(A big thank you to bravelion83 for this banner, an elaboration on the art of these cards: Maelstrom Nexus by Steven Belledin and Maelstrom Wanderer by Thomas M. Baxa.)
September MCC Round 4
“The End of the Rainbow”
At long last, we have arrived at our destination, the Maelstrom! Behold, the finale of our chaste voyage into the multiverse! The confluence of colors, the coalescence of rainbows, it is all so beautiful, does it not just bring tears to your eyes?!
Ah, the journey to arrive here has indeed been long and trying, yet here and now the culmination of all that you have brought with you on this journey shall present itself! Choose wisely for the very last time this month!
Choose one of the following options. Please note your chosen option along with your entry!
Main Challenge: Design a card with four colors in its mana cost.
Sub Challenge 1: The card is not a creature.
Sub Challenge 2: The card does not use the color of your Round 1 card anywhere on the card. Please quote your Round 1 card along with your submission!
Main Challenge: Design a card with all five colors in its mana cost.
Sub Challenge 1: The card is not a sorcery nor an instant.
Sub Challenge 2: The card specifically includes WUBRG at least twice anywhere on the card.
As a quick reference, these are the four color orderings. WUBR UBRG BRGW RGWU GWUB
Yes, I mean exactly WUBRG in the mana cost and/or rules text for the second subchallenge. For example, Chromanticore would qualify quite nicely in regards to Option B.
Notably, exactly WWUUBBRRGG somewhere on the card, such as the mana cost, would meet the second subchallenge all by itself. As another example, Progenitus would also qualify quite nicely in regards to Option B.
If you have any requests for further clarification, please do not hesitate to inquire, but preferably do so in the actual MCC Discussion Thread.
In addition, please take note of the following points.
A reminder to everyone: you're supposed to explicitly mention in your submission which option you've chosen. Please don't make us judges make extra work having to sort out who chose which option in our brackets before judging. Thanks.
On rarity and formatting (courtesy of bravelion83):
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
With the announcement of the new templating of creating tokens (creature and non-creature) with the Rise from the Tides promo, should we begin using that language on the next round, if we so choose to create a card that generates tokens? I hold the MCC in high regard and that the contest has high standards for card creation, so it makes sense to me that our designs continue to develop appropriate design language.
Please let me know, Bravelion or a congregation of judges as to what you would like to do.
Thanks,
Folza
Thanks for posting this Folza. I wasn't aware of this change until just now. If people are going to be held to the new template in the next round (which is probably the correct way to go), I highly recommend that the new template is mentioned and highlighted in the OP. That will help to get the word out there and avoid any feel bad moments. Another option would be to adopt a short grace period in which either template would be acceptable. Either way, posts like Folza's are very helpful to those that aren't able to follow MTG as closely as others. Thanks again Folza!
At the contrary, I was perfectly aware of that promo but just didn't think about the fact that people might want to use that new wording already instead of waiting until Kaladesh comes out, as it will officially debut there. I thought about what to do and I have reached the following personal conclusion. As the official debut of Kaladesh is on September 2nd at PAX West, I personally will keep using the "put onto the battlefield" wording until then and only start using the "create" wording after that date. I don't expect others to follow the same practice, everyone is free to do what they want.
I think the proposal of a short period of time in which both wordings are acceptable in our contests sounds the most reasonable to me. I personally say that period should begin right now and end once Kaladesh is released (the last day of September). It's two months in which we all can become used to the new wording and all other eventual changes Kaladesh might bring (I was reading yesterday a thread in the Rumor Mill where vehicles were mentioned... and there's still Mechanic E unaccounted for by the way...).
So let me state this in an official way. The following will be valid from now on for me personally as a judge, and I'll enforce it as host in the last month of July (and in August too if no one else volunteers and I host again):
Both "put onto the battlefield" and "create" wordings will be acceptable starting right now and ending with the end of the September MCC. Just make sure your card follows the rules of English grammar, and also notice the different place of the word "tapped" in the two wordings.
Starting with the October MCC, I will no longer accept the "put onto the battlefield" wording for tokens, and I WILL deduct points for that then.
This is what I am going to do and that's my own personal decision. Other hosts and judges are free to do whatever they want, but I'd like if we all followed a common way. The only thing I would ask for to other hosts and judges is to be as clear as possible about what they want to do about this beforehand. Thanks. Obviously all of this is going to be repeated in the OP of the final round of July and in all future rounds I will judge or host from now until the end of September.
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johnny/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
DEADLINES* In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Sunday, October 2nd 23:59 EDT
Judge deadline: Tuesday, October 11th 23:59 EDT
*Time extensions are infrequent but possible until the deadline is past.
