(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: Thursday, June 23rd, 2016 23:59 EDT
Judge deadline: Monday, June 27th, 2016 23:59 EDT
Cryptoplast Pool
Enchantment (Rare)
Graft 1
Hexproof 1G: Put a +1/+1 counter on Cryptoplast Pool. 3U: Until end of turn, Cryptoplasm Pool becomes a copy of target creature. "We hold the key for the next generation of Ravnica's species. Ravnica is our child, and we are her perents."
- Prime Speaker Zegana
Hero's Monument
Artifact (R)
: Add one mana of any color to your mana pool.
Whenever a creature you control dies, you may pay . If you do, Hero's Monument becomes a copy of that creature, except it's an artifact in addition to its other types. "Let this statue stand as testament to your greatness in life, and a vessel for your greatness thereafter."
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Wriggling Abyss2B
Enchantment [Rare]
At the beginning of your end step, exile target creature card from any graveyard. BB: Wriggling Abyss become a copy of the last creature exiled with it until the beginning of your next end step. Whatever comes out is never what you threw in there.
The Covenant of Thraben3WW
Legendary Enchantment (R)
Whenever you cast an instant spell, you may choose one -
* If The Covenant of Thraben is an enchantment, it becomes a 5/5 legendary elemental creature with flying and first strike.
* If The Covenant of Thraben is a creature, it becomes an enchantment. "There is great power in our covenant. Heed it."
- Thalia, Guardian of Thraben
Mirrorplex4
Artifact (R)
Whenever a permanent enters the battlefield under your control, you may have Mirrorplex become a copy of that permanent with this ability until end of turn. It reflects not just image, but form
Gideon of the Gatewatch3W
Planeswalker - Gideon (M)
/+1\: Until end of turn, Planeswalkers you control become legendary Soldier creatures with power and toughness each equal to the number of loyalty counters on them. (They don't lose loyalty while they're not a planeswalker.) [0]: Exile another target permanent. Return it to the battlefield under its owners control and the beginning of its owners next upkeep.
\-7/: Search your library for up to two planeswalker cards and put them onto the battlefield. Then shuffle your library.
{4}
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Judgments complete, not final until deadline. Glurman's judgment has been reviewed.
Check my "Mark of Quality" articles (link in signature) for a list of the most common Quality mistakes to avoid.
Challenges: what counts is always the letter of the law, unless explicit specifications of the host.
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.
Wriggling Abyss2B
Enchantment [Rare]
At the beginning of your end step, exile target creature card from any graveyard. BB: Wriggling Abyss become a copy of the last creature exiled with it until the beginning of your next end step. Whatever comes out is never what you threw in there.
Design (2.5/3) Appeal - Timmy likes recycling his own dead creatures or steal his opponent's ones even if just temporarily. Johnny can easily do things with this card. Spike can use this with removal: destroy your opponent's bomb and then steal it. I don't see anyone fully excited by this card though. (3/3) Elegance - I see no problems here.
Development (2.5/3) Viability - I'd like to see blue somewhere on this card, probably in the cost of the activated ability. Still, copying creatures from your graveyard feels black and it may be a bend but it's not a break, as it doesn't directly undermine black's weaknesses. Rarity feels right. (2/3) Balance - You can use this in a fair way (using creatures that have died) or a less fair way (milling something huge into a graveyard well before the time it would have entered the battlefield and died), but the copy being temporary anyway looks enough to take care of that. If you want to get the maximum out of this you need to have a steady supply of dead creatures somehow, and that definitely helps balance this card. This is far from a first pick in limited, but if you have enough removal or mill you could consider playing this. It's easier to play in constructed, where you can build your whole deck around it. I see no problems in casual or multiplayer.
Creativity (3/3) Uniqueness - A copy effect in monoblack is new, and the way it's implemented feels fresh enough. (2.5/3) Flavor - The name is good. The flavor text feels a little bland to me, but it works with the card concept.
Polish (1.5/3) Quality - It's "from a graveyard", not "any" (half a point deducted). It's "becomes a copy" with an "s" because it's third person (half a point deducted). It's "the last card exiled", not "creature", as "creatures" exist only on the battlefield, "spells" on the stack, and "cards" anywhere else (half a point deducted). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
The Covenant of Thraben3WW
Legendary Enchantment (R)
Whenever you cast an instant spell, you may choose one -
* If The Covenant of Thraben is an enchantment, it becomes a 5/5 legendary elemental creature with flying and first strike.
* If The Covenant of Thraben is a creature, it becomes an enchantment. "There is great power in our covenant. Heed it."
- Thalia, Guardian of Thraben
This judgment has been modified as detailed in the following spoiler:
EVIDENCE
Quote from CR (SOI edition) »
205.1a Some effects set an object’s card type. In such cases, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.
205.1b Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase “in addition to its types” or that state that something is “still a [type, supertype, or subtype].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes.
305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copy effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
Oracle text and official rulings for the following three cards (all from Urza's Saga, but they are the only ones existing with the text "becomes an enchantment"):
Hidden Stag1G
Enchantment (R)
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature.
Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.
Official rulings:
10/4/2004 When it turns into a creature, it is no longer an enchantment.
10/4/2004 Does not trigger on lands put onto the battlefield by a spell or ability.
8/1/2008 A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn’t matter how long the permanent has been a creature.
Opal Acrolith2W
Enchantment (R)
Whenever an opponent casts a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature. 0: Opal Acrolith becomes an enchantment.
Official rulings:
10/4/2004 When it turns into an enchantment, it is no longer a creature.
10/4/2004 Changes into a creature even if the spell is countered.
10/4/2004 When it turns into a creature, it is no longer an enchantment.
10/4/2004 It triggers when the spell is cast, which means it becomes a creature before that spell resolves.
4/1/2008 A “creature spell” is any spell with the type Creature, even if it has other types such as Artifact or Enchantment. Older cards of type Summon are also Creature spells.
8/1/2008 A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn’t matter how long the permanent has been a creature.
