This months theme, in respect to this month's holiday, will be love or at least designing cards that inspire some sort of synergy, symbiosis, ect ect.
Each round will tackle a different kind of relationship; ranging from other cards to other players.
For the third round, you will be designing a card that isn't looking to help you win the game, but help others. In 4-Man EDH, there is a deck archetype called "Group Hug". For those who are unaware, the Group Hug deck is one that does not seek to win, but rather be support for the other players so they will beat up each other and leave you alone while you further set up to maybe win the game once they have slaughtered each other. Examples of these kinds of cards are Temple Bell, Tempting Wurm, and Phelddagrif.
Challenge: Create a card that will fit into the "Group Hug" archetype.
Feel free to ask questions if your unsure about anything in the Discussion Thread
Boundlessness2GG
Enchantment (R)
Players play with the top card of their libraries revealed.
Players may play the top card of their library if its converted mana cost is three or less. In a mana rich environment, anything is possible. So long as it's sufficiently small.
I usually don't play multiplayer (the last time I did was years ago by now), and even when I did we were three. I think I played a game with more than three players like once or twice in my whole life. And on top of that, I never played Commander (what its real name is today) and I'm not planning to start anytime soon. Still, I know what "group hug" means and I think I got what the archetype is, so I'll try something later today when I'm finished with round 2 critiques. Oh, and by the way, I just posted those for round 1. Sorry to be late.
Collective LearningU
Sorcery (U)
As an additional cost to cast Collective Learning, pay X, where X is the number of players.
Each player draws X cards, where X is the number of players. Even if it wanted, a sliver can’t cut the bond to the hive mind. Whenever one of them learns something new, the whole hive learns it.
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.)
Mercenary Operations2RW
Enchantment (R)
At the beginning of each opponent's upkeep, you may have him or her gain control of any number of creatures you control until end of turn. Untap those creatures. They gain haste until end of turn.
Creatures you own can't attack you.
Opponent's can't sacrifice creatures you own.
Plebians' Bounty1G
Enchantment {R}
Any player may activate abilities of Plebians' Bounty, but only once each turn and only any time that player could cast a sorcery. 2, Discard a nonland card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom in a random order. 2, Discard a land card: Reveal cards from the top of your library until you reveal a nonland card. Put that card into your hand and the rest on the bottom on a random order.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Rakdos Festival3RR
Enchantment (R)
All creatures have haste.
At the beginning of each players upkeep, that
player sacrifices all permanents he or she controls
with a festival counter on them. Then that player
reveals cards from the top of his or her library
until he or she reveals a permanent card, puts
that card onto the battlefield with a festival
counter on it, then shuffles his or her library.
ATTACHMENTS
RakdosFestival
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Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Mogg Beacon1RR
Enchantment (R)
Sorcery spells cost you 1 less to cast.
Whenever a player casts a spell, that player puts a 1/1 red Goblin creature token onto the battlefield. The Legacy is right under their noses.
Unified3WW
Enchantment (R)
At the beginning of each upkeep, creatures gain flying until end of turn if a creature has flying. The same is true for first strike, double strike, indestructible, menace, prowess, trample, and vigilance.
Forced Transaction2UU
Sorcery (U)
Target opponent draws three cards, then reveals his or her hand. You may cast a card from that player's hand without paying its mana cost.
Rebalance2WW
Sorcery (R)
Each player's life total becomes the highest life total among all players.
For each player, if an opponent controls more creatures than any other, that player puts a number of 1/1 white Soldier creature tokens onto the battlefield equal to the difference.
For each player, if an opponent controls more lands than any other, that player puts a number of colorless artifact tokens named Gold onto the battlefield equal to the difference. They have "Sacrifice this artifact: Add one mana of any color to your mana pool."
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Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
You will be criting the six names BELOW yours. If someone has not posted a card skip them and move to the next name, flipping back to top of the list f necessary. Crits are due February 21st.
glurman
theazurespirit
RaikouRider
bravelion83
doomfish
Jimmy Grove
void_nothing
bubblecat2
maplesmall
willows
Moss_Elemental
Hemlock
Solesticio
IcariiFA
Ink-Treader
I usually don't play multiplayer (the last time I did was years ago by now), and even when I did we were three. I think I played a game with more than three players like once or twice in my whole life. And on top of that, I never played Commander (what its real name is today) and I'm not planning to start anytime soon. Still, I know what "group hug" means and I think I got what the archetype is, so I'll try something later today when I'm finished with round 2 critiques. Oh, and by the way, I just posted those for round 1. Sorry to be late.
