.
Creativity - 6/6
(3/3) Uniqueness: I like the new abilities here a lot.
(3/3) Flavor: This feels very phyrexian and I can see the flavor easily.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 19.5/25
Combined Total: 35/50
Design - 6/6
(3/3) Appeal: Timmy likes the big flyer with the splashy ETB effect, Spike likes the efficiency in an artifact deck, and Johnny sees a ton of combo with artifacts and blink.
(3/3) Elegance: All good.
Development - 6/6
(3/3) Viability: Everything good here, as the drain ability is WB, caring about artifacts is U, flying is primary in WU, and lifelink is primary in WB.
(3/3) Balance: This is quite powerful and would likely see standard and maybe even a bit of modern play, as well as being a limited bomb. Not pushed too far, though, and it isn't oppressive.
Creativity - 4.5/6
(2.5/3) Uniqueness: ETB ability reminds me a lot of Tezzeret, Agent of Bolas's ultimate, but other than that, this seems fresh.
(2/3) Flavor: This is very Esper in flavor, but the flavor text doesn't really fit the mechanics. The flavor text seems to fit the support card much better.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 23.5/25
Design - 4/6
(2/3) Appeal: Spike likes turning incidental life gain into token armies, Timmy isn't that interested in life gain but likes having armies of creatures, and Johnny loves the engine.
(2/3) Elegance: Some new players might think they get to gain the life too, but other than that, this is good.
Development - 4.5/6
(3/3) Viability: White cares about life gain, black cares about replacing it (though usually with card draw), and blue cares about artifact creatures.
(1.5/3) Balance: This is difficult to cast in limited, but if there's good mana fixing and a decent amount of life gain, it could see play. I also see it being played a lot in EDH and maybe also in the right standard, but no eternal formats.
Creativity - 5.5/6
(3/3) Uniqueness: Very unique ability.
(2.5/3) Flavor: I like the flavor and the flavor text together, but the name is kind of meh.
Polish - 6.5/7
(2.5/3) Quality: Should say "if you do", not "whenever you pay mana this way".
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Combined Total: 44/50
Design - 4/6
(2/3) Appeal: Spike likes the -2 a lot because he gets to reanimate his creature, then either keep it on the battlefield or in his hand to cast later at the end of turn. Timmy loves planeswalkers and the Commander format, and he also likes the reanimation effect. Johnny also likes the -2, but doesn't see a ton of combo potential here.
(2/3) Elegance: Wordy, but understandable.
Development - 5/6
(3/3) Viability: This is definitely WBR and definitely a mythic.
(2/3) Balance: This is hard to cast, but could be powerful with discard engines like Erebos's Emissary (-2: Recur Emrakul, return to hand, discard with emissary. On extra turn, +2. Then, after your opponent takes a turn, rinse and repeat).
Creativity - 6/6
(3/3) Uniqueness: Quite new abilities for a planeswalker, the mana-producing emblem is a first.
(3/3) Flavor: Mechanics fit the name flavorfully.
Polish - 5.5/7
(1.5/3) Quality: Should say "Return that creature to its owner's hand", not "back to its owner's hand". Also, the list of abilities in the +2 should have a comma before the and (gains indestructible, and can't block.)
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Design - 5.5/6
(2.5/3) Appeal: Timmy likes this, Johnny might use this as combo protection but likes Silence better, and Spike sees a ton of value here.
(3/3) Elegance: All good.
Development - 4.5/6
(1.5/3) Viability: It feels a bit weird to have haste AND flash here, as you will usually cast this on your opponent's turn, so haste could be cut. It also feels weird to recur this paying 3RW. This could be a 3/1 with double strike instead of haste to represent the red in a more useful way, I suppose.
(3/3) Balance: This is very powerful, but not overly so to the point of being format-breaking.
Creativity - 4/6
(2.5/3) Uniqueness: Silence exists, but never before on a creature.
(1.5/3) Flavor: The flavor of being Nefarion's emissary is weird, as Envoy and Emissary are synonyms, so is this the emissary of an emissary? Other than that, flavor text is good.
Polish - 5/7
(2/3) Quality: Flash should be first.
(1/2) *Main Challenge: Doesn't actually synergize with Nefarion because it needs to be cast for the Silence to trigger.
(2/2) Sub Challenges: All good.
Total: 19/25
Combined Total: 39.5/50
Design - 5/6
(2.5/3) Appeal: Johnny likes prowess, so he thinks this looks fun. Timmy likes clones. Spike thinks this is okay, but not quite good enough.
(2.5/3) Elegance: No problems here except for the fact that you could end up with a noncreature permanent being granted haste, which is a bit weird..
Development - 4.5/6
(3/3) Viability: This is definitely a URW card, and the ability is definitely UR.
(1.5/3) Balance: Limited bomb, could be hard to set up as a 6-drop with prowess, but might see standard play. Won't be played in modern, legacy, or vintage for sure.
Creativity - 5/6
(2/3) Uniqueness: The triggered ability is new and fits well, however, the mix of abilities overall feels unexciting.
(3/3) Flavor: The Jeskai flavor here is good.
Polish - 6/7
(2/3) Quality: Costs should be URW and UR.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Design - 5/6
(2/3) Appeal: Timmy likes reanimation. Spike doesn't care that much because he doesn't like lifegain on its own, but incidental lifegain is fine with him (things like lifelink are incidental lifegain: the card has a use other than lifegain, but lifegain is a nice extra.) This reeks of Johnny.
(3/3) Elegance: No issues.
Creativity - 4.5/6
(3/3) Uniqueness: Very unique ability.
(1.5/3) Flavor: Name is cool, but this could use flavor text.
Polish - 6.5/7
(2.5/3) Quality: Should say "where X is the amount of life you gained."
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Combined Total: 41/50
Flatline: 44
MixMasterMikaeus: 41
Tilwin and Moss_Elemental: 39.5
AwkwardSquirtle: 35
I did not manage to get everything done before my trip, and as it is more difficult to put aside time for me to finish my scoring while abroad, I'm extending the deadline to 11:59PM Sunday EST. Thank you for your understanding.
Design Appeal (3/3): Timmy likes the big effect, Johnny wants to combo this with just about anything, and Spike likes getting a free bomb creature every turn. Elegance (2.5/3): Having a tap ability and a "deals combat damage" trigger is something of a nombo, but other than that it's good.
Development Viability (3/3): The first ability is green, the second blue and minorly black, the third black and green. While not evenly distributed, everything's represented. Mythic and legendary are obvious. Balance (3/3): It's fair for commander. The activated ability is strong, but requires set-up and mana. I think this is a very well-balanced commander.
Creativity Uniqueness (2.5/3): It combines elements of existing cards (Geth, Lord of the Vault, Undead Alchemist), but in a new way. Flavor (3/3): The name is decent, but the mechanics really come together for me.
Polish Quality (3/3): Main Challenge (2/2): Sub Challenges (2/2):
Total: 24/25
Design Appeal (1/3): Johnny might find a way to combo this, but it doesn't do much other cards don't do already. Timmy loves a clone, and Spike likes the versatility but dislikes how it's three colors yet doesn't do much other cards that are mono-colored don't. Elegance (3/3): So little text, so much elegance.
Development Viability (2.5/3): While this is very much a Sultai card, it isn't really a green card other than that tie. I think that if this copied any permanent card (in a graveyard or on the battlefield), it would have had much more utility and also had a role. Balance (1.5/3): It's a clone, so it will see play in Commander, but it's really just a harder to cast fusion of Body Double and Clone. Not that that's bad, but I think that for that mana cost (and given how it will be in a commander product) you could have given it more versatility. Again, letting it copy any permanent would have been a strong upgrade that would have given it the versatility that it needs for its expensive cost.
Creativity Uniqueness (1/3): It's Clone + Body Double. The combination gives the card a lot more play, but offers little in the way of uniqueness. Flavor (2/3): The name is just okay. The flavor works well with it, but you could have easily fit some flavor text on this one to really tie it together.