Soul Sculptor2W
Creature — Human (R) 1W, T: Target creature becomes an enchantment and loses all abilities until a player casts a creature spell. Does the stone mimic life, or did it once live?
1/1
Official rulings:
10/4/2004 The creature stops being a creature (or any other permanent type) and is just an enchantment with no abilities.
4/1/2008 A “creature spell” is any spell with the type Creature, even if it has other types such as Artifact or Enchantment. Older cards of type Summon are also Creature spells.
EXPLANATION
I thought that changing card type overwrites the rules text unless it's specified that it's "in addition to its other types". Well, I was wrong. That only happens because of rule 305.7 when all of the following happen:
• what is changed is a subtype and not a type,
• the permanent having its type changed is a land,
• the new subtype is one of the five basic land types.
In all other cases, the rules text isn't touched, only the type line. Note that rule 205.1a doesn't mention rules text, not even once. Rules text is only mentioned in rule 305.7 ("it loses all abilities generated from its rules text"), pertaining to the case where all three of the above conditions are met.
Note how of the three cards above, only Soul Sculptor specifies "and loses all abilities". That is actually what causes the rules text of the affected permanent to be overwritten. Specifically, Soul Sculptor can target itself as it's a creature. In that case, it becomes an enchantment with no abilities. If you want to activate the ability again for some reason, now you can't because the Sculptor no longer has it. That's what I thought would happen in the case of glurman's card too because I attributed this outcome to fact that the card type was changed, while instead it's because the Sculptor explicitly states that it "loses all abilities". Actually, glurman's card behaves exactly like Hidden Stag or Opal Acrolith, that is it doesn't say "loses all abilities", and also rule 305.7 does NOT kick in because the permanent is not a land having its subtype rewritten to a basic land type. So, all three of the Stag, the Acrolith, and glurman's card behave like this (line type and P/T in parenthesis referred to the Acrolith):
1. They start as enchantments (Enchantment, no P/T).
2. When the ability resolves they become creatures (Creature - Soldier, 2/4) that are no longer enchantments. The permanent retains its rules text because it's not a land getting its subtype rewritten to a basic land type.
3. Since the permanent retains its rules text, the other ability still exists, so it can revert the permanent to an enchantment (Enchantment, 2/4). The Elemental, Soldier, or Elk Beast subtypes are lost when their relative card type (creature) is lost (rule 205.1a), but P/T remain. The result is an enchantment with the original rules text but also a power and toughness, that are obviously irrilevant as long as the permanent is not a creature. A similar case is that of the Theros Gods: when they are not creatures because devotion is not high enough they still keep power and toughness even though P/T don't matter because they're only enchantments.
4. If the permanent's ability turns it into a creature again, repeat points 2 and then 3.
In the case of glurman's card, there is the supertype legendary in addition to all of this, but that's not a problem because if the first mode is chosen the word "legendary" is spelled out, while if the second mode is chosen you're only changing card types, so rule 205.1a applies and in that rule supertypes aren't mentioned, so they stay the same. The creature is legendary because the first mode specifies that, the enchantment in step 3 above is still legendary because it keeps the supertype from the creature.
Given all of the above, it's clear that glurman's card is perfectly functional and working as is. I'm sorry for my mistake, but as the saying goes, I'm just human after all. Anyway, thanks for having given me the opportunity to learn something new about Magic even after eleven years I play. Thanks to glurman and everybody else who made me notice my mistake via pm.
Design (2/3) Appeal - Timmy and Spike like this for different reasons: the former will turn this to a creature and keep it that way to attack, the latter will also do but keeping some instants to be played in response to removal spells. They will like this, but I don't think anyone will be fully excited. I don't see much for Johnny to do. (1.5/3) Elegance - A bit on the wordy side, but still easy enough to understand. Some specific interactions with other cards might not be immediately intuitive.
Development (3/3) Viability - There are no problems with color pie or rarity. (2.5/3) Balance - It's playable in limited if you have a lot of instant combat tricks or such, and that's not that hard to do. In constructed, a Celestial Colonnade-kind of reward certainly does motivate you to build your deck accordingly. This can be hard to remove (if it's targeted by enchantment removal you can have it turn into a creature and vice versa), but except for that I see no other problems in casual or multiplayer.
Creativity (2.5/3) Uniqueness - Things like this have been done before, but not for a very long time (Urza's Saga), so this feels fresh enough nowadays. (3/3) Flavor - The flavor is very good here: the name and flavor text are excellent and really make sense with each other and with the mechanics. Very good work here.
Polish (2.5/3) Quality - I'll ignore the use of minus signs and asterisks instead of long dashes and bullet points because of the "non-Latin characters" restriction, which I don't know if is still active but I'll suppose so. As I'm in the bypass list, it would be very useful to know if that restriction is still valid as of today, if anyone knows please let me know. The Elemental creature type should be capitalized (half a point deducted). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Mirrorplex4
Artifact (R)
Whenever a permanent enters the battlefield under your control, you may have Mirrorplex become a copy of that permanent with this ability until end of turn. It reflects not just image, but form
Design (2.5/3) Appeal - Timmy doesn't care. Johnny is the target audience for this, and there is so much he can do with this, he's certainly fully excited and brewing! Spike's attention is taken by the fact that this can copy lands too. (3/3) Elegance - All good here.
Development (3/3) Viability - Even though it's primary blue, there have been some artifacts copying things. Rarity feels right. (3/3) Balance - This triggers on any permanent of yours, lands too, and that can both justify the relatively high mana cost and make this more playable. You could play this in limited, and the interaction with bombs is interesting: cast your huge monster with this artifact already on the battlefield and have this copy it. The result: if your bomb has haste, attack with both and deal double damage, while if it doesn't have haste, you can attack with a copy, and effectively it's like you gave your bomb haste. Of yourse, the copy is just temporary, which helps in balance but requires a steady supply of permanents to copy, but that will usually happen naturally as you play normally. This looks good in constructed in a deck built to take advantage of it. I see no particular problem in casual or multiplayer.
