"This is always the captain talking to you! In front of us you can see one of Zendikar's most typical features: the Roil."
"Captain, this one looks a little too close in front of us..."
"Passengers, please keep calm. There is no..."
"Captain, look at that hedron! It's coming at full speed right towards our engines... Engines down! We are falling! Engines down!!!"
"Ok passengers, now we might have a little problem. These will be my last words: you're on your own now! Visit Zendikar by yourself, just try to survive! Good luck!"
CRASH!
Main challenge: design a land card that has a mana ability and another non-mana ability that's either triggered or activated. (Please see clarifications.)
Subchallenge 1: The mana ability produces exactly one mana. That mana is one of at least two different colors of mana. ("T: Add M or N to your mana pool." *)
Subchallenge 2: The card is common or uncommon.
* For those that might not read MaRo's blog: now that C represents colorless mana (C, the "diamond" symbol found on the new Kozilek and the Wastes basic land), the letter to represent mana of a specific but unspecified color is "M" (from "mana"), followed by "N" and "O". (Sources: first, second, third)
For the main challenge, the card has to satisfy ALL the following requirements:
• It's a land.
• It has a mana ability. For subchallenge 1 to be met, this ability has to be of the "T: Add M or N to your mana pool" kind ("Add M, N or O" and "Add one mana of any color" also count for subchallenge 1).
• It also has a separate ability that's either triggered or activated AND is NOT a mana ability.
If any one of these requirements is not met, the main challenge is failed.
The card can also have any number of additional abilities, but the two indicated above are mandatory for the main challenge.
The spirit of the challenge is that you're making a "spell land" of the kind that has been seen in the various cycles in both original Zendikar and BFZ.
Subchallenge 1: The mana ability produces exactly one mana. That mana is one of at least two different colors of mana. ("T: Add M or N to your mana pool." *)
As a point of clarity, would the following rules text count toward this Subchallenge?
T: Add W or C to your mana pool.
No, it would not. "Two different colors" means "two different actual colors". Colorless is not a color.(Man, OGW isn't even out yet and I'm already tired of reading that (on MaRo's blog) and writing that...)
Subchallenge 1: The mana ability produces exactly one mana. That mana is one of at least two different colors of mana. ("T: Add M or N to your mana pool." *)
As a point of clarity, would the following rules text count toward this Subchallenge?
T: Add W or C to your mana pool.
Colorless is not a color (doo dah, doo dah)
You're right and thanks to you too for pointing that out first. Let's give credit where credit is due.
Indeed, void. I'm just asking whether the spirit of the challenge was "two different colors" or "two different types of mana" since the first has always been shorthand for the second up until recently.
The spirit is "two different colors". Otherwise I would have written "types" of mana and not "colors".
For the main challenge, do you mean "mana ability" as defined by the rules or "ability that produces mana"? (Yes, there is a difference; Crumbling Vestige's triggered ability does not count as a mana aility under the rules, and uses the stack!)
I mean "mana ability" as defined in the rules. As you correctly point out yourself, not all abilities that produce mana are "mana abilities".
Would, say, Temple Garden count as having a mana ability?
Short answer: yes, and it actually has two distinct mana abilities, not just one.
Long answer: the following are the relevant rules from the CR.
Quote from CR BFZ Edition »
305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. A land with a basic land type has the intrinsic ability “{T}: Add [mana symbol] to your mana pool,” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. Also see rule 605, “Mana Abilities.”
605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”)
605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it triggers from the resolution of an activated mana ability (see rule 106.10a), and it could put mana into a player’s mana pool when it resolves.
Rule 305.6 tells us that an object with basic land type has the ability "T: Add M (or N) to your mana pool" even if it's not explicitly written in the text box. Rule 605.1a confirms that that automatic ability is indeed a mana ability.
(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) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
DEADLINES In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Monday, December 21st 23:59 EDT
Judge deadline: Saturday, December 26th 23:59 EDT (one extra day because of Christmas day)
PLAYERS
admirableadmiral
destinytrigger
Jimmy Groove
Piar
Solesticio
sperlman
TywinLannister
void_nothing
Only the above players are entitled to post a card this round.
I thank all other players who participated this month, and to them I say: I hope you had fun and I hope to see you again next month in the MCC, and soon in the other contests going on around here.
BRACKETS
Judge: bravelion83
admirableadmiral vs. TywinLannister
destinytrigger vs. Jimmy Groove
Judge: EpiCycle1
destinytrigger vs. Jimmy Groove
Piar vs. Solesticio
Judge: IcariiFA
Piar vs. Solesticio
sperlman vs. void_nothing
Judge: Moss_Elemental
sperlman vs. void_nothing
admirableadmiral vs. TywinLannister
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.)
Submerged Peak
Land [U]
Submerged Peak enters the battlefield tapped. t: Add U or R to your mana pool. 2UR, t: Switch target creature's power and toughness until end of turn. "Mountains should dominate the horizon, not slumber below the surface! Things are not as they seem here."
—Kazuul, Tyrant of the Cliffs
Needlepeak Falls
Land (U) t: Add C to your mana pool. 1, t: Add U or R to your mana pool. If that mana is spent on an instant or sorcery spell, that spell gains split second. Though the water seemingly disappears once it reaches the edge of the waterfall, it simply cascades to the bottom in an instant.
Sorry, I meant the second ability to not be a mana ability. I just edited the OP to specify that, with further explanation in the clarifications spoiler. Please check it out. The idea is that you're making a "spell land" as seen in the various cycles in both original Zendikar and BFZ.
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.)
Spark Grove
Land (U)
Spark Grove enters the battlefield tapped. T: Add G or R to your mana pool. Landfall - Whenever another land enters the battlefield under your control, you may pay 3GR. If you do, put a 4/1 green and red Elemental creature token with haste and trample onto the battlefield. At the beginning of your end step, sacrifice it.
Weathertop, Ancient Watchtower
Legendary Land (R)
Weathertop, Ancient Watchtower enters the battlefield tapped. T: Add R or W to your mana pool. 1R: Creatures you control get +1/+0 until end of turn. 1W: Creatures you control get +0/+1 until end of turn.