JUDGES
Blydden
bravelion83
doomfish
Flatline
PLAYERS
Marco
netn10
RaikouRider
Raptorchan
Only the above players are permitted to submit a card for this round. Best of luck, everyone!
Carver of EdenWUBRG
Creature - Avatar (R) WUBRG, Sacrifice a land: Create a tapped colorless land token named Paradise. It has "t: Add one mana of any color to your mana pool."
At the beginning of your upkeep, gain 1 life for each land named Paradise you control. Then you win the game if you control five or more lands named Paradise. "It will be reborn, stone by stone, branch by branch, if necessary."
5/5
Vedalken Polymorpher1UU
Creature - Vedalken Wizard (Rare) 1U, t: Another target creature loses all abilities and becomes a green Frog with base power and toughness 1/1 until end of turn. 2UU, t: Another target creature loses all abilities and becomes a green Lizard with base power and toughness 5/5 until end of turn.
2/2
Dune-Tribe DecreeWBRG
Instant (Rare)
Convoke
Choose two. If no mana was spent to cast Dune-Tribe Decree, choose all modes instead -
* Return target creature card from your graveyard to the battlefield.
* Gain control of target creature. Creatures you control gains haste until end of turn.
* Untap all creatures you control.
* Creatures you control gets +2/+2 until end of turn.
Drunken Brawler1R
Creature - Human Warrior (Uncommon) R: Drunken Brawler gets +1/+0 until end of turn. T: Drunken Brawler fights target creature. (Each deals damage equal to its power to the other.)
0/2
Artist: Ben Wootten
Round 4 Card:
Option A
Magical MenagerieGWUB
Enchantment (Rare)
At the beginning of your upkeep, choose one —
• Create a 1/2 green Spider creature token with reach.
• Create a 1/1 white Cat creature token with vigilance.
• Create a 1/1 blue Bird creature token with flying.
• Create a 1/1 black Snake creature token with deathtouch.
When creatures you control have total power 8 or greater, sacrifice Magical Menagerie.
Harihara, Exemplar of FiveWUBRG
Legendary Creature - Avatar {M}
Vigilance, indestructible WUBRG: Target player exiles the top five cards of his or her library. You may cast a card from among them without paying its mana cost. 6/6
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Harihara, Exemplar of FiveWUBRG
Legendary Creature - Avatar {M}
Vigilance, indestructible WUBRG: Target player exiles the top five cards of his or her library. You may cast a card from among them without paying its mana cost. 6/6
Design (2.5/3) Appeal - Timmy likes this mostly for its stats but the activated ability also gives him a little thrill of uncertainty over what the five cards will be. Johnny might maybe use the activated ability in ways that honestly escape me but you never know from him. Spike likes what you get for the restrictive cost. (3/3) Elegance - This is the only card this round that is reasonably short, and I really want to prize that. It's also very easy to understand.
Development (3/3) Viability - It's hard to judge five-colored cards in the color pie. I see nothing wrong with this, I especially like the fact that this card can't be made in any monocolor. I agree with making this mythic. (2.5/3) Balance - Limited bomb if you have a way to cast it, it might also see some Standard play under the same condition. I can't see this in older formats though. I see no problems in casual or multiplayer. I think that the playability of this card would be quite similar to that of something like Child of Alara.
Creativity (1.5/3) Uniqueness - The flavor feels way more unique to me than the mechanics here. (1.5/3) Flavor - The name is very good and flavorful even by itself. I don't know if this card is meant to be from Kamigawa, but it definitely reminds me of that plane. This is the only submission this round where flavor text would have fit, and it's really too bad there is none. I would have really liked some text from Kamigawa here, or wherever this is supposed to be from. It really feels like a wasted opportunity to me.
Polish (2.5/3) Quality - A minus sign instead of a long dash in the type line, and P/T should not be bolded. On the first I have to leave you the benefit of the doubt because of the infamous non-Latin charactes restriction, but the second gives you -0.5. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Drunken Brawler1R
Creature - Human Warrior (Uncommon) R: Drunken Brawler gets +1/+0 until end of turn. T: Drunken Brawler fights target creature. (Each deals damage equal to its power to the other.)
0/2
Artist: Ben Wootten
Round 4 Card:
Option A
Magical MenagerieGWUB
Enchantment (Rare)
At the beginning of your upkeep, choose one —
• Create a 1/2 green Spider creature token with reach.
• Create a 1/1 white Cat creature token with vigilance.
• Create a 1/1 blue Bird creature token with flying.
• Create a 1/1 black Snake creature token with deathtouch.
When creatures you control have total power 8 or greater, sacrifice Magical Menagerie.