Polish Quality (2.5/3): "You may have Fungal Mimic enter the battlefield as a copy of..." Main Challenge (2/2): Sub Challenges (2/2):
Total: 17.5/25
Design Appeal (1/3): The effect is too simple for Johnny to really fine use out of it. Spike thinks this is too marginal of an effect (a slightly variable drain on a single opponent), and Timmy will play just about anything, but even this is unexciting for him. Elegance (3/3): Yup, it's clean.
Development Viability (3/3): Esper artifact sphinx. Sounds about right. Balance (2/3): Unless you're playing an excessive amount of artifacts, it's hard to imagine getting your artifact count much higher than 5 over the course of a game (account for spot removal, sweepers, etc). While draining for 5 is great, compare your card to Sharuum the Hegemon. Sharuum's effect is much more powerful and has much more application in a 4-player game. Yours is merely a drain on a single opponent, and a slight one at that. While you can build around that drain and the body is at least slightly better than Sharuum's, I think yours does too little for its cost. At the very least, draining each opponent would have been better.
Creativity Uniqueness (1.5/3): You get Tezzeret, Agent of Bolas's -4 on a stick. The effect isn't particuarly imaginitive, and the body is simply a combination of keywords in those colors. Flavor (1/3): Wouldn't an "inspirer" give a bonus to your other creatures, rather than weaponize your artifacts? Also, the term "inspirer" doesn't really sound great. The flavor text itself isn't bad, but you could have done much better than this.
Polish Quality (3/3): Main Challenge (2/2): Sub Challenges (2/2):
Total: 18.5/25
Design Appeal (1/3): Johnny might put this in a lifegain deck to combo, but the fact that it replaces the lifegain means that he can't put other cards in that benefit from lifegain. Elegance (1/3): The ability is worded extremely poorly, and as such the function of the card is pretty confusing. Your card replaces the lifegain event with the option to spend mana (at a point where you're not actually able to spend mana, thus forcing you to float mana before you would gain life), which then creates a separate triggered ability. There are a lot of interactions and timings with this card that are non-intuitive and that can leave you with a bad taste (such as: if your opponent wants to gain life, they have to float mana first, and if you then destroy the artifact their floated mana can't be used on the ability. Furthermore, Stifle effects will not refund the spent mana).
Development Viability (2/3): The card is Esper, but it isn't blue. That's fine, but you could have probably put in a blue effect. Balance (0.5/3): In addition to the pitfalls I mentioned in Elegance, there are several more; you don't actually gain life when you use this card, so you're losing value in that sense. While paying 2 for two tokens is a decent rate, you're expending so many resources to do so that this card has little application. Why would I play this card when I could play one of the countless token makers that don't require mana or cost me my life, such as Myr Turbine and Elspeth, Sun's Champion?
Creativity Uniqueness (1.5/3): Abilities that give you bonuses for gaining life aren't new, but replacing the lifegain sort of is. Flavor (3/3): The flavor text is pretty good, and the name, while okay, ties the mechanical flavor together in a nice way.
Polish Quality (2.5/3): While I would rewrite the whole ability completely, the proper way to write this iteration of the ability would be "If you would gain life, you may pay 2 instead. If you do, put two 1/1..." Main Challenge (2/2): Sub Challenges (2/2):
Total: 15.5/25
Design Appeal (3/3): Johnny has plenty of ways to combo this with other cards. Spike likes the raw power and versatility of this card. Timmy sees the potentail for massive amounts of +1/+1 counters. Elegance (2/3): There's a lot going on. This could be simpler.
Development Viability (2/3): Delve would make more sense on a Sultai card, rather than an Abzan one. Other than that this is fine. Balance (0.5/3): The second ability seems very, very powerful. While there will be some games where you're the only one putting cards in exile, the potential for this card to put 20+ counters on your stuff when he comes into play isn't even that hard to reach. Your card comes out relatively cheaply and has a tremendous impact. And that's just with the second ability! If you factor in the costly but very powerful and utilitarian removal mode, you have a very pushed commander. This card is too good in the mid and late game.
Creativity Uniqueness (3/3): Yeah, this hasn't been done before. Flavor (1.5/3):Why be a king when you could be a god? Jokes aside, the fact that his name is "king" and his typeline is "elder god" clashes somewhat. Also, while the mechanics do support it, I don't love the typeline on this card. It feels somewhat lazy to rely on the connotations of "elder" and "god" to convey how this card is powerful.
Polish Quality (3/3): Main Challenge (2/2): Sub Challenges (2/2):
Total: 20/25
Design Appeal (3/3): Everyone likes something here. Elegance (-1/3): There are like six moving parts here. This is so wordy that I'm not even certain it's appropiate for a commander set. In addition to that, the implications of the second ability are pretty bad. Lastly, eight lines of text with three line breaks is an unacceptabe amount of text. It's pretty close to being as bad as Animate Dead, and that's a really bad place to be. I'm imagining there's going to be a lot of games with players going "wait, that card does that?" and reading it for the second, third, tenth, twentieth time.
Development Viability (3/3): Yeah, this feels black/green. Balance (0/3): This card does waaaaaay too much for a hydra. Not only that, but the third ability goes infinite very easily. The fourth ability puts it over the top. This card does way too much.
Creativity Uniqueness (3/3): I can safely say this is unique. Flavor (2/3): The name is good, but with this many moving parts it's hard to have a name good enough to explain the flavor of them all.
Polish Quality (3/3): This all works. Main Challenge (1.5/2): Your card has poor synnergy with your chosen commanders, as they both want to put +1/+1 counters on creatures, yet your card doesn't want that at all. Sub Challenges (2/2):
Total: 16.5/25
Design Appeal (2/3): Spike is the only one I could imagine getting excited by this card. Timmy and Johnny have some interest, but not much. Elegance (1.5/3): With four abilities, this is too wordy. The second ability is also not the easiest to read.
Development Viability (3/3): The abilities are all in pie. Balance (2/3): The +1 lets you swing in unhindered but otherwise doesn't bring too much value to the table. The -2 is really good and well-balanced. The -8 feels pretty underwhelming for an ultimate. It's not the worst one I've seen, but as a payoff for letting your planeswalker (that doesn't protect itself very well) accrue enough counters, I'd imagine most players would prefer a splashier effect.
Creativity Uniqueness (3/3): Sure, it's unique. Flavor (2/3): The name doesn't sync with the flavor especially well.
Polish Quality (2/3): There needs to be a comma after "indestructible" in the first ability. It's "Return it to its owner's hand"; there isn't a 'back' in there. Main Challenge (2/2): Sub Challenges (2/2):
Total: 19.5/25
Design Appeal (2/3): Johnny and Spike want to use this. Timmy isn't particularly awed. Elegance (1/3): Your card has too many moving parts. Flash and haste are something of a nombo, and that is one of the ugliest mana costs I've seen in a while. Lastly, the fact that you can return this to your hand off of your opponents attacking with two or more creatures is another blow to elegance.
Development Viability (2.5/3): The black/red component is somewhat muted, but other than that this is fine. Balance (2/3):Silence is a powerful ability. Your card does a lot, and playing with it or against it is going to be really confusing and lead to a lot of errors. There are just too many ways to use and abuse this card. Other than that the abilities seems fairly costed. Lastly, I don't like how the Silence happens upon casting, not entering the battlefield. While I'm sure that this is to prevent infinites, going with "When ~ enters the battlefield, if you cast it from your hand,..." would have been much better.
Creativity Uniqueness (3/3): Flavor (1.5/3): The name falls flat for me. You could have use a much better name for such a powerful card. "Advisor" is a poor choice of subtype, given the flavor and power of the card.
Polish Quality (2.5/3): It should be "Flash", followed by "Flying, haste" Main Challenge (2/2): Sub Challenges (2/2):
Total: 18.5/25
Design Appeal (2/3): Johnny wants to combo this with value permanents, spike likes getting a lot of value off every play, and Timmy doesn't care. Elegance (2/3): The third ability doesn't read too well; it would have made more sense if it triggered off noncreature spells (even if it would have been stronger). Other than that it's fine.