Further clarifications added from the discussion thread. Also, bumping this as we only have three submissions out of eight for now. Still one day and a half before deadline.
Private Mod Note
():
Rollback Post to RevisionRollBack
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.)
Sunder Bay Passage
Land [U]
~ enters the battlefield tapped. t: Add U or G to your mana pool. UG, t, Return ~ to its owner's hand: Target creature gains hexproof until end of turn. Though the imminent dangers have shifted from narrow passages and submerged debris to drifting Eldrazi monstrosities, a good guide can still provide a relatively safe journey through Sunder Bay.
BRG Xira Arien BRG UR Melek, Izzet Paragon UR WUG Jenara, Asura of War WUG WRG Mayael the Anima WRG WB Triad of Fates WB BG Mazirek, Kraul Death Priest BG BR Rakdos, Lord of Riots BR WR Aurelia the Warleader WR WBG Ghave, Guru of Spores WBG WUBRG Horde of Notions WUBRG
Brightwood Farm
Land (U)
Brightwood Farm enters the battlefield tapped. T: Add G or W to your mana pool.
Whenever you cast a green or white spell, you may pay 1(G/W). If you do, you gain 2 life.
Kazandu Vestige
Land (U) T: Add R or G to your mana pool. Landfall - Whenever another land enters the battlefield under your control, return Kazandu Vestige to its owner's hand.
Allies' Tomb
Land (U)
Allies' Tomb enters the battlefield tapped. T: Add W or B to your mana pool. WB, T: Target creature you control gains lifelink until the end of turn. Here they rested until the day they marched back to fight.
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
The round is closed. Brackets/pairings are in the OP.
Status: judgments complete, not final until deadline.
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.
First, a note: subchallenge 2 was an intended trap. To satisfy all the other challenges you had to make a card that could hardly be common/uncommon, so if you went for the subchallenge you'd lose points in Viability but you'd have the point from the subchallenge, and vice versa. So what did you want to do? That was a purposeful difficulty of this round. This was a round where it would have been probably better to ignore one of the subchallenges, and that was totally intended.
Submerged Peak
Land [U]
Submerged Peak enters the battlefield tapped. t: Add U or R to your mana pool. 2UR, t: Switch target creature's power and toughness until end of turn. "Mountains should dominate the horizon, not slumber below the surface! Things are not as they seem here."
—Kazuul, Tyrant of the Cliffs
Design (1.5/3) Appeal - Timmy would probably rather have creatures with both high power and toughness than creatures with low power and high toughness, so this land is less effective for him. Johnny loves this, switching power and toughness is an ability that naturally appeals to him. Spike is kind of halfway: he likes that ability paired if it's paired with the right creatures. (3/3) Elegance - All good here.
Development (3/3) Viability - Switching power and toughness is both blue and red, and it also has a history of being an uncommon effect. When it's repeatable it tends to be rare though, even if there are counterexamples. Overall, I'd say it's certainly one of the best effects to use to have this card feel right at uncommon. I wouldn't be surprised to see this card printed at rare for real, but I also wouldn't be that surprised to see it at uncommon. This is the card among the four I'm judging that best managed the trap I was talking about above while still preserving the spirit of the challenge. (2.5/3) Balance - This is certainly playable in limited: even if you don't need its effect it's still a dual land and those are very valuable in limited. In constructed, there are probably better options to use if you need a blue/red dual land though, barring particular combos and such. The ability cost reads a little high, but it's probably right for a repeatable ability. I see no particular problems in casual or multiplayer.
Creativity (3/3) Uniqueness - I can't remember any existing land that switches power and toughness, and Gatherer confirmed my impression. While the effect of switching is nothing new, it's never been done like this on a land before, and that is very valuable in this regard. (3/3) Flavor - The flavor is very good and creates a very nice whole package.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - All good here. (2/2) Subchallenges - Both met.
Deserted City
Land {U} t: Add one mana of any color to your mana pool. If Deserted City has a desolation counter on it, add C to your mana pool instead.
Whenever Deserted City is tapped for mana, if it doesn't have a desolation counter on it, put a desolation counter on it. Some Brass remains in this once glorious cityscape.
Design (1.5/3) Appeal - Timmy likes the flavor, but doesn't care mechanically. Johnny can try to find ways to remove the desolation counter after it's been added so that you're able to add any color repeatedly. If he succeeds, Spike will be interested as well. (2.5/3) Elegance - A bit wordy (it needs to be), but still very clear and understandable. The mirror to City of Brass also helps here.
Development (3/3) Viability - There is nothing to apply the color pie to here. Lands can do anything this card does without any problem. As this is only able to give you colored mana a single time, it feels appropriate at uncommon. (2/3) Balance - This is certainly playable in limited but not in constructed unless a combo is discovered that takes away the drawback by repeatedly removing the counter. There is a history of uncommon lands with drawbacks that are still playable in limited, like Ancient Ziggurat and such, and there are more in the leaked cards from OGW. I see no particular problems in casual or multiplayer.
Creativity (3/3) Uniqueness - I haven't been able to find any existing land that turned from adding mana of any color to adding colorless: I didn't remember any, and Gatherer also found nothing. That implies full points here. (3/3) Flavor - The flavor is very good, and the reference to City of Brass goes a long way in that.
Polish (2.5/3) Quality - I get the reference to City of Brass, but I don't see any real reason why the word "brass" should be capitalized in the flavor text (half a point deducted). (1.5/2) Main Challenge - As you mention yourself, it doesn't exactly meet the spirit of the challenge, but the letter of it is certainly satisfied. (2/2) Subchallenges - Both met, even if subchallenge 1 just barely. In fact, the mana ability does let you choose any color on the first activation, so I'll let it pass, but after that it will always only add colorless mana.
Sunder Bay Passage
Land [U]
~ enters the battlefield tapped. t: Add U or G to your mana pool. UG, t, Return ~ to its owner's hand: Target creature gains hexproof until end of turn. Though the imminent dangers have shifted from narrow passages and submerged debris to drifting Eldrazi monstrosities, a good guide can still provide a relatively safe journey through Sunder Bay.
Design (2/3) Appeal - Timmy doesn't care. Johnny can use the "return to hand" cost in a lot of different ways. Spike appreciates being able to repeatedly give his creatures hexproof, which he sees as protection from removal. (3/3) Elegance - No problems here.