Collective LearningU
Sorcery (U)
As an additional cost to cast Collective Learning, pay X, where X is the number of players.
Each player draws X cards, where X is the number of players. Even if it wanted, a sliver can’t cut the bond to the hive mind. Whenever one of them learns something new, the whole hive learns it.
I am a fan of scale-able effects like this, but I fear this is just underpowered. I feel this just isn't quite pushed enough. Seems like a solid card though. (I also hate group hug as much as you do)
Plebians' Bounty1G
Enchantment {R}
Any player may activate abilities of Plebians' Bounty, but only once each turn and only any time that player could cast a sorcery. 2, Discard a nonland card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom in a random order. 2, Discard a land card: Reveal cards from the top of your library until you reveal a nonland card. Put that card into your hand and the rest on the bottom on a random order.
I'm going to be an awful judge this round because I have NO CLUE how good this card is in group hug. But it's a neat card, so props (shocked that it fits on a card).
Rakdos Festival3RR
Enchantment (R)
All creatures have haste.
At the beginning of each players upkeep, that
player sacrifices all permanents he or she controls
with a festival counter on them. Then that player
reveals cards from the top of his or her library
until he or she reveals a permanent card, puts
that card onto the battlefield with a festival
counter on it, then shuffles his or her library.
I don't know if you did this on your phone or what, but why is this formatted this way? Shockingly, the text will actually fit on a card. Aside from that, and grammar mistakes, this card is cool as hell. It just seems so... FUN!
Mogg Beacon1RR
Enchantment (R)
Sorcery spells cost you 1 less to cast.
Whenever a player casts a spell, that player puts a 1/1 red Goblin creature token onto the battlefield. The Legacy is right under their noses.
Not the most exciting, but pretty solid. Only qualm is why only sorceries? Could have been instants as well and would justify your opponents getting 1/1s and would probably be a contender in regular constructed.
Forced Transaction2UU
Sorcery (U)
Target opponent draws three cards, then reveals his or her hand. You may cast a card from that player's hand without paying its mana cost.
Oooh, now that is a group hug card. Bueno! Should ABSOLUTELY be a rare though.
Hemlock seems to be MIA, so I'll do RaikouRider's card.
RaikouRider
This is an interesting card. I think it would help get around getting mana screwed or mana flooded.
Solesticio
It takes Balance to the opposite direction. Kinda useless if you're winning, though.
IcariiFA
Concerted Effort costs 1 less than this. It think this should could cost the same or even less since if all players have creatures, they'll all have those abilities. Also, the "until end of turn" part is somewhat unnecessary since they regain those abilities each upkeep.
Ink-Treader
I can see that being made for a commander deck.
glurman
I think it should be limited to creature cards and land cards, otherwise, it would be more than just green.
I don't know if you did this on your phone or what, but why is this formatted this way?
I formatted it to break at the same places as on the card. I admit it looks weird, but just putting it all in one line seemed wrong. ._.
Oh boy, Goblins for days! First I thought this wouldn't work, as you can't aggro when your opponents gets just as many blockers.
But then I realized Goblins don't just make good aggro, they make even more excellent fodder of all kinds. This is amazing! I'd love to play it.
Sure, you get tokens too, but MINE will get launched into your face by a cannon (or something).
But.. that's just Donate on an Enchantment. I guess it become more group-huggy that way. 5 mana seems to be too much. Why wouldn't this just be 2 mana? Or 3.
I thought of doing something like this. But your execution is pretty spot on. Nice thinking on granting gold tokens instead of lands, that's what really makes this card.
Lands would have been way too strong.
Shouldn't that just be for the active players creatures? At least flying and first strike don't really achieve anything.
Other than that it's a really fun idea. I wonder how it would play out. But in the end it probably just punishes players with few creatures.
LOVELY! Oh man, that's so much fun. Also pretty scary if all players just decide it's time for someone to lose now.
I have nothing to add, you know what you did, it's brilliant. Funny how this protects you from all kinds of control-changing-effects.
Shouldn't all futuresighty effects be partially blue? I guess this also kinda works in green.
It's pretty close to futuresight with a heavy drawback, so it should be fine. In the end it's just a limited futuresight for everyone.