Creativity (1.5/3) Uniqueness - This doesn't feel that unique to me, we've already seen things like this in the past even though it's certainly not something we see every set. (2.5/3) Flavor - The name is very good for a card with these mechanics. The flavor text fits too, even if it's a bit too generic.
Polish (2/3) Quality - "with this ability" should be "and gain this ability" (not "gains" because of the "may", examples: Artisan of Forms, Cemetery Puca, Cryptoplasm, Dimir Doppelganger and others, half a point deducted). A full stop is missing at the end of the flavor text (half a point deducted). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Gideon of the Gatewatch3W
Planeswalker - Gideon (M)
/+1\: Until end of turn, Planeswalkers you control become legendary Soldier creatures with power and toughness each equal to the number of loyalty counters on them. (They don't lose loyalty while they're not a planeswalker.) [0]: Exile another target permanent. Return it to the battlefield under its owners control and the beginning of its owners next upkeep.
\-7/: Search your library for up to two planeswalker cards and put them onto the battlefield. Then shuffle your library.
{4}
Design (3/3) Appeal - Timmy loves planeswalkers, and Gideon fights too! He's very excited by this card. Johnny can use the 0 ability somehow, but I don't feel he's the main audience for this card. Spike certainly likes this. (2.5/3) Elegance - Wordy as most planeswalkers, but no other problems.
Development (3/3) Viability - Everything is in color and rarity is obviously right. (2.5/3) Balance - This looks balanced enough to me, the only thing I'm not that sure about is the +1 animating all your planeswalkers, that could become degenerate in some Superfriends kind of deck, which is also the deck that takes the most advantage out of the ultimate. The rest doesn't worry me, and the single-colored mana cost is very interesting and doesn't look a problem here. Limited bomb as all planeswalkers, and certainly Standard playable as most planeswalkers. I see no particular problems in casual and multiplayer, casual players also expects planeswalkers to be very powerful.
Creativity (2/3) Uniqueness - Turning all your planeswalkers into Soldier and not just Gideon is a new twist on his classic ability. Planeswalker tutoring is something we've only ever seen on a single card (Call the Gatewatch). The rest doesn't feel that unique, but at least there are those nice new twists. (2.5/3) Flavor - Everything works: Gideon recruits help (ultimate) and he and the others fight against whatever threat (+1), even if it's usually just Gideon's ability and I'm not sure how much I like extending it to others, it can make Gideon's own identity a bit weaker. The 0 makes sense for a hieromancer. The card name makes a lot of sense given this. Planeswalkers obviously have no flavor text.
Polish (1.5/3) Quality - I really do not like the slashes and parenthesis around the loyalty costs, but I won't deduct points for this. I get that you were trying to recreate the shape of the arrows on the card, but in text cards only the numeric costs should be written. In the reminder text, there in no concordance between "they're not", plural, and "a planeswalker", singular (half a point deducted). Typos: "and the beginning" is clearly meant to be "at the beginning" (half a point deducted), "its owners" is missing an apostrophe (half a point deducted). (2/2) Main Challenge - Good. (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.)
(2/3) Appeal: Timmy might like building up +1/+1 counters. Johnny could find a combo. Spike couldn't care less.
(2/3) Elegance: Putting +1/+1 counters on this reduces the elegance in my opinion.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: Honestly, hexproof is not needed, even if it loses it when it turns into a creature. I just feel it was added just for the sake of having it.
Creativity -
(1/3) Uniqueness: Graft and hexproof aren't new. The last ability reminds me of Mizzium Transreliquat, but for creatures.
(3/3) Flavor: No problems here.
Polish -
(2/3) Quality: The last ability should read “CARDNAME becomes a copy of target creature until end of turn.” Also, the card's name is different in that line.
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 19/25
Design -
(3/3) Appeal: Timmy might like it since even if he loses his big creature, he'll still have it. Johnny sees an evil combo, as does Spike.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(1/3) Balance: Here's a scenario I see. Early in the game, your card, Sneak Attack, get a big creature into play, when it dies, pay 2 and it becomes that creature. I think the cost should be equal to the card's CMC to avoid
having a turn five Emrakul.
Creativity -
(3/3) Uniqueness: Looks new.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 23/25
Clockwork Gamer vs. glurman
Design -
(2/3) Appeal: Johnny sees combo potential. Spike sees a potential game win.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: I feel that it should be blue in addition to black, but I don't think it's necessary.
(2/3) Balance: This card works best in a mill deck. Lots of creature removal helps, too. Not a first pick in limited, but a must have in multiplayer.
Creativity -
(3/3) Uniqueness: I have no issues.
(2/3) Flavor: Flavour text doean't appeal to me, but it fits.
Polish -
(1.5/3) Quality: It should be “... from a graveyard.” Also, the activated ability should read “CARDNAME becomes a copy of the last card exiled with it until the beginning of your next end step.”
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 20.5/25
Design -
(2/3) Appeal: Timmy likes the creature's size. Spike likes the idea of getting a large creature for potentially 0.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: Basically, you can get an Angel of Retribution for as low as 3WW (there are 0-cost instants). And the only time you need to revert it back is if it's about to get destroyed by damage or creature kill. The cost may be a little low. That's about it.
Creativity -
(1/3) Uniqueness: There are other noncreature permanents that become a creature from a trigger, whether it's until end of turn or indefinitely.
(2/3) Flavor: My only gripe is that it becomes an Elemental creature. I think it should be either Angel or Spirit.
Polish -
(2.5/3) Quality: “Elemental” should be capitalized.
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 19.5/25
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
My apologies for being a bit late. Here are my judgments.
Design
Appeal: Timmy likes that he gets to have two big dudes, and Johnny can probably find a bunch of ways to abuse this with cards with flash. Spike isn't sold yet, but thinks there could be some possibility to make it work.
2.5/3
Elegance: Card makes sense. The flavour text really helps to pull the overall feel of the card together. In terms of mechanics it's pretty hard to get more simple than this.