Development (2/3) Viability - Hexproof is one of the keywords green and blue share, and green can return its own permanents to hand while blue is king of bouncing and can bounce everything including its own things. The repeated hexproof leans towards rare territory though. (2/3) Balance - Definitely playable in limited, where this takes the role Spike likes (protecting your creatures from removal). This may probably see some fringe play in the smallest constructed formats, especially if some Johnny discovers a good combo taking advantage of returning the land to hand. Repeated hexproof can be a little unfun from the opposing side of the table, but as the last ability requires the land to tap and you're not able to do it immediately because the land enters tapped, it takes at least two turns to be able to do it twice, and this mitigates that potentially unfun aspect.
Creativity (1.5/3) Uniqueness - Returning the land itself to your hand to be able to produce the effect repeatedly is the most original part of the card. The rest are things we see every set. (3/3) Flavor - The flavor is very good, both in name and flavor text. All the elements of the card come together really well to form a very nice package.
Polish (1/3) Quality - Please don't use ~ or anything else to mean the card's name. Just write it out. At least here in the MCC, the text cards we submit should be as close as possible to how they would see print for real, and you will never see a real card with "~" printed on it (two times half a point makes one point deducted). Also, the order of mana symbol is wrong. In WUBRG order, G comes before U (remember you always take the shortest route clockwise, going through the top of the cycle if you need it, like in this case), and so it should be both in the mana ability and in the cost of the activated ability (two times half a point makes one point deducted). (2/2) Main Challenge - All good here. (2/2) Subchallenges - Both met.
Spark Grove
Land (U)
Spark Grove enters the battlefield tapped. T: Add G or R to your mana pool. Landfall - Whenever another land enters the battlefield under your control, you may pay 3GR. If you do, put a 4/1 green and red Elemental creature token with haste and trample onto the battlefield. At the beginning of your end step, sacrifice it.
Design (2/3) Appeal - Timmy likes creating high-powered tokens. Johnny has the challenge of how to put the maximum amount of tokens onto the battlefield in a single turn, despite the high cost, a detail that Spike hates instead. (2.5/3) Elegance - A bit wordy (it just needs to be), but I see no other problems here.
Development (2/3) Viability - Everything is in color. The high landfall cost is what probably could allow this to exist at uncommon, but I'd really see this fitting much more better at rare. (2.5/3) Balance - I think the cost to create the token is definitely high enough for this card to be balanced. This can be playable as a mana sink in the late game, especially in limited where games go longer and players have more mana on average. I don't think this would be seen in constructed unless some Johnny finds a way to abuse the landfall ability. I see no problems in casual or multiplayer.
Creativity (1/3) Uniqueness - Unfortunately, Akoum Stonewaker has just been printed in BFZ, and this is exactly the land version of that with just +1 power to the token, a consequentially increased cost, and sacrifice instead of exile. The flavor helps, but it can't undo the Stonewaker's existence. I can't say this card feels unique. (2/3) Flavor - The overall flavor of a grove from where Elementals spark is quite nice and I want to prize that. No room for flavor text though.
Polish (1/3) Quality - The order of mana symbol is wrong. In WUBRG order, R comes before G, and so it should be in three places on this card: the mana ability, the landfall cost, and the token colors (three times half a point makes 1.5 point deducted). Also the abilities of the token are in the wrong order (see the aforementioned Akoum Stonewaker for an example, half a point deducted). (2/2) Main Challenge - All good here. (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.)
Kazandu Vestige
Land (U) T: Add R or G to your mana pool. Landfall - Whenever another land enters the battlefield under your control, return Kazandu Vestige to its owner's hand.
Design - (2/3) Appeal: Not that timmy is really into lands, but this is one he’d surely stay away from with a “drawback”. Johnny loves the interactions without other landfall cards and ETB effects. It also reeks of some kind of abuse. Spike like the interactions with landfall too. If there was a deck where landfall was viable, there is a good chance he would use it. (2.5/3) Elegance: Landfall as a drawback will have folks second guessing themselves when the first read it, but otherwise easy to grok.
Development - (3/3) Viability: It works as a land, and the rarity is right. No game breaking (2/3) Balance: In limited this card probably hurts more than it helps. In constructed there is potential use with the right landfall creatures. Casual tables will use it in some off beat combo, but little else. It’s a clever card, but its applications are more as an enabler or combo piece then a mana generator. The landfall ability also prevents it from being better than a basic, which is good.
Creativity - (2/3) Uniqueness: Turning landfall into a pseudo drawback like this feels fresh, but this wouldn’t be the first land to have a drawback of returning itself. (2/3) Flavor: The name is from Zendikar, and the term “vestige” works ideally with the effect. There is room for flavor text though, and I feel here it should of been used.
Polish - (3/3) Quality: Looks good to me. (2/2) *Main Challenge: Works well I’d say. (2/2) Subchallenges: Rarity and color combo achieved!
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Solesticio
Allies' Tomb
Land (U)
Allies' Tomb enters the battlefield tapped. T: Add W or B to your mana pool. WB, T: Target creature you control gains lifelink until the end of turn. Here they rested until the day they marched back to fight.
Design - (1/3) Appeal: Lifelink is something that give timmy some interest in a card type he usually finds dull. Johnny has nothing clever to play with here. Its a solid fixer with add on for spike, but ETB tapped lands arn’t something he’ll maindeck outside of limited without huge rewards. That’s not here. (3/3) Elegance: Despite several lines, they are all typical, short, and sweet making it easy to understand.
Development - (3/3) Viability: The colors involved are right, as is the rarity. The game stays intact. (2/3) Balance: This card seems like an excellent land for limited. A cheap, repeated lifelink can win races and give you a huge buffer if your opponent manages to turn the game on its head. Constructed, the ETB effect is generally crippling. Unless there is some obsessive need/interaction with lifegain like a soul sisters deck, it’s out of the deck list. It does have solid casual appeal though.