Which is fine. But not very exciting to me. I like how the limitiation still allows for lands to be played. It's a nice grouphug card that still allows you to get the most out of it.
Top 3:
1. Ink-Treader
2. void_nothing
3. Solesticio
Tough competition.
Private Mod Note
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Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Boundlessness2GG
Enchantment (R)
Players play with the top card of their libraries revealed.
Players may play the top card of their library if its converted mana cost is three or less. In a mana rich environment, anything is possible. So long as it's sufficiently small.
Kind of bland for aFuture Sight variant. Could cost 1 less I think.
I usually don't play multiplayer (the last time I did was years ago by now), and even when I did we were three. I think I played a game with more than three players like once or twice in my whole life. And on top of that, I never played Commander (what its real name is today) and I'm not planning to start anytime soon. Still, I know what "group hug" means and I think I got what the archetype is, so I'll try something later today when I'm finished with round 2 critiques. Oh, and by the way, I just posted those for round 1. Sorry to be late.
Collective LearningU
Sorcery (U)
As an additional cost to cast Collective Learning, pay X, where X is the number of players.
Each player draws X cards, where X is the number of players. Even if it wanted, a sliver can’t cut the bond to the hive mind. Whenever one of them learns something new, the whole hive learns it.
It's balanced. Gets quite interesting once 3+ players are involved.
Plebians' Bounty1G
Enchantment {R}
Any player may activate abilities of Plebians' Bounty, but only once each turn and only any time that player could cast a sorcery. 2, Discard a nonland card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom in a random order. 2, Discard a land card: Reveal cards from the top of your library until you reveal a nonland card. Put that card into your hand and the rest on the bottom on a random order.
To hell with mana screw! or mana flood. Seems fine, especially with the one per turn and only as a sorcery limiter. Keeps people from durdling.
Rakdos Festival3RR
Enchantment (R)
All creatures have haste.
At the beginning of each players upkeep, that
player sacrifices all permanents he or she controls
with a festival counter on them. Then that player
reveals cards from the top of his or her library
until he or she reveals a permanent card, puts
that card onto the battlefield with a festival
counter on it, then shuffles his or her library.
And then you bring your flicker stuff along! Powerful effect, especially since it can be abused, though said abuse isn't in red.
Forced Transaction2UU
Sorcery (U)
Target opponent draws three cards, then reveals his or her hand. You may cast a card from that player's hand without paying its mana cost.
I wonder if this could even see constructed play...? Nah, probably not. Pretty potent effect though.
Mogg Beacon1RR
Enchantment (R)
Sorcery spells cost you 1 less to cast.
Whenever a player casts a spell, that player puts a 1/1 red Goblin creature token onto the battlefield. The Legacy is right under their noses.
Goblin Grenade now provides replacement fodder. Red definitely stands to benefit the most from this, which is nice. Although giving white cheaper wraths and what not could come back to haunt the player.
Rakdos Festival3RR
Enchantment (R)
All creatures have haste.
At the beginning of each players upkeep, that
player sacrifices all permanents he or she controls
with a festival counter on them. Then that player
reveals cards from the top of his or her library
until he or she reveals a permanent card, puts
that card onto the battlefield with a festival
counter on it, then shuffles his or her library.
First, I understand you tried to reproduce the aspect of an actual Magic card, but all the line breaks make this really hard to read. That's why I always deduct Quality points in the MCC to people who do that. If you want your card to look like a real card, just make a render. The actual card is interesting, it gives each player a permanent that will change every turn, and that feels very red and very Rakdos. It also conveniently gives creatures haste, so if you happen to hit a creature you'll get at least one attack out of it before sacrificing it. This card also fits in the obligatory "chaotic big red spell" almost every block has, and it's a very good fit for group hug given that you will be the last one after all your opponents to actually get a permanent out of your own spell. The only relatively bad things I can say about this card are that maybe this could have sent the cards on the bottom of the library to avoid a shuffle, which is something they're trying quite hard to do in today's Magic design, and that there is a typo ("player's upkeep" misses the apostrophe. Overall, not a bad card, quite a good design actually, but very hard to read as is.
Mogg Beacon1RR
Enchantment (R)
Sorcery spells cost you 1 less to cast.
Whenever a player casts a spell, that player puts a 1/1 red Goblin creature token onto the battlefield. The Legacy is right under their noses.