3/3
Total: 5.5/6 Development
Viability:
I think this would work. Ability makes sense on an artifact, and definitely rare-worthy, but not mythic.
3/3
Balance: This is pretty well balanced. Potentially quite good in Limited, but not all that powerful in constructed, barring some sort of ramp/super weird combo. Pretty sweet for EDH.
2/3
Total: 5/6 Creativity
Uniqueness: Not really all that interesting of an idea, and most of the time it will work like a cheaper Minion Reflector.
1/3
Flavour: The name is a bit meh. It's interesting, but doesn't fit too well with the idea. Flavour text really helps with the overall flavour of the card, but could use some touching up.
2/3
Total: 3/6 Polish
Quality:
No spelling or grammar mistakes. Ability should read "you may have Mirrorplex become a copy of that permanent until end of turn, except it gains this ability."
2/3
Main Challenge: Satisfied.
1.5/2
Subchallenges: Satisfied.
2/2
Total: 5.5/7
Total: 19/25
Design
Appeal: Timmy enjoys being able to swing with his walkers and really likes the ultimate. Johnny, on the other hand, prefers the second ability, and will have fun flickering stuff every turn for free. Spike thinks all of the abilities are too flashy and doesn't feel like building a deck around the card.
2/3
Elegance: Mechanically, thie card is fine. The abilities are simple and easy to understand. Flavourwise, it's a bit of a mess. When you make a new card for a planeswalker that already exists, you have to build around who the character is already defined to be, and this just doesn't feel like a Gideon.
1.5/3
Total: 3.5/6 Development
Viability:
As I said before, this doesn't really suit a Gideon card. In addition, while the first and third abilities are definitely white, the second is decidedly blue. White generally only uses flicker abilites to save creatures and as combat tricks (eg. Ghostway), so a sorcery-speed flicker that doesn't do anything else is more of blue's territory. Also, this is pretty much a "build planeswalkers.deck" card, and that doesn't seem like something that would be printed.
1/3
Balance: The card isn't good for any format. In Limited he is nearly useless, as you pretty much need multiple planeswalkers (read: astronomically good luck), to be at all playable. In constructed, it's super broken. He comes down and removes a blocker (opponent also can't attack with the flickered creature next turn because it returns on upkeep), then continues to be a big unkillable threat. As soon as you hit 7 loyalty, you pop his ult, grabbing another copy of him plus a planeswalker with a useful - ability. Use the other walker's ability, then use Gideon to flicker it, your opponent now can't kill it and its loyalty resets next turn. Not to mention that his mana cost only has a single coloured symbol. Planeswalkers always have multiple coloured symbols in their cost, and because this one doesn't it makes him far too splashable.
1/3
Total: 2/6 Creativity
Uniqueness: The concept of a planeswalker built to make your other walkers better is interesting, but far too niche to really do well. The abilities are also a bit boring; all of your stuff are Gideons, flicker something, tutor for stuff.
1.5/3
Flavour: The name is cool, and fits really well. The first ability and his ultimate also contribute to the overall theme, but they don't feel "Gideon-like." And what's up with the second ability? It feels tacked on and doesn't work with the rest of the card at all.
1/3
Total: 2.5/6 Polish
Quality:
No spelling mistakes. "And" instead of "at" in second ability. The first ability should read "Each planeswalker you control becomes a legendary Soldier creature... etc" Also, the reminder text is incorrect. Planeswalkers do still lose loyalty while they are creatures, every Gideon has specifically stated that all damage dealt to him is prevented.
1/3
Main Challenge: Satisfied, and fairly interesting.
2/2
Subchallenges: Satisfied.
2/2
Total: 5/7
Total: 13/25
Design
Appeal: Johnny might find an interesting interaction with the abilites, but isn't too excited. Johnny is sometimes interested in copying a really big creature and swinging with it, but Spike is the one who really likes it. It's a mana sink, dodges sorcery-speed removal, and continually gets bigger as the game progresses. Not to mention that the ability to activate it at instant speed makes it great for deterring attackers.
2/3
Elegance: In terms of flavour and mechanics, this is a dead-on hit. This is an excellent mesh of concept and abilities, and is really well done. The only thing I would change is I don't think Graft is necessary, and it makes the card a bit too cluttered.
2/3
Total: 4/6 Development
Viability: Rare feels right for this, and obviously the colours make sense.
3/3
Balance: This is good, but not too good. Draft/Sealed bomb, it's everything you want in a Limited format. Probably standard playable if there's a viable simic control deck, and potentially even Modern solely because of the hexproof.
2.5/3
Total: 5.5/6 Creativity
Uniqueness: Super cool and really unique. This is a bit like a pseudo-Altered Ego, but not really, and way more versatile.
3/3
Flavour: Name makes sense and is cool. Flavour text is also really nice, and just helps push it from "Sweet" into "Awesome." All it needs is some great, goo-y looking artwork.
3/3
Total: 6/6 Polish
Quality:
Spelling mistake in flavour text. Also says "Cryptoplasm" instead of "Cryptoplast" in second ability. No grammar or templating mistakes.
2/3
Main Challenge: Satisfied, and awesomely.
2/2
Subchallenges: Satisfied.
2/2
Total: 6/7
Total: 21.5/25
Design
Appeal: This card isn't super appealing to anyone. Timmy doesn't really care, Johnny can't use it, and Spike wants more immediate value.
2/3
Elegance: This is pretty simple mechanicswise, but the abilities don't really make a lot of sense together.
2/3
Total: 4/6 Development
Viability: Abilities are both viable on an artifact, and rare is right for this.
3/3
Balance: I would say that this is almost definitely one of the best mana rocks in the game. Most artifacts that tap for any colour cost three, with some sort of upside, and this upside is significantly better than most of the others. However, it's not broken, and because you need to leave mana open for the ability, I don't think it's a problem.
2/3
Total: 5/6 Creativity
Uniqueness: Mana rocks aren't cool. The second ability is pretty interesting though, so points there.