Creativity - (1/3) Uniqueness: This intersects the ideas of Shambling Vent and Vault of the Archangel while weakening them, simultaneously creating a pretty generic and uncreative card. While it's not strictly worse then those two cards, it is notably less interesting. (2.5/3) Flavor: The name and flavor text works together to explain the setting well and and a subtle morbid/melancholy atmosphere. The lifelink? Not as well explained.
Polish - (2.5/3) Quality: “Until end of turn.” You need not add a “the.” (2/2) *Main Challenge: Satisfied. (2/2) Subchallenges: Both met.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
-------
sperlman
Weathertop, Ancient Watchtower
Legendary Land (R)
Weathertop, Ancient Watchtower enters the battlefield tapped. T: Add R or W to your mana pool. 1R: Creatures you control get +1/+0 until end of turn. 1W: Creatures you control get +0/+1 until end of turn.
Design - (1.5/3) Appeal: This borders on having appeal for Timmy with the mass power boosting it gives. Johnny doesn’t see anything subtle about this card. Spike sees some extremely powerful options on a land that are (too) efficiently costed. (3/3) Elegance: Despite having 4 seperate abilities, they are all succinct and don’t bring up questions.
Development - (2.5/3) Viability: The colors work. The pwoer level of this demands at least rare. I could see it as a mythic, but the boldness/interest of effect wants me to have this as a rare instead. Effects as efficiently costed as this should not be on a land, especially without tapping. (0.5/3) Balance: Why do you think this card is fair? Even if all of its abilities required tapping, it would still be an extremely powerful card. I double checked to see what cards, if any, justified such a power level. Contested War Zone doesn’t. Gavony Township doesn’t either. Even Oran-Rief, the Vastwood doesn’t get this kind of absurd. Being able to pump ALL of your creatures, both offensively and defensively, repeatedly thanks to a lack of tapping is a power level that is unjustified and unhealthy for a land and the game of magic. Format breaking.
Creativity - (1.5/3) Uniqueness: The effects themselves arn’t very unique, if anything its just unique to have them on a land that doesn’t require tapping to use them. It feels more like an enchantment because of it. (1/3) Flavor: Is this a LotR reference? Really? That’s certainly not professional (in fact, it’s illegal.) Sure, I know what your land looks like and encompasses, but thats because its from a non magic IP. It’s not something you created or interpreted in terms of flavor.
Polish - (3/3) Quality: All good here. (2/2) *Main Challenge: Done. (1/2) Subchallenges: IT does produce two types, one at a time, but it’s a rare.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
void_nothing
Brightwood Farm
Land (U)
Brightwood Farm enters the battlefield tapped. T: Add G or W to your mana pool.
Whenever you cast a green or white spell, you may pay 1G/W. If you do, you gain 2 life.
Design - (2/3) Appeal: Lifegain gives timmy something to think about. Johnny could try to abuse the lifegain per spell somehow, but it is a weak storm alternative. Spike will fix his mana in limited, and may use it as a card that can help him stall to the late game elswhere. (3/3) Elegance: Simple enough. An easy ready and nothing particularly complex.
Development - (3/3) Viability: The colors are right and the rarity is good. It’s a least an uncommon anyway. The right numbers could make this a rare, but I feel this slides towards uncommon. Nothing gameplay wise is broken. (3/3) Balance: Khans gave us dual colored tap lands that gain us one life. This bumps up the rarity and gives up the initial gain of those cards in exchange for potentially a lot more life in the long run. Cards like this are a bit more dangerous than they first appear, as cheap/low investment lifegain cam stem an aggro deck in favor of control. Sunspring expedition have been in deck list before for such reasons. Since the investment here is a tapped land and optional mana, the hurdle is relatively low. Is a tap dual with the ivory cupish generation of effects too much? Probably not. The 2 mana for 2 cost is probably restrictive enough and was smart. A 1 for 1 investment that makes it easier to cantrip everything probably would be more dangerous, enabling control/fog decks handily. This could still be surprisingly useful in an number of contemporary formats, but seems reasonable.
Creativity - (1.5/3) Uniqueness: Putting that life gain ability on a land does feel somewhat fresh, but none of the effects themselves are new. (1.5/3) Flavor: Fitting if generic. Core set if they ever choose to do hybrid there (and if cor sets ever come back haha.) Maybe there was room for flavor text. Regardless, I wish there was.
Polish - (3/3) Quality: Looks fine to me. (2/2) *Main Challenge: Satisfied. (2/2) Subchallenges: Both met.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
-------
Piar - 20.5 v Solesticio - 19
sperlman - 16 v void_nothing - 21
Bonus/accidental judging - destinytrigger
Sunder Bay Passage
Land [U]
~ enters the battlefield tapped. t: Add U or G to your mana pool. UG, t, Return ~ to its owner's hand: Target creature gains hexproof until end of turn. Though the imminent dangers have shifted from narrow passages and submerged debris to drifting Eldrazi monstrosities, a good guide can still provide a relatively safe journey through Sunder Bay.
Design - (1/3) Appeal: Timmy is grossed out. The return clause gives some potential for johnny, but it’s very minimal. Spike sees its fairly useful ability, but the cost of a tap land that also returns himself seem high. (3/3) Elegance: Nothing terribly complicated.
Development - (3/3) Viability: Sure this works as an uncommon, and the color cost are appropriate. The game still functions. (1.5/3) Balance: Overall, kinda underwhelming. It’d still be used as fixing in limited, and the ability could come in handy at the right moment there. In constructed it’s far too slow. I’d wager casual crows would stay away. The return to hand clause simultaneously makes it more interesting but far weaker than it needs to be. Leaving out the clause might of pushed it to be too good on the other hand. A difference balance should of been struck however.
Creativity - (1.5/3) Uniqueness: Lands havn’t granted hexproof before, but that doesn’t make this card feel fresh as the mechanics and execution are all pretty standard. (3/3) Flavor: The flavor all makes sense, and the mechanics illustrate a guided journey. Overall, well done.
Polish - (2.5/3) Quality: Green before blue in costs. (2/2) *Main Challenge: Certainly done. (2/2) Subchallenges: No problem here.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
(1.5/3) Appeal: Spike would love this. Timmy might like this.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(1/3) Balance: Purphoros, God of the Forge has the 1R ability, but it costs 2R instead, and it's a mythic rare. Assault Formation has the 1W ability, but it also costs three mana. Obviously, the two activated abilities are undercosted. They should be raised to the correct amount or you should add t to them.