Development Viability (3/3): Everything checks out. Balance (3/3): This seems fine to me. I'm sure there are some strong combos with this card, but at the end of the day it's a useful and strong but not OP commander.
Creativity Uniqueness (3/3): Yeah, it's unique. Flavor (3/3): The flavor text isn't my favorite, but I can't deny its quality.
Polish Quality (2.5/3): "If you do, put a token onto the battlefield that's a copy of target permanent." Main Challenge (2/2): Sub Challenges (2/2):
Total: 22.5/25
Design Appeal (2/3): Johnny and Spike see value here. Timmy doesn't. Elegance (3/3): It's clean.
Development Viability (3/3): This is fine. I'd put it at mythic in a regular set, but in a commander product it's fine for a rare. Balance (3/3): It's a white enchantment that does nothing and costs a lot, yet can potentially get you insane value. I'm sure there's some way to go infinite with this, but that's not really that big of a deal. It gives value to your lifegain effects, and it's not abusable with multiple 1-point lifegain events, so it's designed well.
Creativity Uniqueness (2.5/3): Lifegain trigger enchantments aren't new, but this iteration is. Flavor (2/3): The name is very good, but there could easily have been some flavor text.
Polish Quality (3/3): Main Challenge (2/2): Sub Challenges (2/2):
MCC June Final Round - Criss Cross Command
The final round is here, and I'm betting your aren't surprised to see that it is based around one of the most popular supplemental products the game has, Commander Decks.
Your Challenge:
You will be creating two cards. Pick a card that has been a Commander in a Wizards of the Coast Product. Using the same color(s) of the chosen card, create a commander that has completely separate flavor and mechanics. In addition, create a card that would synergize with both your chosen commander and created one while fitting into their commander decks. Please list what your chosen Commander is in your submission.
Sub Challenge 1: Your three cards have a total converted mana cost of exactly 15. (Chosen Commander, Created Commander, Synergy Card)
Sub Challenge 2: None of your cards are colorless.
Clarifications:
Our Rubric for the Month:
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: 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?
(X/3) Balance: 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 or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: 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”?
(X/3) Flavor: 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 -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Sub Challenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Our Judges:
IcariiFA
bravelion83
CyroZenith
admirableadmiral
sperlman
Participants:
Moss_Elemental
Awkward Squirtle
Mix Master Mikaeus
Tilwin
Flatline
the submission deadline will be Sunday June 28th, 11:59 EST. Judging will be due Friday July 3rd, 11:59 EST.
As some of you already know, I will be embarking on a trip at the start of July. I will have the time to post my judgements but will be gone when the deadline has passed. Thankfully, admirableadmiral has offered to make sure that my final deadline is honored and that the scores are tallied. Remember, every judge will look at every entry this round. Due to the number of critiques I've allotted five days for judging. Each judge can give up to 50 points, with a maximum score of 250 between all five. Good luck!
From the original Commander (2011):
From Commander 2013:
From Commander 2014:
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.)
The Mimeoplasm
Dredgemaster Qurrax 2BGU
Legendary Creature - Fungus Wizard (M)
Trample
If Dredgemaster Qurrax would deal combat damage to a player, instead that player puts that many cards from the top of his or her library into his or her graveyard.
3BG, t: Put target creature or land card from a graveyard onto the battlefield under your control.
5/5
Fungal Mimic 2BGU
Creature - Fungus Shapeshifter (R)
Fungal Mimic enters the battlefield as a copy of any creature on the battlefield or any creature card in a graveyard.
Despised my many because it both mocks the living and the dead.
0/0
It does not have to have the exact same colors of the commanders, but it must be usable in both decks for them.
Oloro, Ageless Ascetic
Illiot, the Inspirer
Legendary Artifact Creature - Sphinx (M)
Flying, lifelink
When Illiot, the Inspirer enters the battlefield, target opponent loses X life and you gain X life, where X is equal the number of artifacts you control.
While others fled Esper during the Conflux, Illiot inspired an army.
4/6
Etherium Exchanger
Artifact (R)
If you would gain life, you may pay instead. Whenever you pay mana this way, put two 1/1 blue Homunculus artifact creature tokens onto the battlefield.
"If we are to defend Esper from the onslaught of these uncivilized hoards, we all must be willing to make small personal sacrifices for the greater good."
-Illiot, the Inspirer
Color. Period. No identity shenanigans.
Awkward Squirtle, I am officially asking you to delete your explanation of your cards. I feel that explanations, especially at the level you provide, warp judging unfairly. This is especially true since a large part of judging the quality of cards is based both on first impressions and how the card reads to players who will have in no way access to the thoughts in a designers mind.
Injai, Spinner of Dreams 3WUR
Legendary Creature-- Djinn Monk [M]
Flying, lifelink
Prowess
Whenever you cast an instant or sorcery spell, you may pay RU. If you do, put a token that's a copy of target permanent onto the battlefield. It gains haste. Exile it at the beginning of the next end step.
Among the Kaisham Wanderers, Injai's preferred way of teaching is to use illusions as object lessons in truth and reality.
3/3
Support Card:
Eternity's Call 3WW
Enchantment [R]
Whenever you gain life, you may return target nonland permanent card with converted mana cost X or less from your graveyard to the battlefield, where X is equal to the life gained.
----------------------------
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)
----------------------------
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.
Challenges: 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.
The Mimeoplasm
Kirada, Palace Custodian 2BGU
Legendary Creature — Human Shaman (R)
Deathtouch
Whenever Kirada, Palace Custodian enters the battlefield or deals combat damage to an opponent, target player puts the top seven cards of his or her library into his or her graveyard.
Her knowledge about poisons and intoxicants is a valuable skill when closing a deal with a wealthy client or removing an irritating obstacle.
2/4
(character and flavor text from KTK PW's guide)
Collective Mindbreak 3UU
Enchantment (R)
Whenever any number of cards is put into a player’s graveyard from his or her library, each other player puts that many cards from the top of his or her library into his or her library.
A sudden headache struck everyone.
Moss_Elemental
Design
(2/3) Appeal - Timmy likes to mill an opponent and then stealing his best creatures. He won't use this to reanimate lands, something that Johnny is very glad to be able to do instead. Some Timmy/Johnny will certainly try to build a milling deck based on this. I don't think Spike cares that much.
(2/3) Elegance - This card is quite wordy but still clear and understandable enough.
Development
(3/3) Viability - This card feels perfectly Sultai, and it has a very good interaction with delve, by the way. Trample is green, milling is primary blue and secondary black. I also like very much that the blue mana is where it belongs, in the mana cost because of milling, and not in the ability that reanimates creatures (black) and lands (green). Mythic rarity is completely justified.
(2/3) Balance - This can't just be put in any deck that supports its colors. It must be the center of a deck, and the whole deck must be built around it. Without having ever played the format, I guess that's good for a creature that's supposed to be a commander. I think this would be very appreciated in casual and multiplayer. Unfortunately, I can't see this getting play in "real" formats (meaning tournament supported ones): as a 5/5 for five mana it would be good in limited but this doesn't actually deal damage. In constructed, we don't see milling deck since a very long time.
Creativity
(2/3) Uniqueness - The replacement effect is very similar (too similar) to the one on Szadek, Lord of Secrets, but the activated ability being able to reanimate both creatures and lands is original.
(1.5/3) Flavor - Name is fine. No room for flavor text.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - I see no problems here.
(2/2) Subchallenges - Both met.
Total: 19.5/25
Design
(2/3) Appeal - Timmy likes being able to copy any of his big creatures, either dead or alive. Johnny likes Clones very much, they can easily be combo pieces. This may cost too much mana for Spike to care.
(3/3) Elegance - All good here.
Development
(2/3) Viability - As Body Double tells us, this card could be monoblue without any problem. Let's say we're adding black and green because they're the two colors that interact the most with the graveyard, but it's a bit of a stretch in my opinion. To me, it looks like this is a Fungus just to have something green on the card to justify the mana cost. Rarity is good.