2/3
Flavour: The name makes sense, flavour text is cool but a bit shoddy. The two abilities, as I mentioned before, don't 100% feel like they fit together, but maybe that's just me. I like that it's still an artifact after it copies something.
2/3
Total: 4/6 Polish
Quality: No spelling, grammar, or templating errors.
3/3
Still nothing here.
Challenge: Design a noncreature permanent card that can turn itself into a creature.
Subchallenge 1: Not a land.
Subchallenge 2: Does not transform.
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: Thursday, June 23rd, 2016 23:59 EDT
Judge deadline: Monday, June 27th, 2016 23:59 EDT
Judges:
Moss_Elemental
bravelion83
Voxzorz
Players:
Clockwork Gamer
doomfish
drewdagreek
Flatline
glurman
netn10
Good luck, everyone.
Enchantment (Rare)
Graft 1
Hexproof
1G: Put a +1/+1 counter on Cryptoplast Pool.
3U: Until end of turn, Cryptoplasm Pool becomes a copy of target creature.
"We hold the key for the next generation of Ravnica's species. Ravnica is our child, and we are her perents."
- Prime Speaker Zegana
Artifact (R)
: Add one mana of any color to your mana pool.
Whenever a creature you control dies, you may pay . If you do, Hero's Monument becomes a copy of that creature, except it's an artifact in addition to its other types.
"Let this statue stand as testament to your greatness in life, and a vessel for your greatness thereafter."
Enchantment [Rare]
At the beginning of your end step, exile target creature card from any graveyard.
BB: Wriggling Abyss become a copy of the last creature exiled with it until the beginning of your next end step.
Whatever comes out is never what you threw in there.
I'm sure you can think of something by yourself.
Legendary Enchantment (R)
Whenever you cast an instant spell, you may choose one -
* If The Covenant of Thraben is an enchantment, it becomes a 5/5 legendary elemental creature with flying and first strike.
* If The Covenant of Thraben is a creature, it becomes an enchantment.
"There is great power in our covenant. Heed it."
- Thalia, Guardian of Thraben
Artifact (R)
Whenever a permanent enters the battlefield under your control, you may have Mirrorplex become a copy of that permanent with this ability until end of turn.
It reflects not just image, but form
Planeswalker - Gideon (M)
/+1\: Until end of turn, Planeswalkers you control become legendary Soldier creatures with power and toughness each equal to the number of loyalty counters on them. (They don't lose loyalty while they're not a planeswalker.)
[0]: Exile another target permanent. Return it to the battlefield under its owners control and the beginning of its owners next upkeep.
\-7/: Search your library for up to two planeswalker cards and put them onto the battlefield. Then shuffle your library.
{4}
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
Moss_Elemental:
netn10 vs. Flatline
Clockwork Gamer vs. glurman
bravelion83:
Clockwork Gamer vs. glurman
drewdagreek vs. doomfish
voxzorz:
drewdagreek vs. doomfish
netn10 vs. Flatline
Check my "Mark of Quality" articles (link in signature) for a list of the most common Quality mistakes to avoid.
Challenges: what counts is always the letter of the law, unless explicit specifications of the host.
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.
Design
(2.5/3) Appeal - Timmy likes recycling his own dead creatures or steal his opponent's ones even if just temporarily. Johnny can easily do things with this card. Spike can use this with removal: destroy your opponent's bomb and then steal it. I don't see anyone fully excited by this card though.
(3/3) Elegance - I see no problems here.
Development
(2.5/3) Viability - I'd like to see blue somewhere on this card, probably in the cost of the activated ability. Still, copying creatures from your graveyard feels black and it may be a bend but it's not a break, as it doesn't directly undermine black's weaknesses. Rarity feels right.
(2/3) Balance - You can use this in a fair way (using creatures that have died) or a less fair way (milling something huge into a graveyard well before the time it would have entered the battlefield and died), but the copy being temporary anyway looks enough to take care of that. If you want to get the maximum out of this you need to have a steady supply of dead creatures somehow, and that definitely helps balance this card. This is far from a first pick in limited, but if you have enough removal or mill you could consider playing this. It's easier to play in constructed, where you can build your whole deck around it. I see no problems in casual or multiplayer.
Creativity
(3/3) Uniqueness - A copy effect in monoblack is new, and the way it's implemented feels fresh enough.
(2.5/3) Flavor - The name is good. The flavor text feels a little bland to me, but it works with the card concept.
Polish
(1.5/3) Quality - It's "from a graveyard", not "any" (half a point deducted). It's "becomes a copy" with an "s" because it's third person (half a point deducted). It's "the last card exiled", not "creature", as "creatures" exist only on the battlefield, "spells" on the stack, and "cards" anywhere else (half a point deducted).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21/25
This judgment has been modified as detailed in the following spoiler:
EVIDENCE
Oracle text and official rulings for the following three cards (all from Urza's Saga, but they are the only ones existing with the text "becomes an enchantment"):
1. Hidden Stag
Oracle text:
Hidden Stag 1G
Enchantment (R)
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature.
Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.
Official rulings:
10/4/2004 When it turns into a creature, it is no longer an enchantment.
10/4/2004 Does not trigger on lands put onto the battlefield by a spell or ability.
8/1/2008 A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn’t matter how long the permanent has been a creature.
2. Opal Acrolith
Oracle text:
Opal Acrolith 2W
Enchantment (R)
Whenever an opponent casts a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature.
0: Opal Acrolith becomes an enchantment.
Official rulings:
10/4/2004 When it turns into an enchantment, it is no longer a creature.
10/4/2004 Changes into a creature even if the spell is countered.
10/4/2004 When it turns into a creature, it is no longer an enchantment.
10/4/2004 It triggers when the spell is cast, which means it becomes a creature before that spell resolves.
4/1/2008 A “creature spell” is any spell with the type Creature, even if it has other types such as Artifact or Enchantment. Older cards of type Summon are also Creature spells.
8/1/2008 A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn’t matter how long the permanent has been a creature.