Creativity -
(2/3) Uniqueness: There are no other lands like it, but there's nothing here that's new.
(2/3) Flavor: I thought the name sounded familiar. As much as it makes sense, I'm sure we'll never see that as a card name.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Met
(1/2) Subchallenges: It's rare.
Total: 18.5/25
Design -
(2/3) Appeal: Johnny and Spike might play with this.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(3/3) Balance: I have no real issues with this.
Creativity -
(1/3) Uniqueness: There are other lands that let you gain life. Also, there's nothing here that hasn't been done before, but at least it hasn't been printed before.
(2/3) Flavor: Some flavour text would have been nice. I'm sure there would be room for at least one line.
Polish -
(3/3) Quality: No problems here.
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met
Total: 21/25
---
Design -
(1/3) Appeal: Johnny might play with this.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: Coming into play tapped is okay. My biggest complaint is that the nonmana ability cost four mana. Take a look at Merfolk Thaumaturgist. It doesn't need mana. But, maybe it's a land, it should cost one mana, but not more than that.
Creativity -
(2/3) Uniqueness: While there's no land like this, I hardly find this “fresh.”
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: All looks good.
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met.
Total: 21/25
Design -
(2/3) Appeal: Johnny will like this. Spike might like it, too.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: There may be some players wondering if this works as intended. The question is do you actually get a coloured mana when you tap this for mana? Do you get the mana before the counter is added? I'm afraid the wording may be too confusing.
(2/3) Balance: There are several cards that can remove the depletion counter from this, like Power Conduit. This is better in limited than in constructed.
Creativity -
(2/3) Uniqueness: While it works differently, it reminds me a bit of Tendo Ice Bridge.
(3/3) Flavor: Obvious shout out to City of Brass.
Polish -
(2.5/3) Quality: “Brass” should not be capitalized.
(1.5/2) Main Challenge: Like you said, it doesn't meet the spirit of the challenge.
(2/2) Subchallenges: Both met.
Total: 20/25
Please, no complaints. Also, it's not final until the deadline has passed.
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.)
To post a comment, please login or register a new account.
December MCC Round 3
"Roiling Terrain"
"This is always the captain talking to you! In front of us you can see one of Zendikar's most typical features: the Roil."
"Captain, this one looks a little too close in front of us..."
"Passengers, please keep calm. There is no..."
"Captain, look at that hedron! It's coming at full speed right towards our engines... Engines down! We are falling! Engines down!!!"
"Ok passengers, now we might have a little problem. These will be my last words: you're on your own now! Visit Zendikar by yourself, just try to survive! Good luck!"
CRASH!
Main challenge: design a land card that has a mana ability and another non-mana ability that's either triggered or activated. (Please see clarifications.)
Subchallenge 1: The mana ability produces exactly one mana. That mana is one of at least two different colors of mana. ("T: Add M or N to your mana pool." *)
Subchallenge 2: The card is common or uncommon.
* For those that might not read MaRo's blog: now that C represents colorless mana (C, the "diamond" symbol found on the new Kozilek and the Wastes basic land), the letter to represent mana of a specific but unspecified color is "M" (from "mana"), followed by "N" and "O". (Sources: first, second, third)
For the main challenge, the card has to satisfy ALL the following requirements:
• It's a land.
• It has a mana ability. For subchallenge 1 to be met, this ability has to be of the "T: Add M or N to your mana pool" kind ("Add M, N or O" and "Add one mana of any color" also count for subchallenge 1).
• It also has a separate ability that's either triggered or activated AND is NOT a mana ability.
If any one of these requirements is not met, the main challenge is failed.
The card can also have any number of additional abilities, but the two indicated above are mandatory for the main challenge.
The spirit of the challenge is that you're making a "spell land" of the kind that has been seen in the various cycles in both original Zendikar and BFZ.
From the discussion thread:
MCC Rules
(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) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
DEADLINES
In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Monday, December 21st 23:59 EDT
Judge deadline: Saturday, December 26th 23:59 EDT (one extra day because of Christmas day)
JUDGES
bravelion83
EpiCycle1
IcariiFA
Moss_Elemental
PLAYERS
admirableadmiral
destinytrigger
Jimmy Groove
Piar
Solesticio
sperlman
TywinLannister
void_nothing
Only the above players are entitled to post a card this round.
I thank all other players who participated this month, and to them I say: I hope you had fun and I hope to see you again next month in the MCC, and soon in the other contests going on around here.
BRACKETS
Judge: bravelion83
admirableadmiral vs. TywinLannister
destinytrigger vs. Jimmy Groove
Judge: EpiCycle1
destinytrigger vs. Jimmy Groove
Piar vs. Solesticio
Judge: IcariiFA
Piar vs. Solesticio
sperlman vs. void_nothing
Judge: Moss_Elemental
sperlman vs. void_nothing
admirableadmiral vs. TywinLannister
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.)
Land [U]
Submerged Peak enters the battlefield tapped.
t: Add U or R to your mana pool.
2UR, t: Switch target creature's power and toughness until end of turn.
"Mountains should dominate the horizon, not slumber below the surface! Things are not as they seem here."
—Kazuul, Tyrant of the Cliffs
Sorry, I meant the second ability to not be a mana ability. I just edited the OP to specify that, with further explanation in the clarifications spoiler. Please check it out. The idea is that you're making a "spell land" as seen in the various cycles in both original Zendikar and BFZ.
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.)
Land (U)
Spark Grove enters the battlefield tapped.
T: Add G or R to your mana pool.
Landfall - Whenever another land enters the battlefield under your control, you may pay 3GR. If you do, put a 4/1 green and red Elemental creature token with haste and trample onto the battlefield. At the beginning of your end step, sacrifice it.
Legendary Land (R)
Weathertop, Ancient Watchtower enters the battlefield tapped.
T: Add R or W to your mana pool.
1R: Creatures you control get +1/+0 until end of turn.
1W: Creatures you control get +0/+1 until end of turn.
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.)
Land [U]
~ enters the battlefield tapped.
t: Add U or G to your mana pool.