(2.5/3) Balance - This costs five mana like Body Double, but it's more difficult to cast and this makes up for being able to copy creatures on the battlefield too. This should be playable in limited, where there will be plenty of things to copy, especially your opponent's bombs. I don't think this would get played in constructed formats, unless maybe some weird combo deck. I see no big problems in casual. In multiplayer this gets even better because there are more things available to copy.
Creativity
(3/3) Uniqueness - Body Double is the only existing creature that copies a dead one, so this still feels very original.
(2.5/3) Flavor - The name is a bit generic but it still fits very well with the card. A typo in the flavor text (see Quality), that would be perfect otherwise.
Polish
(2.5/3) Quality - I think the flavor text has a typo: "Despised by many" (half a point deducted).
(2/2) Main Challenge - The synergy with The Mimeoplasm is that you can exile the Mimic as the first creature and you get to copy anything on the battlefield with the 'Plasm. The synergy with Qurrax is similar and due to the activated ability.
(2/2) Subchallenges - Both met.
Total: 21.5/25
Total score: 41
Design
(2/3) Appeal - Timmy likes this because it's big, evasive, and gains him a lot of life. Spike likes this as a finisher in an Esper control deck. He also likes the etb ability that lets him get value out of this even if it get immediately killed. Johnny is the only one not to be that interested in this card.
(3/3) Elegance - As long as new and less experienced players understand that this counts itself in its etb ability (but they really should, it's still simple enough to understand, so I'm not deducting points because of that), it's fine.
Development
(3/3) Viability - This makes perfect sense in Esper: an artifact creature that cares about artifacts is thematically perfect there. Flying is primary in white and blue and secondary in black, lifelink is in both white and black and the etb ability is purely black, so this card is perfect as far as the color pie is concerned. This is mythic mostly because of its size coupled with lifelink (it's an 8-life shift every time it connects), but it's still fine.
(3/3) Balance - In spite of appearances, this is very strong even without an artifact deck, and again, mostly because of lifelink. Huge limited bomb, definitely playable in constructed too: Standard for sure, if it costed less I would have said maybe some artifact deck in Modern too (like affinity/robots). No particular problems in casual, in multiplayer this will definitely put a target on you.
Creativity
(1.5/3) Uniqueness - Nothing in this card is particularly original. Draining life equal to the number of artifacts you control is an easy idea to get when you're thinking about Esper. This exact mix of abilities may be new, but the card as a whole doesn't feel that original.
(3/3) Flavor - Both name and flavor text are quite good.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - I see no problems here.
(2/2) Subchallenges - Both met.
Total: 22.5/25
Design
(1/3) Appeal - Timmy would like this very much if only it were a triggered ability instead of a replacement ability, that means if it still let him actually gain the life. Johnny loves this as an engine card. Spike isn't that interested in this card, mainly because he rarely plays with lifegain in the first place.
(2/3) Elegance - There will certainly be at least some players that won't understand that this prevents you from gaining the life you were about to gain. Everything else is fine.
Development
(2.5/3) Viability - The lifegain part is white, interacting with artifact creatures is something blue can do, and some of the previous similar cards (see Uniqueness) were black. Thematically and flavorfully, this belongs in Esper very well. I could maybe see this at uncommon, but the comprehension complexity of not gaining life pushes this towards rare indeed.
(1.5/3) Balance - I'm not sure how playable this is in limited. It still can give you creatures repeatedly, which is very good in limited, but to get to that you have to cast an artifact that costs three colors of mana and doesn't affect the battlefield, and also play some card or ability that would gain you life. That's a very high setup cost, to use Marshall Sutcliffe's terminology. I can't see this in constructed. The only problem I can see in casual is the comprehension complexity I've already talked about. No problems in multiplayer.
Creativity
(3/3) Uniqueness - I can't remember that many cards with a similar replacement effect, and in fact a Gatherer search for "If you would gain life" reveals only four cards in the whole game (Boon Reflection, Lich, Nefarious Lich, and Rhox Faithmender), all of which either double the life gained or make you draw cards. That's enough to make this card feel very original.
(3/3) Flavor - The name may be a bit generic but it fits what the card does quite well. The flavor text is very good, especially the part about making sacrifices for the greater good: it reflects perfectly the mechanics of the card, as you give up the life you would gain to have more creatures.
Polish
(2.5/3) Quality - "Whenever you pay mana this way" should just be "If you do" (half a point deducted).
(2/2) Main Challenge - Lifegain is the synergy between the Exchanger and both Oloro and Illiot.
(2/2) Subchallenges - Both met.
Total: 19.5/25
Total score: 42
Design
(2/3) Appeal - Timmy is disappointed by how bad this card reads to him, even if this may be a 6/6 for only three mana, detail that Spike loves instead. Spike also loves the flexibility of being able to put counters on other creatures should he need it. Both he and Johnny like the activated ability.
(1/3) Elegance - This is understandable if you take the time to read it. It's so wordy that it's almost the opposite of elegance.
Development
(2/3) Viability - This introduces delve in white for the first time ever. Neither in Future Sight nor in Tarkir block it happened. White has a little interaction with the graveyard anyway. Let's just say delve is black/green here. The triggered ability is monogreen, as multiple cards that distribute +1/+1 counters demonstrate. The activated ability is white and maybe black, certainly not green. I probably would have liked this better as a black/green creature with a monowhite or white/black activation cost. Rarity is definitely right, this couldn't ever be anything less than a mythic.
(0/3) Balance - This card can be deceptively powerful. If you cast this exiling five cards from your graveyard to delve, you get 6 power distributed any way you like for only three mana. That's not very balanced. Add to that that this counts all cards in exile (for example from other delve cards you cast before this, or from other effects such as removal, imprint, and so on), not just those exiled to pay its own mana cost, and it counts your opponent's exiled cards too! I'm sorry, but this really sounds like too much to me. Playable in any format where there are many exiled cards, but not necessarily in a good way. I think some casual playgroups might house-ban this. In multiplayer, this gets even more powerful as more players means more cards to be exiled.
Creativity
(3/3) Uniqueness - Counting cards in exile is something that has rarely been seen, and makes this card feel original, particularly on a delve card.
(1/3) Flavor - The name is fine. I have no idea what being an "Elder God" means. To me, they look like creature types that have been put there only for splashiness. No room for flavor text.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - I see no problems here.
(2/2) Subchallenges - Both met.
Total: 16/25
Design
(1.5/3) Appeal - Timmy might like this if he realizes how big it is, which is not a given. Johnny likes the proliferate ability, the counter moving ability, and just how weird this card is general. I don't think Spike would be very interested in this.
(0/3) Elegance - This is the exact opposite of elegance. Very wordy, very hard to understand, with seemingly disconnected abilities and high comprehension and tracking complexity. I just can't give this any points here, I'm sorry.
Development
(1/3) Viability - Hydras are green and interaction with -1/-1 counters is primary black. This is mythic at least for its stellar complexity. There are many many problems with this card, but none are tied to the color pie or rarity. But wait, there is a third question here in the rubric, one I usually ignore because it doesn't really apply: "does the card break some rules?", but in this case I just can't ignore that. This card DOES break unwritten rules of design. First, why have this get +2/+2 for each -1/-1 counter? Why not just have this enter with +1/+1 counters? Just because of the flavor of Phyrexia? That second ability just wouldn't be printed on any real Magic card. Between flavor and mechanics, mechanics always win because flavor is way more flexible. Second, if this comes from the same block as the first card, you have +1/+1 and -1/-1 counters in the same set! Wizards allows it in the same Standard format, but not in the same block, let alone in the same set! This card is so confusing and problematic that it would never ever be printed for real, not even by mistake. These problems heavily affect the score here.