Design (2/3) Appeal - Timmy likes tokens, but he doesn't really like to sacrifice this just when he has enough power (by his standards). Johnny can use the tokens somehow. Spike likes the flexibility of being able to choose the right token for any given board state and the skill required to do that. (2.5/3) Elegance - Very long, but also very clear in what it does.
Development (3/3) Viability - It's curious that both finalists who chose the four-color option made a modal spell even though it wasn't required. It's probably the easiest way to make a card have sense in four colors: just make four modes, each of a different color. In this case, it perfectly works, and the symmetry between the modes is very nice. I can see this at regular rare. (2/3) Balance - I'm not sure the sacrifice clause is really needed for balance. This card is already very hard to cast and it takes quite some time to accumulate eight power worth of creatures just out of this card without external help. If there is a realistic way to cast this in limited, which is not a given and really depends on the environment, you should totally play this. It's also probably playable in Standard even though it looks like it doesn't do that much, but you have to keep into account the fact that flexibility is worth a lot in Magic. I can't really see this in older formats, nor can I see any particular problem in casual or multiplayer.
Creativity (2/3) Uniqueness - This is reminiscent of many existing cards, though identical to none. It reminds me of Bestial Menace, Bitterblossom, and all cards with formidable at the same time, but it still manages to have its own identity. (1.5/3) Flavor - The name is fine. No room for flavor text.
Polish (3/3) Quality - All good. The proper use of the long dash and bullet points is particularly appreciated. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Vedalken Polymorpher1UU
Creature - Vedalken Wizard (Rare) 1U, t: Another target creature loses all abilities and becomes a green Frog with base power and toughness 1/1 until end of turn. 2UU, t: Another target creature loses all abilities and becomes a green Lizard with base power and toughness 5/5 until end of turn.
2/2
Dune-Tribe DecreeWBRG
Instant (Rare)
Convoke
Choose two. If no mana was spent to cast Dune-Tribe Decree, choose all modes instead -
* Return target creature card from your graveyard to the battlefield.
* Gain control of target creature. Creatures you control gains haste until end of turn.
* Untap all creatures you control.
* Creatures you control gets +2/+2 until end of turn.
Design (3/3) Appeal - Timmy likes most parts of this. Johnny can do a lot of things with different modes. Spike is a little concerned by how hard this will be to cast, but he's definitely hooked by the power level he gets in exchange. (2.5/3) Elegance - Very long, but also very clear in what it does.
Development (1/3) Viability - There is a problem here: the intent is clearly to have each mode belong to one color, and you would have succeeded if the second mode weren't actually blue except for haste. Red only gains control of creatures temporarily, blue is the one who gets it permanently. Ironically, that would make this a perfect five-colored card but you chose the four-colors option. I also think this would definitely be mythic, both for complexity and potential power level. (1/3) Balance - Four and five-colored cards are not made for limited, but convoke probably helps there. If your mana supports it (and this means more probably in formats like Modern, where the combination of fetchlands and shocklands is available), this could easily see constructed play in my opinion, because of its flexibility, instant speed and innate power level, all of which are very valuable in competitive constructed formats. The fact that you could also potentially cast it for free makes this even better, up to the point of being worrying. If you put all this together, it may really be a bit too much. Reanimation by itself is rarely done at instant speed these days, as is gaining control of a creature permanently. I can't see any big problems in casual or multiplayer, but all the power level concerns apply there too.
Creativity (2.5/3) Uniqueness - An interesting twist on commands and convoke, both of which already exist though, that certainly makes this card memorable. (1.5/3) Flavor - The name is fine and makes me curious to know more about this Dune Tribe. Flavor text clearly doesn't fit here unfortunately.
Polish (0/3) Quality - The order of colors in mana cost is wrong, it should be BRGW as when you have four colors you start with the color right after the missing one and go in WUBRG order. This should be well known, so -1. Convoke would theoretically need reminder text, but on a very texty rare it's acceptable to leave it out. No need for any dash, long or short, where the "choose X" part is followed by a conditional clause, such in this case (see for example the Confluences, -0.5). The word "modes" is not needed, it should simply be "choose all instead" (-0.5). I have to leave you the benefit of the doubt on the use of asterisks instead of bullet points because of the infamous non-Latin charactes restriction. In the second mode, "creatures" is plural so "gains" should not have the third-person "s" which only applies at the singular third person (-0.5). The same is true for the last mode and "gets" (-0.5). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Carver of EdenWUBRG
Creature - Avatar (R) WUBRG, Sacrifice a land: Create a tapped colorless land token named Paradise. It has "t: Add one mana of any color to your mana pool."
At the beginning of your upkeep, gain 1 life for each land named Paradise you control. Then you win the game if you control five or more lands named Paradise. "It will be reborn, stone by stone, branch by branch, if necessary."