UG, t, Return ~ to its owner's hand: Target creature gains hexproof until end of turn.
Though the imminent dangers have shifted from narrow passages and submerged debris to drifting Eldrazi monstrosities, a good guide can still provide a relatively safe journey through Sunder Bay.
Currently running:
BRG Xira Arien BRG
UR Melek, Izzet Paragon UR
WUG Jenara, Asura of War WUG
WRG Mayael the Anima WRG
WB Triad of Fates WB
BG Mazirek, Kraul Death Priest BG
BR Rakdos, Lord of Riots BR
WR Aurelia the Warleader WR
WBG Ghave, Guru of Spores WBG
WUBRG Horde of Notions WUBRG
Land (U)
Brightwood Farm enters the battlefield tapped.
T: Add G or W to your mana pool.
Whenever you cast a green or white spell, you may pay 1(G/W). If you do, you gain 2 life.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Land (U)
T: Add R or G to your mana pool.
Landfall - Whenever another land enters the battlefield under your control, return Kazandu Vestige to its owner's hand.
Land (U)
Allies' Tomb enters the battlefield tapped.
T: Add W or B to your mana pool.
WB, T: Target creature you control gains lifelink until the end of turn.
Here they rested until the day they marched back to fight.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Status: judgments complete, not final until deadline.
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.
First, a note: subchallenge 2 was an intended trap. To satisfy all the other challenges you had to make a card that could hardly be common/uncommon, so if you went for the subchallenge you'd lose points in Viability but you'd have the point from the subchallenge, and vice versa. So what did you want to do? That was a purposeful difficulty of this round. This was a round where it would have been probably better to ignore one of the subchallenges, and that was totally intended.
admirableadmiral vs. TywinLannister
Design
(1.5/3) Appeal - Timmy would probably rather have creatures with both high power and toughness than creatures with low power and high toughness, so this land is less effective for him. Johnny loves this, switching power and toughness is an ability that naturally appeals to him. Spike is kind of halfway: he likes that ability paired if it's paired with the right creatures.
(3/3) Elegance - All good here.
Development
(3/3) Viability - Switching power and toughness is both blue and red, and it also has a history of being an uncommon effect. When it's repeatable it tends to be rare though, even if there are counterexamples. Overall, I'd say it's certainly one of the best effects to use to have this card feel right at uncommon. I wouldn't be surprised to see this card printed at rare for real, but I also wouldn't be that surprised to see it at uncommon. This is the card among the four I'm judging that best managed the trap I was talking about above while still preserving the spirit of the challenge.
(2.5/3) Balance - This is certainly playable in limited: even if you don't need its effect it's still a dual land and those are very valuable in limited. In constructed, there are probably better options to use if you need a blue/red dual land though, barring particular combos and such. The ability cost reads a little high, but it's probably right for a repeatable ability. I see no particular problems in casual or multiplayer.
Creativity
(3/3) Uniqueness - I can't remember any existing land that switches power and toughness, and Gatherer confirmed my impression. While the effect of switching is nothing new, it's never been done like this on a land before, and that is very valuable in this regard.
(3/3) Flavor - The flavor is very good and creates a very nice whole package.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - All good here.
(2/2) Subchallenges - Both met.
Total: 23/25
Design
(1.5/3) Appeal - Timmy likes the flavor, but doesn't care mechanically. Johnny can try to find ways to remove the desolation counter after it's been added so that you're able to add any color repeatedly. If he succeeds, Spike will be interested as well.
(2.5/3) Elegance - A bit wordy (it needs to be), but still very clear and understandable. The mirror to City of Brass also helps here.
Development
(3/3) Viability - There is nothing to apply the color pie to here. Lands can do anything this card does without any problem. As this is only able to give you colored mana a single time, it feels appropriate at uncommon.
(2/3) Balance - This is certainly playable in limited but not in constructed unless a combo is discovered that takes away the drawback by repeatedly removing the counter. There is a history of uncommon lands with drawbacks that are still playable in limited, like Ancient Ziggurat and such, and there are more in the leaked cards from OGW. I see no particular problems in casual or multiplayer.
Creativity
(3/3) Uniqueness - I haven't been able to find any existing land that turned from adding mana of any color to adding colorless: I didn't remember any, and Gatherer also found nothing. That implies full points here.
(3/3) Flavor - The flavor is very good, and the reference to City of Brass goes a long way in that.
Polish
(2.5/3) Quality - I get the reference to City of Brass, but I don't see any real reason why the word "brass" should be capitalized in the flavor text (half a point deducted).
(1.5/2) Main Challenge - As you mention yourself, it doesn't exactly meet the spirit of the challenge, but the letter of it is certainly satisfied.
(2/2) Subchallenges - Both met, even if subchallenge 1 just barely. In fact, the mana ability does let you choose any color on the first activation, so I'll let it pass, but after that it will always only add colorless mana.
Total: 21/25
destinytrigger vs. Jimmy Groove
Design
(2/3) Appeal - Timmy doesn't care. Johnny can use the "return to hand" cost in a lot of different ways. Spike appreciates being able to repeatedly give his creatures hexproof, which he sees as protection from removal.
(3/3) Elegance - No problems here.
Development
(2/3) Viability - Hexproof is one of the keywords green and blue share, and green can return its own permanents to hand while blue is king of bouncing and can bounce everything including its own things. The repeated hexproof leans towards rare territory though.
(2/3) Balance - Definitely playable in limited, where this takes the role Spike likes (protecting your creatures from removal). This may probably see some fringe play in the smallest constructed formats, especially if some Johnny discovers a good combo taking advantage of returning the land to hand. Repeated hexproof can be a little unfun from the opposing side of the table, but as the last ability requires the land to tap and you're not able to do it immediately because the land enters tapped, it takes at least two turns to be able to do it twice, and this mitigates that potentially unfun aspect.
Creativity
(1.5/3) Uniqueness - Returning the land itself to your hand to be able to produce the effect repeatedly is the most original part of the card. The rest are things we see every set.
(3/3) Flavor - The flavor is very good, both in name and flavor text. All the elements of the card come together really well to form a very nice package.