I think that to understand this card's flavor you have to be playing for longer than I do, so I won't comment on it. The first ability is worded wrong ("Sorcery spells you cast cost 1 less to cast") and it doesn't really fit into group hug, quite the contrary actually, as it only benefits you. The second ability is the group hug one, and it's fine. The thing I like most about this card is the elegance. In a round with multiple very complex sumbissions, yours is one of the most elegant.
Rebalance2WW
Sorcery (R)
Each player's life total becomes the highest life total among all players.
For each player, if an opponent controls more creatures than any other, that player puts a number of 1/1 white Soldier creature tokens onto the battlefield equal to the difference.
For each player, if an opponent controls more lands than any other, that player puts a number of colorless artifact tokens named Gold onto the battlefield equal to the difference. They have "Sacrifice this artifact: Add one mana of any color to your mana pool."
Oh my, what a wall of text! Let me check if this somehow actually fits in the text box... *checks in MSE* No, it doesn't, it's eleven lines even in the expanded text box of the M15 frame. When judging for the MCC, I consider ten lines in that frame (nine in the pre-M15 one) the maximum a card can have before falling into microtext territory, and this definitely crosses the line. The card itself would be interesting as a Balance-style card that essentially does its check only on and among opponents, and that would also be very original, but there is no way this card could be printed as is. To me, this feels like a card that just left design and has yet to be developed.
Unified3WW
Enchantment (R)
At the beginning of each upkeep, creatures gain flying until end of turn if a creature has flying. The same is true for first strike, double strike, indestructible, menace, prowess, trample, and vigilance.
Making all creatures on the battlefield share their evergreen abilities is a very good way to fit into the group hug archetype. I like this very much for this challenge, and I haven't really got much to say about it. I really like when you can find a short elegant single-word name that has not been used yet. Very good work.
Generous Donation3UU
Enchantment (R) 2U: Choose a nonland permanent you control. Target player gains control of that permanent.
This also fits very well in group hug: giving out your permanents to everyone else is a very good way to do that. What makes me a little perplex is how often you'll activate that ability in ordinary play (aka outside of some weird Donate-style combos). I think very rarely, if at all. Anyway, the idea isn't bad at all and the card is very elegant.
Mercenary Operations2RW
Enchantment (R)
At the beginning of each opponent's upkeep, you may have him or her gain control of any number of creatures you control until end of turn. Untap those creatures. They gain haste until end of turn.
Creatures you own can't attack you.
Opponent's can't sacrifice creatures you own.
I think this is just a better version of the previous card (better because of the safevalves that are the last two abilities), but it still has the same problem: how often you will actually give away your creatures? I don't have anything else to say, as anything I'd say here would just be a repeat from the previous card. There is a typo here: "opponents" is without apostrophe.
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.)
IcariiFA - Unusual set of abilities. It also makes combat really weird and boring. Creatures "that player and another player of his/her choice" would be a cool twist.
Ink-Treader - Love it. Not sure about the color identity, but everything else is great.
glurman - Love the name. Future Sight for everyone, not sure why there's that restriction though.
theazurespirit - I like what's going on, I'm not sure if it completely fits the challenge.
RaikouRider - I like the idea, but the second ability seems really strong. Probably should be 'creature' (more greenish), and more expensive.
bravelion83 - It works and seems balances. Not much to say here. I don't think you need the second "where X is Y".
1. Ink-Treader
2. RaikouRider
3. glurman
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Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
Plebians' Bounty1G
Enchantment {R}
Any player may activate abilities of Plebians' Bounty, but only once each turn and only any time that player could cast a sorcery. 2, Discard a nonland card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom in a random order. 2, Discard a land card: Reveal cards from the top of your library until you reveal a nonland card. Put that card into your hand and the rest on the bottom on a random order.
This really pushes complexity, but I quite like what it does for gameplay. It solves both mana screw and mana flood, for all players, which leads to a better game overall. Maybe combine the two abilities into one, and let players choose whether they want a land or nonland?
Collective LearningU
Sorcery (U)
As an additional cost to cast Collective Learning, pay X, where X is the number of players.
Each player draws X cards, where X is the number of players. Even if it wanted, a sliver can’t cut the bond to the hive mind. Whenever one of them learns something new, the whole hive learns it.
That's a lot of X's. While they are the same value, using a variable in multiple different contexts pushes the complexity quite a bit, and I don't see exactly what is to be gained by doing so. Prosperity is exactly this card without the hard-set X, and I think it does everything this card does better.