(1/3) Balance - If I imagine the first two abilities as a single one saying "CARDNAME enters the battlefield with X +1/+1 counters on it", then I can understand this card's power level well enough (and that goes to show how confusing this card is, as I'm a ten-year-long player). With that caveat, I don't see this card as overpowered. I'd say it has the power level of most Hydras. There have already been Hydras distributing counters, and I suppose that correcting this card to have +1/+1 counters would mean that the last ability would move +1/+1 counters too. It's very hard to judge the playability of such a confusing and unprintable card. Way too confusing for casual, including most multiplayer formats. It should be enough to be a limited bomb, but I don't think it's enough for constructed. Anyway, I have to repeat these are just my best guesses as the card is very difficult to judge here.
Creativity
(2/3) Uniqueness - For being original, it is very original, but there is a reason something like this has never been done before.
(1.5/3) Flavor - Name is fine. No room for flavor text.
Polish
(3/3) Quality - All good here.
(1.5/2) Main Challenge - The Hydra's synergy with Yazcur is that you can sacrifice a creature to Yazcur's activated ability, triggering the Hydra's proliferate ability which can increase the number of +1/+1 counters that Yazcur distributed when it entered the battlefield. Ghave can put +1/+1 counters on the Hydra to annihilate the -1/-1 counters. It works, but it's a very complicated synergy. I had to spend several minutes rereading the cards to understand it well enough, and I'm a ten.year-long player! I don't think new or less experienced players would see it well enough.
(2/2) Subchallenges - Both met. Clever way to pass subchallenge 1 with an X in the mana cost.
Total: 13.5/25
Total score: 29.5
Design
(2.5/3) Appeal - Timmy likes planeswalkers. Timmy also likes commanders. Put them together and you have something that Timmy can really love! Johnny likes the -2 being able to return cards from the graveyard to his hand while also getting an attack out of it. Spike likes most parts of this, but he'd really like to use the first ability to protect Nefarion. He can't because of the "can't block" restriction.
(2.5/3) Elegance - Not the simplest of planeswalkers, and it's a bit wordy. Other than that, no big problems here.
Development
(3/3) Viability - This is a perfect Mardu-colored planeswalker. In the +2 there is a red part (+2/+0), a white part (indestructible), and a black part (can't block). The -2 is a mix between Act of Treason (red), dash (black/red), and returning your creatures to your hand (white). The ultimate is the only thing that looks a bit outside what these colors usually do. Of these three, only red can produce one, but usually one-shot. Black sometimes also does, but it only produces black mana usually. White isn't really represented in the ultimate, but it's still represented enough in the rest of the card. The existence of Mardu Warshrieker definitely helps here. Rarity is obviously right, planeswalkers are mythic by default.
(2.5/3) Balance - I'd like the +2 to just say "Until end of turn". If the creature you target can't block, what's the purpose in letting it keep the bonus on your opponent's turn? In duel, there's no real reason, the only reason can be in multiplayer when you're targeting another player's creature. Other than that, I see this card as balanced enough. The cost to let the reanimated creature stay on the battlefield looks not so high that you'll never play it or so low that the payment isn't meaningful. The restriction on the emblem is just necessary to avoid getting infinite mana for free. Limited bomb as most planeswalkers. The fact that he doesn't protect himself hurts his constructed playability. I see no particular problems in casual.
Creativity
(2/3) Uniqueness - The most innovative parts on this card are the ultimate and the fact that we would have a planeswalker commander in a Standard legal set, which has never been seen. The previous ones were in a product that's only Eternal legal.
(3/3) Flavor - Planeswalkers have no flavor text by default, so the only things to judge here is the name, and that's fine.
Polish
(2.5/3) Quality - The "back" in "return it back" should not be there (half a point deducted). I deduct no points for the order of mana symbols because outside of Tarkir this is right.
(2/2) Main Challenge - I see no problems here. Also, I really like the bold choice of making a planeswalker commander. You took the most difficult route, and you succeeded well enough!
(2/2) Subchallenges - Both met.
Total: 22/25
Design
(2.5/3) Appeal - Timmy likes this, as it hugely affects the board. Johnny may try to recur this or use its cast ability to protect his combo, even if Silence does that for much less mana. Spike sees a lot of value in this: for six mana, he wants something that can win the game by itself, and this doesn't do that exactly but it's close enough to deserve some of his consideration.
(2/3) Elegance - A lot of text but divided into short chucks that are still easily understandable singularly.
Development
(2/3) Viability - Flying, the Silence ability, and reanimation (even if the activated ability isn't exactly that) are white. Haste is primary red and secondary black, so it's covered by the hybrid mana in the mana cost. Flash is in the exact colors this is not in theory, but all colors are allowed to have it when it's necessary for the card to work as intended, and this is definitely the case here given the Silence ability. But flash still makes haste almost redundant, as you could cast this at the end of your opponent's turn anyway. Returning creatures from the graveyard to hand is black, so it feels a bit strange to be able to do that without paying any black mana at all (if you pay red for the hybrid symbol in the activation cost). The restriction is close enough to battalion to feel Boros, so that could be just a minor problem after all. Rarity is definitely right.
(2.5/3) Balance - This is very good and I see why it costs six mana. You made another bold choice here using hybrid in mana cost like in the Blade cycle in Alara Reborn, which I recall MaRo saying was a little confusing for some players, but for me it's fine. This is a limited bomb and would probably see at least some constructed play in Standard. I see no particular problems in casual and multiplayer other than for the fact that being on the other side of a Silence effect isn't that fun sometimes.
Creativity
(3/3) Uniqueness - I can't remember a Silence effect being on a creature before. The pseudo-battalion restriction on the activated ability also feels original enough.
(3/3) Flavor - I think I may have already heard the name Yuuva somewhere, but I can't remember when and where. Anyway, the card name is fine and the flavor text is very good.
Polish
(2.5/3) Quality - The first two lines should be exchanged. Flash always comes before keywords such as flying (see for example most Faeries in Lorwyn, like Pestermite, half a point deducted).
(1.5/2) Main Challenge - Very clear synergy with Kaalia as it's an Angel she can put onto the battlefield. Less clear synergy with Nefarion:
I think it consists in the fact that Nefarion's -2 can bring back Yuuva, triggering its Silence ability and then returning it to your hand ready to be cast again. It works.Actually, it doesn't work, and I apologize for not having catched this before. It would work if the Silence effect triggered on etb instead of cast. Because this says "cast", bringing back Yuuva with Nefarion's -2 does NOT trigger the Silence ability.(2/2) Subchallenges - Both met.
Total: 21/25
Total score: 43
Design
(2.5/3) Appeal - Timmy likes how this affects the board. Johnny likes prowess and the triggered ability. Spike likes this, but would probably want this to be even a little more pushed for six mana.
(2.5/3) Elegance - Putting together a trigger based on instants/sorceries with an effect copying permanents can be a little perplexing at first, but it's still easy enough to understand.
Development
(3/3) Viability - Flying is primary in white and blue, lifelink is white, prowess is blue and red (and tertiary white anyway), the effect of the triggered ability feels more red than blue to me, but blue can still do that, so no problem with the color pie. I can see this being mythic without particular problems too.
(2.5/3) Balance - The combination of lifelink and prowess looks quite powerful. Each noncreature spell you cast increases the life swing by two instead of one, while also triggering the last ability if it happens to be an instant or sorcery, which shouldn't be a problem in Jeskai colors. Limited bomb for sure, but the fact that it requires other cards for prowess doesn't help a six mana card getting played in constructed. It could see a little Standard play, but I don't expect anything more. In multiplayer, this gets much better (which looks appropriate for a card that is meant to be used as a commander) because it doesn't say "copy of target permanent you control", so you can copy any player's stuff, and the more players there are the more stuff there is to copy. I see no particular problem in casual.
Creativity
(1/3) Uniqueness - Nothing in this card is particularly original. All single parts are something already seen before. This exact mix of abilities may be new, but the card as a whole doesn't feel that original.
(3/3) Flavor - Name and flavor text are both very good and fit the Jeskai clan quite well.