5/5
Design (2/3) Appeal - Timmy likes tokens, lifegain and alternative win conditions. The "sacrifice a land" cost really lets him down though as it means he cannot ramp, which is something he definitely likes to do and maybe he could have been allowed to for such a huge cost, and this last one is also one of the reasons Spike doesn't care about this card. This is a card for Johnny and he likes it very much. (2.5/3) Elegance - Very long, but also very clear in what it does.
Development (1/3) Viability - It's hard to judge a five-colored card color-pie-wise, but in this case it's pretty clear that the card mechanically could have just been monogreen. The only reasons to have this gain additional colors are restricting the decks that can use this card and creating flavor, even if flavor can justify almost anything, even color pie violations. I'm also convinced that if this card were printed for real it would totally be mythic. Alternative win conditions tend to be mythic, five-colored cards too, and the general feeling of this card just screams mythic rarity to me. (1/3) Balance - Five-colored cards are just not made for limited. I can't see this played in competitive constructed either, unless some high-powered combo is discovered that exploits the alternate win condition. I can see this in casual or multiplayer though without any big problem, and there you also naturally have more time to assemble all five colors of mana to pay for this.
Creativity (3/3) Uniqueness - Land tokens are definitely unique, even though I remember Maro saying on Blogatog they tested them and they never made them for real because it's extra hard to tell whether they're tapped or not if you're not using official token cards and lands are the card type for which it's the most crucial to know if they are tapped. Still, they've never been done before, and that gains you full points here. (1/3) Flavor - The flavor works in theory and I also personally like it, but I just don't think they would print it today. As they just reestablished with Kaladesh, and before that with the removal of Kiora's last name and a bunch of public statements, they stay away from anything that has meaning in a living culture or religion, and while the word "paradise" might be generic enough in today's language to not be a problem in that regard, that is unfortunately not the case with "Eden", which comes from the book of Genesis that has a very real meaning for both Hebraism and Christianity, and both of those certainly count as currently living religions.
Polish (3/3) Quality - The final sentence on Mayael's Aria shows us no comma is actually needed on this card's last sentence either, unlike what my own first instinct said. It's good to always check Gatherer for safety. (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.)
Carver of EdenWUBRG
Creature - Avatar (R) WUBRG, Sacrifice a land: Create a tapped colorless land token named Paradise. It has "t: Add one mana of any color to your mana pool."
At the beginning of your upkeep, gain 1 life for each land named Paradise you control. Then you win the game if you control five or more lands named Paradise. "It will be reborn, stone by stone, branch by branch, if necessary."
5/5
Design – (4.5/6) (2/3) Appeal: Johnny likes alt win cons, and might like to pull some shenanigans like playing Vesuva to copy Paradise. Timmy likes ult win cons too. Spike thinks this is too expensive and slow. (2.5/3) Elegance: A bit lengthy, but everything is pretty easy to understand.
Development – (3/6) (1.5/3) Viability: 5 color cards are difficult to assess for color pie bleed. Although this card could easily be mono-green, or maybe green white, it still might be fine in all five colors. I don’t see anything that breaks any rules, but I do think this card seems like it would be a mythic. (1.5/3) Balance: As a five color card, I don’t see this being played in most limited environments. Also, it is probably too slow to see play in Standard. The only place I see this finding a home is in EDH, or in table top decks, particularly multi-player games where you would have the time to set this up.
Creativity – (5/6) (3/3) Uniqueness: I don’t remember anything ever producing land tokens before. That alone nets you full points here. (2/3) Flavor: This card manages to be quite flavorful without having any flavor text, so good job there. I’m not sure Wizards would make a card these days that references a real-life religion, as this card does by referencing the Christian Eden.
Polish – (7/7) (3/3) Quality: Looks good to me. (2/2) Main Challenge: Good. (2/2) Subchallenges: Good.
Dune-Tribe DecreeWBRG
Instant (Rare)
Convoke
Choose two. If no mana was spent to cast Dune-Tribe Decree, choose all modes instead -
* Return target creature card from your graveyard to the battlefield.
* Gain control of target creature. Creatures you control gains haste until end of turn.
* Untap all creatures you control.
* Creatures you control gets +2/+2 until end of turn.
Design – (5.5) (3/3) Appeal: Everybody loves a broken card. (2.5/3) Elegance: A long but straight forward card. I like how all the modes fit well together.