Rakdos Festival3RR
Enchantment (R)
All creatures have haste.
At the beginning of each players upkeep, that
player sacrifices all permanents he or she controls
with a festival counter on them. Then that player
reveals cards from the top of his or her library
until he or she reveals a permanent card, puts
that card onto the battlefield with a festival
counter on it, then shuffles his or her library.
Combining group hug with chaos, two archetypes which have broad overlap in the kind of players they appeal to, is a pretty good idea. Just the kind of wackiness that such players will love.
Mogg Beacon1RR
Enchantment (R)
Sorcery spells cost you 1 less to cast.
Whenever a player casts a spell, that player puts a 1/1 red Goblin creature token onto the battlefield. The Legacy is right under their noses.
What do those two effects have to do with one another? The card feels really disjointed. Giving everyone a lot of 1/1 tokens isn't exactly the kind of effect that most players would appreciate, and it clogs the board and doesn't really make the game more fun. There could be a market for this kind of card, but I don't think the average group hug player would enjoy it all that much.
Generous Donation3UU
Enchantment (R) 2U: Choose a nonland permanent you control. Target player gains control of that permanent.
Some players would certainly like this kind of effect, but what does it bring to the table that Zedruu the Greathearted doesn't already have? The players who want this are probably already playing Zedruu, which actually rewards them for giving other people stuff, so this card feels somewhat superfluous.
Rebalance2WW
Sorcery (R)
Each player's life total becomes the highest life total among all players.
For each player, if an opponent controls more creatures than any other, that player puts a number of 1/1 white Soldier creature tokens onto the battlefield equal to the difference.
For each player, if an opponent controls more lands than any other, that player puts a number of colorless artifact tokens named Gold onto the battlefield equal to the difference. They have "Sacrifice this artifact: Add one mana of any color to your mana pool."
Interesting. This could massively swing a game and undo a lot of work that players have done, though 1/1 soldiers and Gold tokens aren't equal to real creatures and lands, so it doesn't completely reset the board position. Many players would find this card rather infuriating, so I can see printing it to be a bit dangerous, but it does appeal to the target audience.
1. RaikouRider
2. Doomfish
3. Solesticio
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WU
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This months theme, in respect to this month's holiday, will be love or at least designing cards that inspire some sort of synergy, symbiosis, ect ect.
Each round will tackle a different kind of relationship; ranging from other cards to other players.
For the third round, you will be designing a card that isn't looking to help you win the game, but help others. In 4-Man EDH, there is a deck archetype called "Group Hug". For those who are unaware, the Group Hug deck is one that does not seek to win, but rather be support for the other players so they will beat up each other and leave you alone while you further set up to maybe win the game once they have slaughtered each other. Examples of these kinds of cards are Temple Bell, Tempting Wurm, and Phelddagrif.
Challenge: Create a card that will fit into the "Group Hug" archetype.
Feel free to ask questions if your unsure about anything in the Discussion Thread
None yet.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Enchantment (R)
Players play with the top card of their libraries revealed.
Players may play the top card of their library if its converted mana cost is three or less.
In a mana rich environment, anything is possible. So long as it's sufficiently small.
Collective Learning U
Sorcery (U)
As an additional cost to cast Collective Learning, pay X, where X is the number of players.
Each player draws X cards, where X is the number of players.
Even if it wanted, a sliver can’t cut the bond to the hive mind. Whenever one of them learns something new, the whole hive learns it.
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.)
Generous Donation 3UU
Enchantment (R)
2U: Choose a nonland permanent you control. Target player gains control of that permanent.
Enchantment (R)
At the beginning of each opponent's upkeep, you may have him or her gain control of any number of creatures you control until end of turn. Untap those creatures. They gain haste until end of turn.
Creatures you own can't attack you.
Opponent's can't sacrifice creatures you own.
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Plebians' Bounty 1G
Enchantment {R}
Any player may activate abilities of Plebians' Bounty, but only once each turn and only any time that player could cast a sorcery.
2, Discard a nonland card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom in a random order.
2, Discard a land card: Reveal cards from the top of your library until you reveal a nonland card. Put that card into your hand and the rest on the bottom on a random order.
Emille, Seven-Sting Dancer Shalin Nariya
Enchantment (R)
All creatures have haste.