Polish
(1.5/3) Quality - Prowess could be on the same line as flying and lifelink without any problem, but it's not enough to deduct points as the keywords are still there anyway. A space between the word "Creature" and the hyphen in the type line is missing (alone this mistake is not worth deducting points, but two minor errors together make half a point deducted). The reference to the Kaisham Wanderers makes me understand this comes from Tarkir, so the order of symbols in mana cost should be URW (half a point deducted). In any case, Tarkir or not, the order of mana symbols in the triggered ability should be UR (half a point deducted).
(2/2) Main Challenge - I see no problems here.
(2/2) Subchallenges - Both met.
Total: 20/25
Design
(1.5/3) Appeal - Timmy likes both lifegain and reanimating his big creatures that might have died. Johnny may use this a combo piece. Spike doesn't care about a card that triggers off of something he doesn't like that much (lifegain).
(3/3) Elegance - All good here.
Development
(3/3) Viability - White is the primary color for lifegain and can reanimate small creatures, so the limitation on the converted mana cost feels appropriate here. Rarity looks right.
(1.5/3) Balance - I'm not sure I'd play this in my limited deck, where I usually want my nonland noncreature cards to be combat tricks, removal, or planeswalkers. In constructed, this will see no competitive play anywhere, but it could be liked by casual players who like lifegain. That's a card clearly intended for them rather than for the competitive player. In multiplayer, this plays exactly like in duels because it says "your graveyard". That's not a bad thing, but still something that should be noted.
Creativity
(3/3) Uniqueness - "Whenever you gain life" triggers aren't that frequent, but they're still something we've seen multiple times on single cards. What is original is pairing it with a reanimation effect. That has never been done before, as a Gatherer search quickly confirms.
(1.5/3) Flavor - The name is a bit generic but fine. MSE tells me multiple lines of flavor text would have fit on the card without any problem.
Polish
(2.5/3) Quality - The definition of X should be "where X is the amount of life you gained" (see Well of Lost Dreams, half a point deducted).
(2/2) Main Challenge - Lifelink is the synergy between the Call and Injai. Zedruu lets you gain life, triggering the Call. Perfect.
(2/2) Subchallenges - Both met.
Total: 20/25
Total score: 40
Tilwin: 22 + 21 = 43
Flatline: 22.5 + 19.5 = 42
Moss_Elemental: 19.5 + 21.5 = 41
Mix Master Mikaeus: 20 + 20 = 40
Awkward Squirtle: 16 + 13.5 = 29.5
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.)
Enjoy your trip!
Design - 4.5/6
(2/3) Appeal: Timmy likes cheating big creatures out through the graveyard, and Johnny sees a lot of potential here. Spike likes reanimation, but thinks this might be too hard to use to win efficiently.
(2.5/3) Elegance: Wordy, but overall, easy to understand as a whole.
Development - 4.5/6
(3/3) Viability: This is definitely Sultai colors, and I like the distinction between the overall card being UBG and the ability being BG.
(1.5/3) Balance: This is great in commander and might even see some standard play. Could be an alternative for Whip in decks that run Sidisi and/or Tasigur, but Whip is probably still going to see more play. This won't see play in eternal formats.
Creativity - 4.5/6
(2/3) Uniqueness: Very similar ability to Szadek, Lord of Secrets. However, the combination of abilities is new and good.
(2.5/3) Flavor: Flavor is good here. I like the name and abilities together quite a lot, although interacting with Dredge more might have been nice for a card named Dredgemaster.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Design - 5/6
(2/3) Appeal: Timmy likes clones because he can copy huge bombs, Johnny likes clones for combos, and Spike likes clones but prefers cards that are easier to cast than this. He might try to reanimate it in, though.
(3/3) Elegance: All good.
Development - 3.5/6
(1.5/3) Viability: This could easily be monoblue.
(2/3) Balance: This is much harder to cast than Body Double but makes up for it by cloning living creatures too.
Creativity - 4.5/6
(1.5/3) Uniqueness: Clones are nothing new, but having the option on one card to clone a creature in the grave OR on the battlefield is new.
(3/3) Flavor: I like the idea of a shapeshifting Fungus that can clone the dead. Flavor text is great.
Polish - 6/7
(2/3) Quality: Should say "You may have ~ enter the battlefield as...", like Clone, Mercurial Pretender, etc.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 19/25
Combined Total: 39.5/50
Design - 5/6
(3/3) Appeal: Timmy likes the prospect of this being a 6/6, Johnny likes sac engines and sees combo potential here, and Spike sees a 3-drop 6/6 with repeatable removal or a 3-drop 1/1 that pumps a token army.
(2/3) Elegance: Pretty wordy, but mostly understandable.
Development - 2/6
(0/3) Viability: Delve is UBG, so the only white thing about this is the exile ability. This could easily cost 5BBG or something like that, and the ability could be changed to costing 1BG and saying "destroy" instead of "exile".
(2/3) Balance: This is quite powerful in commander and probably in standard too. Might even see a bit of modern play, and would certainly be a limited bomb. With enough things to sacrifice and graveyard interactions, could run a risk of becoming unfun.
Creativity - 1.5/6
(1/3) Uniqueness: All new, although the uniqueness of putting delve in WBG is probably not a good idea, so I would say this is "too unique".
(0.5/3) Flavor: The flavor of delve doesn't really fit this, but without delve, the rest of this feels very Abzan, whereas the name and delve bit feel Sultai/Dimir. I feel a large flavor division here. Also, "Elder God" feels kind of weird to me, for a God, the Elder bit would seem to go without saying.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 15.5/25
Design - 3/6
(3/3) Appeal: Timmy likes hydras because they are big, Johnny sees a ton of combo potential with proliferate, and Spike sees a very versatile card that can destroy "go wide" strategies.
(0/3) Elegance: Quite wordy and confusing.
Development - 3.5/6
(1.5/3) Viability: This is definitely BG and definitely too complex to be anything but mythic. The interaction with its own -1/-1 counters puts flavor above mechanics, which doesn't usually work, but I think that it might just be acceptable here so that the counter transfer works. Still, probably not.
(2/3) Balance: This is fairly powerful, and it is also quite versatile, being able to beef itself up or slowly kill a large threat by putting one counter on that threat, then moving its other counters onto small creatures to kill them and proliferate. Could be quite oppressive, though.
Creativity - 6/6
(3/3) Uniqueness: I like the new abilities here a lot.
(3/3) Flavor: This feels very phyrexian and I can see the flavor easily.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 19.5/25
Combined Total: 35/50
Design - 6/6
(3/3) Appeal: Timmy likes the big flyer with the splashy ETB effect, Spike likes the efficiency in an artifact deck, and Johnny sees a ton of combo with artifacts and blink.
(3/3) Elegance: All good.
Development - 6/6
(3/3) Viability: Everything good here, as the drain ability is WB, caring about artifacts is U, flying is primary in WU, and lifelink is primary in WB.
(3/3) Balance: This is quite powerful and would likely see standard and maybe even a bit of modern play, as well as being a limited bomb. Not pushed too far, though, and it isn't oppressive.
Creativity - 4.5/6
(2.5/3) Uniqueness: ETB ability reminds me a lot of Tezzeret, Agent of Bolas's ultimate, but other than that, this seems fresh.
(2/3) Flavor: This is very Esper in flavor, but the flavor text doesn't really fit the mechanics. The flavor text seems to fit the support card much better.
Polish - 7/7
(3/3) Quality: All good here.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 23.5/25
Design - 4/6
(2/3) Appeal: Spike likes turning incidental life gain into token armies, Timmy isn't that interested in life gain but likes having armies of creatures, and Johnny loves the engine.
(2/3) Elegance: Some new players might think they get to gain the life too, but other than that, this is good.
Development - 4.5/6
(3/3) Viability: White cares about life gain, black cares about replacing it (though usually with card draw), and blue cares about artifact creatures.
(1.5/3) Balance: This is difficult to cast in limited, but if there's good mana fixing and a decent amount of life gain, it could see play. I also see it being played a lot in EDH and maybe also in the right standard, but no eternal formats.