Development – (1.5/6) (1/3) Viability: The ability to instantly gain permanent control of a creature is probably the strongest mode on the card. Strangely enough, this is basically only seen in blue, which is the only color this card is not. Also, this card must be mythic in my opinion, it is just such a massive effect. (0.5/3) Balance: This card would be busted even if it didn’t have convoke or the ability to choose all modes. Instantly gaining control of a creature and returning a creature from the graveyard is just busted. I know it costs four colors, but in the right deck this can act as Control Magic, Zombify and one sided board-wipe, all at instant speed. If you can amass a creature of each of its colors, you can do all of this for free. In my opinion, this card is just too strong for any format other than limited (where it might be difficult to play 4 colors).
Creativity – (3.5/6) (2/3) Uniqueness: Although everything on this card has been done before, the card still feels pretty new and exciting. (1.5/3) Flavor: Name is fine, although I’m not sure why it’s not just Dune-Brood Decree. No room for flavor text.
Polish – (4/7) (0/3) Quality: The mana cost should be , in that order, as shown on Dune-Brood Nephilim (-1). The word "modes" is not needed, it should simply be "choose all instead" (-0.5). In the second mode, "creatures" is plural so "gains" should not have the third-person "s" which only applies at the singular third person (-0.5). The same is true for the last mode and "gets" (-0.5). There is no need for the dash at the end of the opening line of rules text (-0.5). (2/2) Main Challenge: Good. (2/2) Subchallenges: Good.
Magical MenagerieGWUB
Enchantment (Rare)
At the beginning of your upkeep, choose one —
• Create a 1/2 green Spider creature token with reach.
• Create a 1/1 white Cat creature token with vigilance.
• Create a 1/1 blue Bird creature token with flying.
• Create a 1/1 black Snake creature token with deathtouch.
When creatures you control have total power 8 or greater, sacrifice Magical Menagerie.
Design – (4/6) (1.5/3) Appeal: Timmy loves a bunch of tokens. This isn’t efficient enough for Spike. Johnny can always use a bunch of creatures, but again, there are more efficient ways for him to produce them. (2.5/3) Elegance: Yet another long but easy to understand card. I don’t really like how the sac clause considers creatures not created by Magical Menagerie, but there may not be a very elegant way to get around that.
Development – (4.5/6) (3/3) Viability: Everything seems good here. (1.5/3) Balance: All things considered, this card seems pretty weak. I just can’t see this being played anywhere. I actually think the sac clause could be dropped completely. For four different colors of mana, I would just want something more powerful than this.
Creativity – (3/6) (1.5/3) Uniqueness: There isn’t really anything too unique here considering cards like Bitterblossom and Bestial Menace. (1.5/3) Flavor: I like the name. No room for flavor text.
Harihara, Exemplar of FiveWUBRG
Legendary Creature - Avatar {M}
Vigilance, indestructible WUBRG: Target player exiles the top five cards of his or her library. You may cast a card from among them without paying its mana cost. 6/6
Design – (6/6) (3/3) Appeal: Timmy loves a big, indestructible beater. Spike even finds this rather efficient. Johnny loves the activated ability. (3/3) Elegance: Pretty easy to follow. Everything works well enough together.
Development – (5.5/6) (3/3) Viability: I don’t see any reason this can’t be five colors. Mythic is definitely right. (2.5/3) Balance: This might be pretty tough to cast in limited. It’s strong enough that it might get a look in Standard. I don’t see it being played in Legacy or Modern. The place I think this card would really shine is in EDH. I’m a little afraid that the indestructibility makes this a little over the top, but it’s probably ok on a five color card.
Creativity – (2.5/6) (1.5/3) Uniqueness: Nothing too unique here. (1/3) Flavor: I like the name. I’m pretty sure some flavor text could’ve fit.
Polish – (6.5/7) (2.5/3) Quality: No need to bold the P/T (-0.5) (2/2) Main Challenge: Got it. (2/2) Subchallenges: Good.
(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)
Magical MenagerieGWUB
Enchantment (Rare)
At the beginning of your upkeep, choose one —
• Create a 1/2 green Spider creature token with reach.
• Create a 1/1 white Cat creature token with vigilance.
• Create a 1/1 blue Bird creature token with flying.
• Create a 1/1 black Snake creature token with deathtouch.
When creatures you control have total power 8 or greater, sacrifice Magical Menagerie.
Design - (1.5/3) Appeal: Timmy likes creating big boards, but he would rather have the token creations be perpetual rather than have to come to an abrupt stop all of a sudden.
Johnny is not sure if this card is worth building around necessarily, but a lot of tokens can be useful for something or other if the colors of the deck in need end up aligning.
There is quite a bit of skillful decision making in this card, but it is a little slow for Spike as well as perhaps lacking in usefulness depending on the board state. (2.5/3) Elegance: The only inelegance of this card that prevents a perfect score for this criterion is the sacrifice effect. This is admittedly a minor qualm, but it does require keeping track of something that is somewhat unusual to keep track of.