At the beginning of each players upkeep, that
player sacrifices all permanents he or she controls
with a festival counter on them. Then that player
reveals cards from the top of his or her library
until he or she reveals a permanent card, puts
that card onto the battlefield with a festival
counter on it, then shuffles his or her library.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Enchantment (R)
Sorcery spells cost you 1 less to cast.
Whenever a player casts a spell, that player puts a 1/1 red Goblin creature token onto the battlefield.
The Legacy is right under their noses.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Enchantment (R)
At the beginning of each upkeep, creatures gain flying until end of turn if a creature has flying. The same is true for first strike, double strike, indestructible, menace, prowess, trample, and vigilance.
Sorcery (U)
Target opponent draws three cards, then reveals his or her hand. You may cast a card from that player's hand without paying its mana cost.
Sorcery (R)
Each player's life total becomes the highest life total among all players.
For each player, if an opponent controls more creatures than any other, that player puts a number of 1/1 white Soldier creature tokens onto the battlefield equal to the difference.
For each player, if an opponent controls more lands than any other, that player puts a number of colorless artifact tokens named Gold onto the battlefield equal to the difference. They have "Sacrifice this artifact: Add one mana of any color to your mana pool."
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
glurman
theazurespirit
RaikouRider
bravelion83
doomfish
Jimmy Grove
void_nothing
bubblecat2
maplesmall
willows
Moss_Elemental
Hemlock
Solesticio
IcariiFA
Ink-Treader
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
I am a fan of scale-able effects like this, but I fear this is just underpowered. I feel this just isn't quite pushed enough. Seems like a solid card though. (I also hate group hug as much as you do)
I'm going to be an awful judge this round because I have NO CLUE how good this card is in group hug. But it's a neat card, so props (shocked that it fits on a card).
I don't know if you did this on your phone or what, but why is this formatted this way? Shockingly, the text will actually fit on a card. Aside from that, and grammar mistakes, this card is cool as hell. It just seems so... FUN!
Not the most exciting, but pretty solid. Only qualm is why only sorceries? Could have been instants as well and would justify your opponents getting 1/1s and would probably be a contender in regular constructed.
Oooh, now that is a group hug card. Bueno! Should ABSOLUTELY be a rare though.
This kind of seems like a much weaker Zedruu in a single color.
Unlike last time, but similarly, I liked EVERYONE'S submission, making this a tough choice:
2) doomfish
3) RaikouRider
RaikouRider
Top 3
2. Ink-Treader
3. RaikouRider
Not final until after the deadline.
But then I realized Goblins don't just make good aggro, they make even more excellent fodder of all kinds. This is amazing! I'd love to play it.
Sure, you get tokens too, but MINE will get launched into your face by a cannon (or something).
Lands would have been way too strong.
Other than that it's a really fun idea. I wonder how it would play out. But in the end it probably just punishes players with few creatures.
I have nothing to add, you know what you did, it's brilliant. Funny how this protects you from all kinds of control-changing-effects.
It's pretty close to futuresight with a heavy drawback, so it should be fine. In the end it's just a limited futuresight for everyone.
Which is fine. But not very exciting to me. I like how the limitiation still allows for lands to be played. It's a nice grouphug card that still allows you to get the most out of it.
Top 3:
1. Ink-Treader
2. void_nothing
3. Solesticio
Tough competition.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Kind of bland for aFuture Sight variant. Could cost 1 less I think.
It's balanced. Gets quite interesting once 3+ players are involved.
To hell with mana screw! or mana flood. Seems fine, especially with the one per turn and only as a sorcery limiter. Keeps people from durdling.
And then you bring your flicker stuff along! Powerful effect, especially since it can be abused, though said abuse isn't in red.
I wonder if this could even see constructed play...? Nah, probably not. Pretty potent effect though.
Goblin Grenade now provides replacement fodder. Red definitely stands to benefit the most from this, which is nice. Although giving white cheaper wraths and what not could come back to haunt the player.