Polish
(1/3) Quality - Please don't use ~ or anything else to mean the card's name. Just write it out. At least here in the MCC, the text cards we submit should be as close as possible to how they would see print for real, and you will never see a real card with "~" printed on it (two times half a point makes one point deducted). Also, the order of mana symbol is wrong. In WUBRG order, G comes before U (remember you always take the shortest route clockwise, going through the top of the cycle if you need it, like in this case), and so it should be both in the mana ability and in the cost of the activated ability (two times half a point makes one point deducted).
(2/2) Main Challenge - All good here.
(2/2) Subchallenges - Both met.
Total: 18.5/25
Design
(2/3) Appeal - Timmy likes creating high-powered tokens. Johnny has the challenge of how to put the maximum amount of tokens onto the battlefield in a single turn, despite the high cost, a detail that Spike hates instead.
(2.5/3) Elegance - A bit wordy (it just needs to be), but I see no other problems here.
Development
(2/3) Viability - Everything is in color. The high landfall cost is what probably could allow this to exist at uncommon, but I'd really see this fitting much more better at rare.
(2.5/3) Balance - I think the cost to create the token is definitely high enough for this card to be balanced. This can be playable as a mana sink in the late game, especially in limited where games go longer and players have more mana on average. I don't think this would be seen in constructed unless some Johnny finds a way to abuse the landfall ability. I see no problems in casual or multiplayer.
Creativity
(1/3) Uniqueness - Unfortunately, Akoum Stonewaker has just been printed in BFZ, and this is exactly the land version of that with just +1 power to the token, a consequentially increased cost, and sacrifice instead of exile. The flavor helps, but it can't undo the Stonewaker's existence. I can't say this card feels unique.
(2/3) Flavor - The overall flavor of a grove from where Elementals spark is quite nice and I want to prize that. No room for flavor text though.
Polish
(1/3) Quality - The order of mana symbol is wrong. In WUBRG order, R comes before G, and so it should be in three places on this card: the mana ability, the landfall cost, and the token colors (three times half a point makes 1.5 point deducted). Also the abilities of the token are in the wrong order (see the aforementioned Akoum Stonewaker for an example, half a point deducted).
(2/2) Main Challenge - All good here.
(2/2) Subchallenges - Both met.
Total: 17/25
admirableadmiral: 23
TywinLannister: 21
destinytrigger: 18.5
Jimmy Groove: 17
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.)
Piar
Design -
(2/3) Appeal: Not that timmy is really into lands, but this is one he’d surely stay away from with a “drawback”. Johnny loves the interactions without other landfall cards and ETB effects. It also reeks of some kind of abuse. Spike like the interactions with landfall too. If there was a deck where landfall was viable, there is a good chance he would use it.
(2.5/3) Elegance: Landfall as a drawback will have folks second guessing themselves when the first read it, but otherwise easy to grok.
Development -
(3/3) Viability: It works as a land, and the rarity is right. No game breaking
(2/3) Balance: In limited this card probably hurts more than it helps. In constructed there is potential use with the right landfall creatures. Casual tables will use it in some off beat combo, but little else. It’s a clever card, but its applications are more as an enabler or combo piece then a mana generator. The landfall ability also prevents it from being better than a basic, which is good.
Creativity -
(2/3) Uniqueness: Turning landfall into a pseudo drawback like this feels fresh, but this wouldn’t be the first land to have a drawback of returning itself.
(2/3) Flavor: The name is from Zendikar, and the term “vestige” works ideally with the effect. There is room for flavor text though, and I feel here it should of been used.
Polish -
(3/3) Quality: Looks good to me.
(2/2) *Main Challenge: Works well I’d say.
(2/2) Subchallenges: Rarity and color combo achieved!
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(1/3) Appeal: Lifelink is something that give timmy some interest in a card type he usually finds dull. Johnny has nothing clever to play with here. Its a solid fixer with add on for spike, but ETB tapped lands arn’t something he’ll maindeck outside of limited without huge rewards. That’s not here.
(3/3) Elegance: Despite several lines, they are all typical, short, and sweet making it easy to understand.
Development -
(3/3) Viability: The colors involved are right, as is the rarity. The game stays intact.
(2/3) Balance: This card seems like an excellent land for limited. A cheap, repeated lifelink can win races and give you a huge buffer if your opponent manages to turn the game on its head. Constructed, the ETB effect is generally crippling. Unless there is some obsessive need/interaction with lifegain like a soul sisters deck, it’s out of the deck list. It does have solid casual appeal though.
Creativity -
(1/3) Uniqueness: This intersects the ideas of Shambling Vent and Vault of the Archangel while weakening them, simultaneously creating a pretty generic and uncreative card. While it's not strictly worse then those two cards, it is notably less interesting.
(2.5/3) Flavor: The name and flavor text works together to explain the setting well and and a subtle morbid/melancholy atmosphere. The lifelink? Not as well explained.
Polish -
(2.5/3) Quality: “Until end of turn.” You need not add a “the.”
(2/2) *Main Challenge: Satisfied.
(2/2) Subchallenges: Both met.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
-------
sperlman
Design -
(1.5/3) Appeal: This borders on having appeal for Timmy with the mass power boosting it gives. Johnny doesn’t see anything subtle about this card. Spike sees some extremely powerful options on a land that are (too) efficiently costed.
(3/3) Elegance: Despite having 4 seperate abilities, they are all succinct and don’t bring up questions.
Development -
(2.5/3) Viability: The colors work. The pwoer level of this demands at least rare. I could see it as a mythic, but the boldness/interest of effect wants me to have this as a rare instead. Effects as efficiently costed as this should not be on a land, especially without tapping.
(0.5/3) Balance: Why do you think this card is fair? Even if all of its abilities required tapping, it would still be an extremely powerful card. I double checked to see what cards, if any, justified such a power level. Contested War Zone doesn’t. Gavony Township doesn’t either. Even Oran-Rief, the Vastwood doesn’t get this kind of absurd. Being able to pump ALL of your creatures, both offensively and defensively, repeatedly thanks to a lack of tapping is a power level that is unjustified and unhealthy for a land and the game of magic. Format breaking.
Creativity -
(1.5/3) Uniqueness: The effects themselves arn’t very unique, if anything its just unique to have them on a land that doesn’t require tapping to use them. It feels more like an enchantment because of it.