Development - (3/3) Viability: Rare is doubtlessly the correct rarity. This card’s mana cost also of course effortlessly matches up to the colors of the tokens mentioned in the rules text. (1.5/3) Balance: For a card with such a specific mana cost, I would prefer something that is noticeably more powerful than this. That is not to say that this card is bad, but it is not good enough either in my honest opinion. The sacrifice clause feels tacked on for the sake of gating a power level that I do not believe needs to be gated in this way.
Creativity - (2/3) Uniqueness: Token creation enchantments have been done before, but the sheer variety that has been presented here is rather unique by comparison. (2/3) Flavor: No flavor text, but this card is already wordy enough with eight lines of rules text. I like the name of this card very much. I am not sure why you have to sacrifice this enchantment however in terms of flavor. Otherwise, the mechanics synergize with the flavor rather fine.
Polish - (3/3) Quality: Pefect! (Ooh, shiny create wording...) (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 19.5/25
Final thoughts: This card is innately clever. Believe me that I am intrigued. Imagine just adding a 1/1 red creature token with haste conceptually. This card’s base is likely too weak to push to all five colors without subsequently pushing the power and toughness of the tokens involved, but it could have satisfied the second subchallenge any which way by just mixing and matching the five possible tokens that could potentially be created. I daresay that this is almost too clever for its own good.
Dune-Tribe DecreeWBRG
Instant (Rare)
Convoke
Choose two. If no mana was spent to cast Dune-Tribe Decree, choose all modes instead -
• Return target creature card from your graveyard to the battlefield.
• Gain control of target creature. Creatures you control gains haste until end of turn.
• Untap all creatures you control.
• Creatures you control gets +2/+2 until end of turn.
Design - (3/3) Appeal: One of Timmy’s favorite mechanics is convoke, and this card has a big enough effect to be satisfying regardless.
This card is definitely, without a doubt, worth building a deck around for Johnny.
This card is also brokenly pushed; Spike cannot help yet find herself enjoying this card as well. (2.5/3) Elegance: A wordy yet otherwise clarified card merits a near-perfect score for this criterion in my honest opinion.
Development - (1/3) Viability: This card is clearly missing blue on the color wheel. Gaining control of permanents indefinitely is blue, while gaining control of permanents temporarily is red. Hence, this card should actually be in all five colors.
There is also no reason that I can think of that would disqualify this card from being mythic rare over rare in regards to rarity. The effect of this card is just ridiculously strong, and that is even before mentioning that this card is an instant and not a sorcery. (0/3) Balance: While whether or not a pushed modal spell with convoke and this specific ‘choose all’ extra is innately broken or not may be up for debate, this specific card does not help to influence me at all. Just to be plainly clear, this card is too good. This card is so good in the intended deck that it has that infamously unnatural meta-game warping potential similar to that of Lightning Bolt or Collected Company. This card is so good that I wonder if I even need to spell out how good it is. This card is even potentially worthy of being a build-around card for ‘cast without paying its mana cost’ effects.
Creativity - (2.5/3) Uniqueness: A modal spell with convoke and an interesting extra. I doubt that we have ever seen this blend before on a card specifically. How creative! (2/3) Flavor: There is simply no room for flavor text on this card.
The card is mechanically flavorful, but the lack of blue on this card definitely hurts for this particular criterion specifically.
Polish - (0/3) Quality: The mana cost symbols of this card are in the incorrect order (minus one point, see Clarifications). The word “modes” is unnecessary on this card’s rules text and should be nixed (minus half a point). Similarly, the dash at the end of the second line of rules text is unneeded and should be replaced with a period (minus half a point). The word “gains” in the fourth line of rules text should simply be ‘gain’ (minus half a point). Likewise, the word “gets” in the sixth and last line of rules text should just be ‘get’ (minus half a point).
This card is also missing the convoke reminder text, but in this especial case (this card is rare and already very wordy) it is alright to leave out. (2/2) Main Challenge: Main challenge met! (Option A) (2/2) Subchallenges: Both subchallenges met!
Total: 15/25
Final thoughts: This card sets an interesting precedent for the possibility of a whole cycle of these four color decrees, which interests me greatly as to whether or not that can be even be viably possible. It is just a shame about that fourth line of rules text; my guess is that the key yet missing phrase ‘until end of turn’ was just another quality error. Unfortunately, it ends up being one that judging panel has to take very seriously during this final round.
“Big brother! The Dune Tribe broke the game with their decree again!”