1. RaikouRider
2. doomfish
3. theazurespirit
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
doomfish
void_nothing
Moss_Elemental
Solesticio
IcariiFA
Ink-Treader
First, I understand you tried to reproduce the aspect of an actual Magic card, but all the line breaks make this really hard to read. That's why I always deduct Quality points in the MCC to people who do that. If you want your card to look like a real card, just make a render. The actual card is interesting, it gives each player a permanent that will change every turn, and that feels very red and very Rakdos. It also conveniently gives creatures haste, so if you happen to hit a creature you'll get at least one attack out of it before sacrificing it. This card also fits in the obligatory "chaotic big red spell" almost every block has, and it's a very good fit for group hug given that you will be the last one after all your opponents to actually get a permanent out of your own spell. The only relatively bad things I can say about this card are that maybe this could have sent the cards on the bottom of the library to avoid a shuffle, which is something they're trying quite hard to do in today's Magic design, and that there is a typo ("player's upkeep" misses the apostrophe. Overall, not a bad card, quite a good design actually, but very hard to read as is.
I think that to understand this card's flavor you have to be playing for longer than I do, so I won't comment on it. The first ability is worded wrong ("Sorcery spells you cast cost 1 less to cast") and it doesn't really fit into group hug, quite the contrary actually, as it only benefits you. The second ability is the group hug one, and it's fine. The thing I like most about this card is the elegance. In a round with multiple very complex sumbissions, yours is one of the most elegant.
Oh my, what a wall of text! Let me check if this somehow actually fits in the text box... *checks in MSE* No, it doesn't, it's eleven lines even in the expanded text box of the M15 frame. When judging for the MCC, I consider ten lines in that frame (nine in the pre-M15 one) the maximum a card can have before falling into microtext territory, and this definitely crosses the line. The card itself would be interesting as a Balance-style card that essentially does its check only on and among opponents, and that would also be very original, but there is no way this card could be printed as is. To me, this feels like a card that just left design and has yet to be developed.
Making all creatures on the battlefield share their evergreen abilities is a very good way to fit into the group hug archetype. I like this very much for this challenge, and I haven't really got much to say about it. I really like when you can find a short elegant single-word name that has not been used yet. Very good work.
This also fits very well in group hug: giving out your permanents to everyone else is a very good way to do that. What makes me a little perplex is how often you'll activate that ability in ordinary play (aka outside of some weird Donate-style combos). I think very rarely, if at all. Anyway, the idea isn't bad at all and the card is very elegant.
I think this is just a better version of the previous card (better because of the safevalves that are the last two abilities), but it still has the same problem: how often you will actually give away your creatures? I don't have anything else to say, as anything I'd say here would just be a repeat from the previous card. There is a typo here: "opponents" is without apostrophe.
Top 3
1st place: IcariiFA
2nd place: doomfish
3rd place: void_nothing
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.)
Ink-Treader - Love it. Not sure about the color identity, but everything else is great.
glurman - Love the name. Future Sight for everyone, not sure why there's that restriction though.
theazurespirit - I like what's going on, I'm not sure if it completely fits the challenge.
RaikouRider - I like the idea, but the second ability seems really strong. Probably should be 'creature' (more greenish), and more expensive.
bravelion83 - It works and seems balances. Not much to say here. I don't think you need the second "where X is Y".
1. Ink-Treader
2. RaikouRider
3. glurman
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
This really pushes complexity, but I quite like what it does for gameplay. It solves both mana screw and mana flood, for all players, which leads to a better game overall. Maybe combine the two abilities into one, and let players choose whether they want a land or nonland?
That's a lot of X's. While they are the same value, using a variable in multiple different contexts pushes the complexity quite a bit, and I don't see exactly what is to be gained by doing so. Prosperity is exactly this card without the hard-set X, and I think it does everything this card does better.
Combining group hug with chaos, two archetypes which have broad overlap in the kind of players they appeal to, is a pretty good idea. Just the kind of wackiness that such players will love.
What do those two effects have to do with one another? The card feels really disjointed. Giving everyone a lot of 1/1 tokens isn't exactly the kind of effect that most players would appreciate, and it clogs the board and doesn't really make the game more fun. There could be a market for this kind of card, but I don't think the average group hug player would enjoy it all that much.
Some players would certainly like this kind of effect, but what does it bring to the table that Zedruu the Greathearted doesn't already have? The players who want this are probably already playing Zedruu, which actually rewards them for giving other people stuff, so this card feels somewhat superfluous.
Interesting. This could massively swing a game and undo a lot of work that players have done, though 1/1 soldiers and Gold tokens aren't equal to real creatures and lands, so it doesn't completely reset the board position. Many players would find this card rather infuriating, so I can see printing it to be a bit dangerous, but it does appeal to the target audience.
2. Doomfish
3. Solesticio