(1/3) Flavor: Is this a LotR reference? Really? That’s certainly not professional (in fact, it’s illegal.) Sure, I know what your land looks like and encompasses, but thats because its from a non magic IP. It’s not something you created or interpreted in terms of flavor.
Polish -
(3/3) Quality: All good here.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: IT does produce two types, one at a time, but it’s a rare.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Lifegain gives timmy something to think about. Johnny could try to abuse the lifegain per spell somehow, but it is a weak storm alternative. Spike will fix his mana in limited, and may use it as a card that can help him stall to the late game elswhere.
(3/3) Elegance: Simple enough. An easy ready and nothing particularly complex.
Development -
(3/3) Viability: The colors are right and the rarity is good. It’s a least an uncommon anyway. The right numbers could make this a rare, but I feel this slides towards uncommon. Nothing gameplay wise is broken.
(3/3) Balance: Khans gave us dual colored tap lands that gain us one life. This bumps up the rarity and gives up the initial gain of those cards in exchange for potentially a lot more life in the long run. Cards like this are a bit more dangerous than they first appear, as cheap/low investment lifegain cam stem an aggro deck in favor of control. Sunspring expedition have been in deck list before for such reasons. Since the investment here is a tapped land and optional mana, the hurdle is relatively low. Is a tap dual with the ivory cupish generation of effects too much? Probably not. The 2 mana for 2 cost is probably restrictive enough and was smart. A 1 for 1 investment that makes it easier to cantrip everything probably would be more dangerous, enabling control/fog decks handily. This could still be surprisingly useful in an number of contemporary formats, but seems reasonable.
Creativity -
(1.5/3) Uniqueness: Putting that life gain ability on a land does feel somewhat fresh, but none of the effects themselves are new.
(1.5/3) Flavor: Fitting if generic. Core set if they ever choose to do hybrid there (and if cor sets ever come back haha.) Maybe there was room for flavor text. Regardless, I wish there was.
Polish -
(3/3) Quality: Looks fine to me.
(2/2) *Main Challenge: Satisfied.
(2/2) Subchallenges: Both met.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
sperlman - 16 v void_nothing - 21
Bonus/accidental judging - destinytrigger
Design -
(1/3) Appeal: Timmy is grossed out. The return clause gives some potential for johnny, but it’s very minimal. Spike sees its fairly useful ability, but the cost of a tap land that also returns himself seem high.
(3/3) Elegance: Nothing terribly complicated.
Development -
(3/3) Viability: Sure this works as an uncommon, and the color cost are appropriate. The game still functions.
(1.5/3) Balance: Overall, kinda underwhelming. It’d still be used as fixing in limited, and the ability could come in handy at the right moment there. In constructed it’s far too slow. I’d wager casual crows would stay away. The return to hand clause simultaneously makes it more interesting but far weaker than it needs to be. Leaving out the clause might of pushed it to be too good on the other hand. A difference balance should of been struck however.
Creativity -
(1.5/3) Uniqueness: Lands havn’t granted hexproof before, but that doesn’t make this card feel fresh as the mechanics and execution are all pretty standard.
(3/3) Flavor: The flavor all makes sense, and the mechanics illustrate a guided journey. Overall, well done.
Polish -
(2.5/3) Quality: Green before blue in costs.
(2/2) *Main Challenge: Certainly done.
(2/2) Subchallenges: No problem here.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
(1.5/3) Appeal: Spike would love this. Timmy might like this.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(1/3) Balance: Purphoros, God of the Forge has the 1R ability, but it costs 2R instead, and it's a mythic rare. Assault Formation has the 1W ability, but it also costs three mana. Obviously, the two activated abilities are undercosted. They should be raised to the correct amount or you should add t to them.
Creativity -
(2/3) Uniqueness: There are no other lands like it, but there's nothing here that's new.
(2/3) Flavor: I thought the name sounded familiar. As much as it makes sense, I'm sure we'll never see that as a card name.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Met
(1/2) Subchallenges: It's rare.
Total: 18.5/25
(2/3) Appeal: Johnny and Spike might play with this.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(3/3) Balance: I have no real issues with this.
Creativity -
(1/3) Uniqueness: There are other lands that let you gain life. Also, there's nothing here that hasn't been done before, but at least it hasn't been printed before.
(2/3) Flavor: Some flavour text would have been nice. I'm sure there would be room for at least one line.
Polish -
(3/3) Quality: No problems here.
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met
Total: 21/25
---
(1/3) Appeal: Johnny might play with this.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: Coming into play tapped is okay. My biggest complaint is that the nonmana ability cost four mana. Take a look at Merfolk Thaumaturgist. It doesn't need mana. But, maybe it's a land, it should cost one mana, but not more than that.
Creativity -
(2/3) Uniqueness: While there's no land like this, I hardly find this “fresh.”
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: All looks good.
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met.
Total: 21/25
(2/3) Appeal: Johnny will like this. Spike might like it, too.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: There may be some players wondering if this works as intended. The question is do you actually get a coloured mana when you tap this for mana? Do you get the mana before the counter is added? I'm afraid the wording may be too confusing.
(2/3) Balance: There are several cards that can remove the depletion counter from this, like Power Conduit. This is better in limited than in constructed.
Creativity -
(2/3) Uniqueness: While it works differently, it reminds me a bit of Tendo Ice Bridge.
(3/3) Flavor: Obvious shout out to City of Brass.
Polish -
(2.5/3) Quality: “Brass” should not be capitalized.
(1.5/2) Main Challenge: Like you said, it doesn't meet the spirit of the challenge.
(2/2) Subchallenges: Both met.
Total: 20/25
Please, no complaints. Also, it's not final until the deadline has passed.
admirableadmiral: 23 + 21 = 44
TywinLannister: 21 + 20 = 41
destinytrigger: 18 + 18.5 = 36.5
Jimmy Groove: 21 + 17 = 38
Piar: 20.5 + 17 = 37.5
Solesticio: 19 + 20 = 39
sperlman: 18.5 + 16 = 34.5
void_nothing: 21 + 21 = 42
Final round will be posted in a few minutes.
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.)