3. Soul Sculptor
Oracle text:
Soul Sculptor 2W
Creature — Human (R)
1W, T: Target creature becomes an enchantment and loses all abilities until a player casts a creature spell.
Does the stone mimic life, or did it once live?
1/1
Official rulings:
10/4/2004 The creature stops being a creature (or any other permanent type) and is just an enchantment with no abilities.
4/1/2008 A “creature spell” is any spell with the type Creature, even if it has other types such as Artifact or Enchantment. Older cards of type Summon are also Creature spells.
EXPLANATION
I thought that changing card type overwrites the rules text unless it's specified that it's "in addition to its other types". Well, I was wrong. That only happens because of rule 305.7 when all of the following happen:
• what is changed is a subtype and not a type,
• the permanent having its type changed is a land,
• the new subtype is one of the five basic land types.
In all other cases, the rules text isn't touched, only the type line. Note that rule 205.1a doesn't mention rules text, not even once. Rules text is only mentioned in rule 305.7 ("it loses all abilities generated from its rules text"), pertaining to the case where all three of the above conditions are met.
Note how of the three cards above, only Soul Sculptor specifies "and loses all abilities". That is actually what causes the rules text of the affected permanent to be overwritten. Specifically, Soul Sculptor can target itself as it's a creature. In that case, it becomes an enchantment with no abilities. If you want to activate the ability again for some reason, now you can't because the Sculptor no longer has it. That's what I thought would happen in the case of glurman's card too because I attributed this outcome to fact that the card type was changed, while instead it's because the Sculptor explicitly states that it "loses all abilities". Actually, glurman's card behaves exactly like Hidden Stag or Opal Acrolith, that is it doesn't say "loses all abilities", and also rule 305.7 does NOT kick in because the permanent is not a land having its subtype rewritten to a basic land type. So, all three of the Stag, the Acrolith, and glurman's card behave like this (line type and P/T in parenthesis referred to the Acrolith):
1. They start as enchantments (Enchantment, no P/T).
2. When the ability resolves they become creatures (Creature - Soldier, 2/4) that are no longer enchantments. The permanent retains its rules text because it's not a land getting its subtype rewritten to a basic land type.
3. Since the permanent retains its rules text, the other ability still exists, so it can revert the permanent to an enchantment (Enchantment, 2/4). The Elemental, Soldier, or Elk Beast subtypes are lost when their relative card type (creature) is lost (rule 205.1a), but P/T remain. The result is an enchantment with the original rules text but also a power and toughness, that are obviously irrilevant as long as the permanent is not a creature. A similar case is that of the Theros Gods: when they are not creatures because devotion is not high enough they still keep power and toughness even though P/T don't matter because they're only enchantments.
4. If the permanent's ability turns it into a creature again, repeat points 2 and then 3.
In the case of glurman's card, there is the supertype legendary in addition to all of this, but that's not a problem because if the first mode is chosen the word "legendary" is spelled out, while if the second mode is chosen you're only changing card types, so rule 205.1a applies and in that rule supertypes aren't mentioned, so they stay the same. The creature is legendary because the first mode specifies that, the enchantment in step 3 above is still legendary because it keeps the supertype from the creature.
Given all of the above, it's clear that glurman's card is perfectly functional and working as is. I'm sorry for my mistake, but as the saying goes, I'm just human after all. Anyway, thanks for having given me the opportunity to learn something new about Magic even after eleven years I play. Thanks to glurman and everybody else who made me notice my mistake via pm.
Design
(2/3) Appeal - Timmy and Spike like this for different reasons: the former will turn this to a creature and keep it that way to attack, the latter will also do but keeping some instants to be played in response to removal spells. They will like this, but I don't think anyone will be fully excited. I don't see much for Johnny to do.
(1.5/3) Elegance - A bit on the wordy side, but still easy enough to understand. Some specific interactions with other cards might not be immediately intuitive.
Development
(3/3) Viability - There are no problems with color pie or rarity.
(2.5/3) Balance - It's playable in limited if you have a lot of instant combat tricks or such, and that's not that hard to do. In constructed, a Celestial Colonnade-kind of reward certainly does motivate you to build your deck accordingly. This can be hard to remove (if it's targeted by enchantment removal you can have it turn into a creature and vice versa), but except for that I see no other problems in casual or multiplayer.
Creativity
(2.5/3) Uniqueness - Things like this have been done before, but not for a very long time (Urza's Saga), so this feels fresh enough nowadays.
(3/3) Flavor - The flavor is very good here: the name and flavor text are excellent and really make sense with each other and with the mechanics. Very good work here.
Polish
(2.5/3) Quality - I'll ignore the use of minus signs and asterisks instead of long dashes and bullet points because of the "non-Latin characters" restriction, which I don't know if is still active but I'll suppose so. As I'm in the bypass list, it would be very useful to know if that restriction is still valid as of today, if anyone knows please let me know. The Elemental creature type should be capitalized (half a point deducted).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21/25
Design
(2.5/3) Appeal - Timmy doesn't care. Johnny is the target audience for this, and there is so much he can do with this, he's certainly fully excited and brewing! Spike's attention is taken by the fact that this can copy lands too.
(3/3) Elegance - All good here.
Development
(3/3) Viability - Even though it's primary blue, there have been some artifacts copying things. Rarity feels right.
(3/3) Balance - This triggers on any permanent of yours, lands too, and that can both justify the relatively high mana cost and make this more playable. You could play this in limited, and the interaction with bombs is interesting: cast your huge monster with this artifact already on the battlefield and have this copy it. The result: if your bomb has haste, attack with both and deal double damage, while if it doesn't have haste, you can attack with a copy, and effectively it's like you gave your bomb haste. Of yourse, the copy is just temporary, which helps in balance but requires a steady supply of permanents to copy, but that will usually happen naturally as you play normally. This looks good in constructed in a deck built to take advantage of it. I see no particular problem in casual or multiplayer.
Creativity
(1.5/3) Uniqueness - This doesn't feel that unique to me, we've already seen things like this in the past even though it's certainly not something we see every set.