Creativity - 5.5/6
(3/3) Uniqueness: Very unique ability.
(2.5/3) Flavor: I like the flavor and the flavor text together, but the name is kind of meh.
Polish - 6.5/7
(2.5/3) Quality: Should say "if you do", not "whenever you pay mana this way".
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Combined Total: 44/50
Design - 4/6
(2/3) Appeal: Spike likes the -2 a lot because he gets to reanimate his creature, then either keep it on the battlefield or in his hand to cast later at the end of turn. Timmy loves planeswalkers and the Commander format, and he also likes the reanimation effect. Johnny also likes the -2, but doesn't see a ton of combo potential here.
(2/3) Elegance: Wordy, but understandable.
Development - 5/6
(3/3) Viability: This is definitely WBR and definitely a mythic.
(2/3) Balance: This is hard to cast, but could be powerful with discard engines like Erebos's Emissary (-2: Recur Emrakul, return to hand, discard with emissary. On extra turn, +2. Then, after your opponent takes a turn, rinse and repeat).
Creativity - 6/6
(3/3) Uniqueness: Quite new abilities for a planeswalker, the mana-producing emblem is a first.
(3/3) Flavor: Mechanics fit the name flavorfully.
Polish - 5.5/7
(1.5/3) Quality: Should say "Return that creature to its owner's hand", not "back to its owner's hand". Also, the list of abilities in the +2 should have a comma before the and (gains indestructible, and can't block.)
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Design - 5.5/6
(2.5/3) Appeal: Timmy likes this, Johnny might use this as combo protection but likes Silence better, and Spike sees a ton of value here.
(3/3) Elegance: All good.
Development - 4.5/6
(1.5/3) Viability: It feels a bit weird to have haste AND flash here, as you will usually cast this on your opponent's turn, so haste could be cut. It also feels weird to recur this paying 3RW. This could be a 3/1 with double strike instead of haste to represent the red in a more useful way, I suppose.
(3/3) Balance: This is very powerful, but not overly so to the point of being format-breaking.
Creativity - 4/6
(2.5/3) Uniqueness: Silence exists, but never before on a creature.
(1.5/3) Flavor: The flavor of being Nefarion's emissary is weird, as Envoy and Emissary are synonyms, so is this the emissary of an emissary? Other than that, flavor text is good.
Polish - 5/7
(2/3) Quality: Flash should be first.
(1/2) *Main Challenge: Doesn't actually synergize with Nefarion because it needs to be cast for the Silence to trigger.
(2/2) Sub Challenges: All good.
Total: 19/25
Combined Total: 39.5/50
Design - 5/6
(2.5/3) Appeal: Johnny likes prowess, so he thinks this looks fun. Timmy likes clones. Spike thinks this is okay, but not quite good enough.
(2.5/3) Elegance: No problems here except for the fact that you could end up with a noncreature permanent being granted haste, which is a bit weird..
Development - 4.5/6
(3/3) Viability: This is definitely a URW card, and the ability is definitely UR.
(1.5/3) Balance: Limited bomb, could be hard to set up as a 6-drop with prowess, but might see standard play. Won't be played in modern, legacy, or vintage for sure.
Creativity - 5/6
(2/3) Uniqueness: The triggered ability is new and fits well, however, the mix of abilities overall feels unexciting.
(3/3) Flavor: The Jeskai flavor here is good.
Polish - 6/7
(2/3) Quality: Costs should be URW and UR.
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Design - 5/6
(2/3) Appeal: Timmy likes reanimation. Spike doesn't care that much because he doesn't like lifegain on its own, but incidental lifegain is fine with him (things like lifelink are incidental lifegain: the card has a use other than lifegain, but lifegain is a nice extra.) This reeks of Johnny.
(3/3) Elegance: No issues.
Development - 4.5/6
(3/3) Viability: This is very white, as white likes lifegain and cares about CMC often when recurring.
(1.5/3) Balance: Probably won't see play, but it is worth noting that many of the most popular standard cards right now happen to gain life:
Courser of Kruphix
Siege Rhino
Arashin Cleric
Soulfire Grand Master
Seeker of the Way
and less popular but still common cards like
Nylea's Disciple
Dragonlord Dromoka
Warden of the First Tree
Wingmate Roc
Hidden Dragonslayer. However, looking at modern, lifegain is much more rare:
Scavenging Ooze
Kitchen Finks
Vault Skirge
Kor Firewalker
Thragtusk
Wurmcoil Engine
Siege Rhino
Baneslayer Angel.
Creativity - 4.5/6
(3/3) Uniqueness: Very unique ability.
(1.5/3) Flavor: Name is cool, but this could use flavor text.
Polish - 6.5/7
(2.5/3) Quality: Should say "where X is the amount of life you gained."
(2/2) *Main Challenge: All good.
(2/2) Sub Challenges: All good.
Total: 20.5/25
Combined Total: 41/50
Flatline: 44
MixMasterMikaeus: 41
Tilwin and Moss_Elemental: 39.5
AwkwardSquirtle: 35
Judging complete
Design
Appeal (3/3): Timmy likes the big effect, Johnny wants to combo this with just about anything, and Spike likes getting a free bomb creature every turn.
Elegance (2.5/3): Having a tap ability and a "deals combat damage" trigger is something of a nombo, but other than that it's good.
Development
Viability (3/3): The first ability is green, the second blue and minorly black, the third black and green. While not evenly distributed, everything's represented. Mythic and legendary are obvious.
Balance (3/3): It's fair for commander. The activated ability is strong, but requires set-up and mana. I think this is a very well-balanced commander.
Creativity
Uniqueness (2.5/3): It combines elements of existing cards (Geth, Lord of the Vault, Undead Alchemist), but in a new way.
Flavor (3/3): The name is decent, but the mechanics really come together for me.
Polish
Quality (3/3):
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 24/25
Design
Appeal (1/3): Johnny might find a way to combo this, but it doesn't do much other cards don't do already. Timmy loves a clone, and Spike likes the versatility but dislikes how it's three colors yet doesn't do much other cards that are mono-colored don't.
Elegance (3/3): So little text, so much elegance.
Development
Viability (2.5/3): While this is very much a Sultai card, it isn't really a green card other than that tie. I think that if this copied any permanent card (in a graveyard or on the battlefield), it would have had much more utility and also had a role.
Balance (1.5/3): It's a clone, so it will see play in Commander, but it's really just a harder to cast fusion of Body Double and Clone. Not that that's bad, but I think that for that mana cost (and given how it will be in a commander product) you could have given it more versatility. Again, letting it copy any permanent would have been a strong upgrade that would have given it the versatility that it needs for its expensive cost.
Creativity
Uniqueness (1/3): It's Clone + Body Double. The combination gives the card a lot more play, but offers little in the way of uniqueness.
Flavor (2/3): The name is just okay. The flavor works well with it, but you could have easily fit some flavor text on this one to really tie it together.
Polish
Quality (2.5/3): "You may have Fungal Mimic enter the battlefield as a copy of..."
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 17.5/25
Design
Appeal (1/3): The effect is too simple for Johnny to really fine use out of it. Spike thinks this is too marginal of an effect (a slightly variable drain on a single opponent), and Timmy will play just about anything, but even this is unexciting for him.
Elegance (3/3): Yup, it's clean.
Development
Viability (3/3): Esper artifact sphinx. Sounds about right.
Balance (2/3): Unless you're playing an excessive amount of artifacts, it's hard to imagine getting your artifact count much higher than 5 over the course of a game (account for spot removal, sweepers, etc). While draining for 5 is great, compare your card to Sharuum the Hegemon. Sharuum's effect is much more powerful and has much more application in a 4-player game. Yours is merely a drain on a single opponent, and a slight one at that. While you can build around that drain and the body is at least slightly better than Sharuum's, I think yours does too little for its cost. At the very least, draining each opponent would have been better.
Creativity
Uniqueness (1.5/3): You get Tezzeret, Agent of Bolas's -4 on a stick. The effect isn't particuarly imaginitive, and the body is simply a combination of keywords in those colors.