Harihara, Exemplar of FiveWUBRG
Legendary Creature - Avatar {M}
Vigilance, indestructible WUBRG: Target player exiles the top five cards of his or her library. You may cast a card from among them without paying its mana cost. 6/6
Design - (3/3) Appeal: Timmy just loves a big and legendary creature with an equally big and fantastic effect.
Johnny loves the idea of building around this as a win condition. It is in all five colors too for those sweet style points.
It is a little hard to cast for Spike, but it is just too worth it if she can actually get it into play. A vigilant and indestructible six power beater with an equally game-winning effect? Yes please. (3/3) Elegance: What an elegant exemplar!
Development - (3/3) Viability: Nothing less than mythic rarity will do for this card. Just as well, nothing less than all five colors will do for this card. (2.5/3) Balance: The only thing restraining this card from being completely and utterly broken beyond belief is of course the restrictive mana cost. In addition, this card being legendary also helps here. I was not the only one among our judging panel that was kindly reminded of Child of Alara by this submission.
Basically, I see no problems with this card in any form of casual, constructed, multiplayer, or otherwise. It is a little pushed, even for being a mythic rare legendary creature that requires all five colors, but maybe that makes it acceptable and ultimately worthwhile.
Creativity - (1.5/3) Uniqueness: Maybe this card is not the most unique submission overall, but this card definitely makes up for it in other ways. (1/3) Flavor: There was definitely room for at least a couple lines of flavor text on this card, so it is a bit of a shame to see no flavor text at all here.
My fellow judges on our judging panel missed this, but Harihara is actually the name of a Hindu deity meant to represent the traditional fusion of Vishnu and Shiva from that specific culture. This is not severely problematic due to it not being common knowledge, but the name as-is still could not be printed on an official Magic: The Gathering card due to their policies involving remaining independent from living real-world religions.
Nevertheless, I do love how the flavorful this card’s mechanics are without having to feel forced as a result.
Polish - (2.5/3) Quality: The power and toughness should not be bolded (minus half a point). (2/2) Main Challenge: Main challenge met! (Option B) (2/2) Subchallenges: Both subchallenges met!
Total: 20.5/25
Final thoughts: It is a bit strange how all three of us judges came to the exact same total score for your submission. How peculiar, indeed.
Carver of EdenWUBRG
Creature - Avatar (R) WUBRG, Sacrifice a land: Create a tapped colorless land token named Paradise. It has "t: Add one mana of any color to your mana pool."
At the beginning of your upkeep, gain 1 life for each land named Paradise you control. Then you win the game if you control five or more lands named Paradise. "It will be reborn, stone by stone, branch by branch, if necessary."
5/5
Design - (2/3) Appeal: This card just big enough for Tammy to enjoy, but sacrificing lands just to make a land token instead is a downer for her.
Alternate win conditions were literally made to very much appeal to Jenny.
Spike dislikes this card; it is unbelievably slow for her to try and win with, especially when it is a five-color card. (2.5/3) Elegance: Land tokens have never been officially done before in the history of Magic: The Gathering, and that is because they are innately inelegant to try and design. Otherwise, this card is worthy of a near-perfect score for this criterion.
Development - (1/3) Viability: I will repeat my fellow judges here in that I have no idea why this card could not viably exist as solely a green card. The other four colors just seem completely unnecessary here in my honest opinion.
Also, this card is doubtlessly meant to be a mythic rare. I was completely surprised when I realized that it was not. (1/3) Balance: Alternate win condition cards are innately hard to balance. In my opinion, this is too slow even for an alternate win condition. Firstly, one has to assemble all five colors before this can even be cast. Secondly, that has to be done five more times in order to fulfill the alternate win condition.
Now, exactly how many copies of this can be run in the intended deck? Four is too many, but almost required in order to have enough reliability.
In all honesty, just landing four attacks against your opponent with this card is enough to deal 20 damage to likely win the game, and that is probably faster than the actual alternate win condition.
Creativity - (3/3) Uniqueness: Land tokens?!
Here is your perfect score for this criterion. (1.5/3) Flavor: The name is quite alright. The same goes for the flavor text. This card’s mechanics are flavorful as well.
The problem with this card’s flavor is that Wizards of the Coast has an internal policy not to print cards that relate to living religions in the real world; our created cards should do their best to reflect official policies such as these. Even in Kaladesh, which also had India as a real-world source of inspiration, there are no mentions of Hinduism, Islam, Jainism, Sikhism, et cetera...even though religious diversity is a very important part of India’s rich and myriad history.
Polish - (3/3) Quality: Perfect! (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 18/25
Final thoughts: I almost want to say that, mechanically, this card has been ‘pulled’; the opposite of ‘pushed’, similar to that of First Response. Why do the paradise land tokens have to enter tapped, for example? I suspect that there are multiple other instances of ‘pulling’ in this submission as well.