(2.5/3) Flavor - The name is very good for a card with these mechanics. The flavor text fits too, even if it's a bit too generic.
Polish
(2/3) Quality - "with this ability" should be "and gain this ability" (not "gains" because of the "may", examples: Artisan of Forms, Cemetery Puca, Cryptoplasm, Dimir Doppelganger and others, half a point deducted). A full stop is missing at the end of the flavor text (half a point deducted).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21.5/25
Design
(3/3) Appeal - Timmy loves planeswalkers, and Gideon fights too! He's very excited by this card. Johnny can use the 0 ability somehow, but I don't feel he's the main audience for this card. Spike certainly likes this.
(2.5/3) Elegance - Wordy as most planeswalkers, but no other problems.
Development
(3/3) Viability - Everything is in color and rarity is obviously right.
(2.5/3) Balance - This looks balanced enough to me, the only thing I'm not that sure about is the +1 animating all your planeswalkers, that could become degenerate in some Superfriends kind of deck, which is also the deck that takes the most advantage out of the ultimate. The rest doesn't worry me, and the single-colored mana cost is very interesting and doesn't look a problem here. Limited bomb as all planeswalkers, and certainly Standard playable as most planeswalkers. I see no particular problems in casual and multiplayer, casual players also expects planeswalkers to be very powerful.
Creativity
(2/3) Uniqueness - Turning all your planeswalkers into Soldier and not just Gideon is a new twist on his classic ability. Planeswalker tutoring is something we've only ever seen on a single card (Call the Gatewatch). The rest doesn't feel that unique, but at least there are those nice new twists.
(2.5/3) Flavor - Everything works: Gideon recruits help (ultimate) and he and the others fight against whatever threat (+1), even if it's usually just Gideon's ability and I'm not sure how much I like extending it to others, it can make Gideon's own identity a bit weaker. The 0 makes sense for a hieromancer. The card name makes a lot of sense given this. Planeswalkers obviously have no flavor text.
Polish
(1.5/3) Quality - I really do not like the slashes and parenthesis around the loyalty costs, but I won't deduct points for this. I get that you were trying to recreate the shape of the arrows on the card, but in text cards only the numeric costs should be written. In the reminder text, there in no concordance between "they're not", plural, and "a planeswalker", singular (half a point deducted). Typos: "and the beginning" is clearly meant to be "at the beginning" (half a point deducted), "its owners" is missing an apostrophe (half a point deducted).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21/25
Clockwork Gamer: 21
Glurman: 21
drewdagreek: 21.5
doomfish: 21
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.)
(2/3) Appeal: Timmy might like building up +1/+1 counters. Johnny could find a combo. Spike couldn't care less.
(2/3) Elegance: Putting +1/+1 counters on this reduces the elegance in my opinion.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: Honestly, hexproof is not needed, even if it loses it when it turns into a creature. I just feel it was added just for the sake of having it.
Creativity -
(1/3) Uniqueness: Graft and hexproof aren't new. The last ability reminds me of Mizzium Transreliquat, but for creatures.
(3/3) Flavor: No problems here.
Polish -
(2/3) Quality: The last ability should read “CARDNAME becomes a copy of target creature until end of turn.” Also, the card's name is different in that line.
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 19/25
(3/3) Appeal: Timmy might like it since even if he loses his big creature, he'll still have it. Johnny sees an evil combo, as does Spike.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(1/3) Balance: Here's a scenario I see. Early in the game, your card, Sneak Attack, get a big creature into play, when it dies, pay 2 and it becomes that creature. I think the cost should be equal to the card's CMC to avoid
having a turn five Emrakul.
Creativity -
(3/3) Uniqueness: Looks new.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 23/25
Clockwork Gamer vs. glurman
(2/3) Appeal: Johnny sees combo potential. Spike sees a potential game win.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: I feel that it should be blue in addition to black, but I don't think it's necessary.
(2/3) Balance: This card works best in a mill deck. Lots of creature removal helps, too. Not a first pick in limited, but a must have in multiplayer.
Creativity -
(3/3) Uniqueness: I have no issues.
(2/3) Flavor: Flavour text doean't appeal to me, but it fits.
Polish -
(1.5/3) Quality: It should be “... from a graveyard.” Also, the activated ability should read “CARDNAME becomes a copy of the last card exiled with it until the beginning of your next end step.”
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 20.5/25
(2/3) Appeal: Timmy likes the creature's size. Spike likes the idea of getting a large creature for potentially 0.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: Basically, you can get an Angel of Retribution for as low as 3WW (there are 0-cost instants). And the only time you need to revert it back is if it's about to get destroyed by damage or creature kill. The cost may be a little low. That's about it.
Creativity -
(1/3) Uniqueness: There are other noncreature permanents that become a creature from a trigger, whether it's until end of turn or indefinitely.
(2/3) Flavor: My only gripe is that it becomes an Elemental creature. I think it should be either Angel or Spirit.
Polish -
(2.5/3) Quality: “Elemental” should be capitalized.
(2/2) Main Challenge:
(2/2) Subchallenges: Both met.
Total: 19.5/25
Design
Appeal: Timmy likes that he gets to have two big dudes, and Johnny can probably find a bunch of ways to abuse this with cards with flash. Spike isn't sold yet, but thinks there could be some possibility to make it work.
2.5/3
Elegance: Card makes sense. The flavour text really helps to pull the overall feel of the card together. In terms of mechanics it's pretty hard to get more simple than this.
3/3
Total: 5.5/6
Development
Viability:
I think this would work. Ability makes sense on an artifact, and definitely rare-worthy, but not mythic.
3/3
Balance: This is pretty well balanced. Potentially quite good in Limited, but not all that powerful in constructed, barring some sort of ramp/super weird combo. Pretty sweet for EDH.
2/3
Total: 5/6
Creativity
Uniqueness: Not really all that interesting of an idea, and most of the time it will work like a cheaper Minion Reflector.
1/3
Flavour: The name is a bit meh. It's interesting, but doesn't fit too well with the idea. Flavour text really helps with the overall flavour of the card, but could use some touching up.