Flavor (1/3): Wouldn't an "inspirer" give a bonus to your other creatures, rather than weaponize your artifacts? Also, the term "inspirer" doesn't really sound great. The flavor text itself isn't bad, but you could have done much better than this.
Polish
Quality (3/3):
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 18.5/25
Design
Appeal (1/3): Johnny might put this in a lifegain deck to combo, but the fact that it replaces the lifegain means that he can't put other cards in that benefit from lifegain.
Elegance (1/3): The ability is worded extremely poorly, and as such the function of the card is pretty confusing. Your card replaces the lifegain event with the option to spend mana (at a point where you're not actually able to spend mana, thus forcing you to float mana before you would gain life), which then creates a separate triggered ability. There are a lot of interactions and timings with this card that are non-intuitive and that can leave you with a bad taste (such as: if your opponent wants to gain life, they have to float mana first, and if you then destroy the artifact their floated mana can't be used on the ability. Furthermore, Stifle effects will not refund the spent mana).
Development
Viability (2/3): The card is Esper, but it isn't blue. That's fine, but you could have probably put in a blue effect.
Balance (0.5/3): In addition to the pitfalls I mentioned in Elegance, there are several more; you don't actually gain life when you use this card, so you're losing value in that sense. While paying 2 for two tokens is a decent rate, you're expending so many resources to do so that this card has little application. Why would I play this card when I could play one of the countless token makers that don't require mana or cost me my life, such as Myr Turbine and Elspeth, Sun's Champion?
Creativity
Uniqueness (1.5/3): Abilities that give you bonuses for gaining life aren't new, but replacing the lifegain sort of is.
Flavor (3/3): The flavor text is pretty good, and the name, while okay, ties the mechanical flavor together in a nice way.
Polish
Quality (2.5/3): While I would rewrite the whole ability completely, the proper way to write this iteration of the ability would be "If you would gain life, you may pay 2 instead. If you do, put two 1/1..."
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 15.5/25
Design
Appeal (3/3): Johnny has plenty of ways to combo this with other cards. Spike likes the raw power and versatility of this card. Timmy sees the potentail for massive amounts of +1/+1 counters.
Elegance (2/3): There's a lot going on. This could be simpler.
Development
Viability (2/3): Delve would make more sense on a Sultai card, rather than an Abzan one. Other than that this is fine.
Balance (0.5/3): The second ability seems very, very powerful. While there will be some games where you're the only one putting cards in exile, the potential for this card to put 20+ counters on your stuff when he comes into play isn't even that hard to reach. Your card comes out relatively cheaply and has a tremendous impact. And that's just with the second ability! If you factor in the costly but very powerful and utilitarian removal mode, you have a very pushed commander. This card is too good in the mid and late game.
Creativity
Uniqueness (3/3): Yeah, this hasn't been done before.
Flavor (1.5/3):
Why be a king when you could be a god?Jokes aside, the fact that his name is "king" and his typeline is "elder god" clashes somewhat. Also, while the mechanics do support it, I don't love the typeline on this card. It feels somewhat lazy to rely on the connotations of "elder" and "god" to convey how this card is powerful.Polish
Quality (3/3):
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 20/25
Design
Appeal (3/3): Everyone likes something here.
Elegance (-1/3): There are like six moving parts here. This is so wordy that I'm not even certain it's appropiate for a commander set. In addition to that, the implications of the second ability are pretty bad. Lastly, eight lines of text with three line breaks is an unacceptabe amount of text. It's pretty close to being as bad as Animate Dead, and that's a really bad place to be. I'm imagining there's going to be a lot of games with players going "wait, that card does that?" and reading it for the second, third, tenth, twentieth time.
Development
Viability (3/3): Yeah, this feels black/green.
Balance (0/3): This card does waaaaaay too much for a hydra. Not only that, but the third ability goes infinite very easily. The fourth ability puts it over the top. This card does way too much.
Creativity
Uniqueness (3/3): I can safely say this is unique.
Flavor (2/3): The name is good, but with this many moving parts it's hard to have a name good enough to explain the flavor of them all.
Polish
Quality (3/3): This all works.
Main Challenge (1.5/2): Your card has poor synnergy with your chosen commanders, as they both want to put +1/+1 counters on creatures, yet your card doesn't want that at all.
Sub Challenges (2/2):
Total: 16.5/25
Design
Appeal (2/3): Spike is the only one I could imagine getting excited by this card. Timmy and Johnny have some interest, but not much.
Elegance (1.5/3): With four abilities, this is too wordy. The second ability is also not the easiest to read.
Development
Viability (3/3): The abilities are all in pie.
Balance (2/3): The +1 lets you swing in unhindered but otherwise doesn't bring too much value to the table. The -2 is really good and well-balanced. The -8 feels pretty underwhelming for an ultimate. It's not the worst one I've seen, but as a payoff for letting your planeswalker (that doesn't protect itself very well) accrue enough counters, I'd imagine most players would prefer a splashier effect.
Creativity
Uniqueness (3/3): Sure, it's unique.
Flavor (2/3): The name doesn't sync with the flavor especially well.
Polish
Quality (2/3): There needs to be a comma after "indestructible" in the first ability. It's "Return it to its owner's hand"; there isn't a 'back' in there.
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 19.5/25
Design
Appeal (2/3): Johnny and Spike want to use this. Timmy isn't particularly awed.
Elegance (1/3): Your card has too many moving parts. Flash and haste are something of a nombo, and that is one of the ugliest mana costs I've seen in a while. Lastly, the fact that you can return this to your hand off of your opponents attacking with two or more creatures is another blow to elegance.
Development
Viability (2.5/3): The black/red component is somewhat muted, but other than that this is fine.
Balance (2/3): Silence is a powerful ability. Your card does a lot, and playing with it or against it is going to be really confusing and lead to a lot of errors. There are just too many ways to use and abuse this card. Other than that the abilities seems fairly costed. Lastly, I don't like how the Silence happens upon casting, not entering the battlefield. While I'm sure that this is to prevent infinites, going with "When ~ enters the battlefield, if you cast it from your hand,..." would have been much better.
Creativity
Uniqueness (3/3):
Flavor (1.5/3): The name falls flat for me. You could have use a much better name for such a powerful card. "Advisor" is a poor choice of subtype, given the flavor and power of the card.
Polish
Quality (2.5/3): It should be "Flash", followed by "Flying, haste"
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 18.5/25
Design
Appeal (2/3): Johnny wants to combo this with value permanents, spike likes getting a lot of value off every play, and Timmy doesn't care.
Elegance (2/3): The third ability doesn't read too well; it would have made more sense if it triggered off noncreature spells (even if it would have been stronger). Other than that it's fine.
Development
Viability (3/3): Everything checks out.
Balance (3/3): This seems fine to me. I'm sure there are some strong combos with this card, but at the end of the day it's a useful and strong but not OP commander.
Creativity
Uniqueness (3/3): Yeah, it's unique.
Flavor (3/3): The flavor text isn't my favorite, but I can't deny its quality.
Polish
Quality (2.5/3): "If you do, put a token onto the battlefield that's a copy of target permanent."
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 22.5/25
Design
Appeal (2/3): Johnny and Spike see value here. Timmy doesn't.
Elegance (3/3): It's clean.
Development
Viability (3/3): This is fine. I'd put it at mythic in a regular set, but in a commander product it's fine for a rare.
Balance (3/3): It's a white enchantment that does nothing and costs a lot, yet can potentially get you insane value. I'm sure there's some way to go infinite with this, but that's not really that big of a deal. It gives value to your lifegain effects, and it's not abusable with multiple 1-point lifegain events, so it's designed well.
Creativity
Uniqueness (2.5/3): Lifegain trigger enchantments aren't new, but this iteration is.
Flavor (2/3): The name is very good, but there could easily have been some flavor text.
Polish
Quality (3/3):
Main Challenge (2/2):
Sub Challenges (2/2):
Total: 22.5/25