2/3
Total: 3/6
Polish
Quality:
No spelling or grammar mistakes. Ability should read "you may have Mirrorplex become a copy of that permanent until end of turn, except it gains this ability."
2/3
Main Challenge: Satisfied.
1.5/2
Subchallenges: Satisfied.
2/2
Total: 5.5/7
Total: 19/25
Design
Appeal: Timmy enjoys being able to swing with his walkers and really likes the ultimate. Johnny, on the other hand, prefers the second ability, and will have fun flickering stuff every turn for free. Spike thinks all of the abilities are too flashy and doesn't feel like building a deck around the card.
2/3
Elegance: Mechanically, thie card is fine. The abilities are simple and easy to understand. Flavourwise, it's a bit of a mess. When you make a new card for a planeswalker that already exists, you have to build around who the character is already defined to be, and this just doesn't feel like a Gideon.
1.5/3
Total: 3.5/6
Development
Viability:
As I said before, this doesn't really suit a Gideon card. In addition, while the first and third abilities are definitely white, the second is decidedly blue. White generally only uses flicker abilites to save creatures and as combat tricks (eg. Ghostway), so a sorcery-speed flicker that doesn't do anything else is more of blue's territory. Also, this is pretty much a "build planeswalkers.deck" card, and that doesn't seem like something that would be printed.
1/3
Balance: The card isn't good for any format. In Limited he is nearly useless, as you pretty much need multiple planeswalkers (read: astronomically good luck), to be at all playable. In constructed, it's super broken. He comes down and removes a blocker (opponent also can't attack with the flickered creature next turn because it returns on upkeep), then continues to be a big unkillable threat. As soon as you hit 7 loyalty, you pop his ult, grabbing another copy of him plus a planeswalker with a useful - ability. Use the other walker's ability, then use Gideon to flicker it, your opponent now can't kill it and its loyalty resets next turn. Not to mention that his mana cost only has a single coloured symbol. Planeswalkers always have multiple coloured symbols in their cost, and because this one doesn't it makes him far too splashable.
1/3
Total: 2/6
Creativity
Uniqueness: The concept of a planeswalker built to make your other walkers better is interesting, but far too niche to really do well. The abilities are also a bit boring; all of your stuff are Gideons, flicker something, tutor for stuff.
1.5/3
Flavour: The name is cool, and fits really well. The first ability and his ultimate also contribute to the overall theme, but they don't feel "Gideon-like." And what's up with the second ability? It feels tacked on and doesn't work with the rest of the card at all.
1/3
Total: 2.5/6
Polish
Quality:
No spelling mistakes. "And" instead of "at" in second ability. The first ability should read "Each planeswalker you control becomes a legendary Soldier creature... etc" Also, the reminder text is incorrect. Planeswalkers do still lose loyalty while they are creatures, every Gideon has specifically stated that all damage dealt to him is prevented.
1/3
Main Challenge: Satisfied, and fairly interesting.
2/2
Subchallenges: Satisfied.
2/2
Total: 5/7
Total: 13/25
Design
Appeal: Johnny might find an interesting interaction with the abilites, but isn't too excited. Johnny is sometimes interested in copying a really big creature and swinging with it, but Spike is the one who really likes it. It's a mana sink, dodges sorcery-speed removal, and continually gets bigger as the game progresses. Not to mention that the ability to activate it at instant speed makes it great for deterring attackers.
2/3
Elegance: In terms of flavour and mechanics, this is a dead-on hit. This is an excellent mesh of concept and abilities, and is really well done. The only thing I would change is I don't think Graft is necessary, and it makes the card a bit too cluttered.
2/3
Total: 4/6
Development
Viability: Rare feels right for this, and obviously the colours make sense.
3/3
Balance: This is good, but not too good. Draft/Sealed bomb, it's everything you want in a Limited format. Probably standard playable if there's a viable simic control deck, and potentially even Modern solely because of the hexproof.
2.5/3
Total: 5.5/6
Creativity
Uniqueness: Super cool and really unique. This is a bit like a pseudo-Altered Ego, but not really, and way more versatile.
3/3
Flavour: Name makes sense and is cool. Flavour text is also really nice, and just helps push it from "Sweet" into "Awesome." All it needs is some great, goo-y looking artwork.
3/3
Total: 6/6
Polish
Quality:
Spelling mistake in flavour text. Also says "Cryptoplasm" instead of "Cryptoplast" in second ability. No grammar or templating mistakes.
2/3
Main Challenge: Satisfied, and awesomely.
2/2
Subchallenges: Satisfied.
2/2
Total: 6/7
Total: 21.5/25
Design
Appeal: This card isn't super appealing to anyone. Timmy doesn't really care, Johnny can't use it, and Spike wants more immediate value.
2/3
Elegance: This is pretty simple mechanicswise, but the abilities don't really make a lot of sense together.
2/3
Total: 4/6
Development
Viability: Abilities are both viable on an artifact, and rare is right for this.
3/3
Balance: I would say that this is almost definitely one of the best mana rocks in the game. Most artifacts that tap for any colour cost three, with some sort of upside, and this upside is significantly better than most of the others. However, it's not broken, and because you need to leave mana open for the ability, I don't think it's a problem.
2/3
Total: 5/6
Creativity
Uniqueness: Mana rocks aren't cool. The second ability is pretty interesting though, so points there.
2/3
Flavour: The name makes sense, flavour text is cool but a bit shoddy. The two abilities, as I mentioned before, don't 100% feel like they fit together, but maybe that's just me. I like that it's still an artifact after it copies something.
2/3
Total: 4/6
Polish
Quality: No spelling, grammar, or templating errors.
3/3
Main Challenge: Satisfied.
1.5/2
Subchallenges: Satisfied.
2/2
Total: 6.5/7
Total: 19.5/25
Flatline: 42.5
Clockwork Gamer: 41.5
glurman: 40.5
drewdagreek: 40.5
doomfish: 34
Round 4 will be up shortly