Sorry about this taking so long, Moss_Elemental! I wanted to give as much time as possible to our fellow judge doomfish, but in hindsight I believe that the winner of this month’s MCC is clear enough even without his judgments.
(A big thank you to bravelion83 for this banner, an elaboration on the art of these cards: Maelstrom Nexus by Steven Belledin and Maelstrom Wanderer by Thomas M. Baxa.)
September MCC Round 4
“The End of the Rainbow”
At long last, we have arrived at our destination, the Maelstrom! Behold, the finale of our chaste voyage into the multiverse! The confluence of colors, the coalescence of rainbows, it is all so beautiful, does it not just bring tears to your eyes?!
Ah, the journey to arrive here has indeed been long and trying, yet here and now the culmination of all that you have brought with you on this journey shall present itself! Choose wisely for the very last time this month!
Choose one of the following options. Please note your chosen option along with your entry!
Sub Challenge 1: The card is not a creature.
Sub Challenge 2: The card does not use the color of your Round 1 card anywhere on the card. Please quote your Round 1 card along with your submission!
Sub Challenge 1: The card is not a sorcery nor an instant.
Sub Challenge 2: The card specifically includes WUBRG at least twice anywhere on the card.
WUBR
UBRG
BRGW
RGWU
GWUB
Notably, exactly WWUUBBRRGG somewhere on the card, such as the mana cost, would meet the second subchallenge all by itself. As another example, Progenitus would also qualify quite nicely in regards to Option B.
In addition, please take note of the following points.
Specifically for this month:
On rarity and formatting (courtesy of bravelion83):
You can read bravelion83’s latest article in regards to his latest opinion on this topic. I would also recommend reading the first series of his Lion’s Lair articles as well! They are all quite good.
On reminder text:
On the use of “create” versus “put onto the battlefield tokens”. This is the official ruling for this month, courtesy of bravelion83.
(X/3) Appeal: Do the different player psychographics (Timmy/Johnny/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
DEADLINES*
In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Sunday, October 2nd 23:59 EDT
Judge deadline: Tuesday, October 11th 23:59 EDT
*Time extensions are infrequent but possible until the deadline is past.
JUDGES
Blydden
bravelion83
doomfish
Flatline
PLAYERS
Marco
netn10
RaikouRider
Raptorchan
Only the above players are permitted to submit a card for this round. Best of luck, everyone!
Carver of Eden WUBRG
Creature - Avatar (R)
WUBRG, Sacrifice a land: Create a tapped colorless land token named Paradise. It has "t: Add one mana of any color to your mana pool."
At the beginning of your upkeep, gain 1 life for each land named Paradise you control. Then you win the game if you control five or more lands named Paradise.
"It will be reborn, stone by stone, branch by branch, if necessary."
5/5
Creature - Vedalken Wizard (Rare)
1U, t: Another target creature loses all abilities and becomes a green Frog with base power and toughness 1/1 until end of turn.
2UU, t: Another target creature loses all abilities and becomes a green Lizard with base power and toughness 5/5 until end of turn.
2/2
Dune-Tribe Decree WBRG
Instant (Rare)
Convoke
Choose two. If no mana was spent to cast Dune-Tribe Decree, choose all modes instead -
* Return target creature card from your graveyard to the battlefield.
* Gain control of target creature. Creatures you control gains haste until end of turn.
* Untap all creatures you control.
* Creatures you control gets +2/+2 until end of turn.
Option A
Magical Menagerie GWUB
Enchantment (Rare)
At the beginning of your upkeep, choose one —
• Create a 1/2 green Spider creature token with reach.
• Create a 1/1 white Cat creature token with vigilance.
• Create a 1/1 blue Bird creature token with flying.
• Create a 1/1 black Snake creature token with deathtouch.
When creatures you control have total power 8 or greater, sacrifice Magical Menagerie.
Legendary Creature - Avatar {M}
Vigilance, indestructible
WUBRG: Target player exiles the top five cards of his or her library. You may cast a card from among them without paying its mana cost.
6/6
Emille, Seven-Sting Dancer Shalin Nariya
Design
(2.5/3) Appeal - Timmy likes this mostly for its stats but the activated ability also gives him a little thrill of uncertainty over what the five cards will be. Johnny might maybe use the activated ability in ways that honestly escape me but you never know from him. Spike likes what you get for the restrictive cost.
(3/3) Elegance - This is the only card this round that is reasonably short, and I really want to prize that. It's also very easy to understand.
Development
(3/3) Viability - It's hard to judge five-colored cards in the color pie. I see nothing wrong with this, I especially like the fact that this card can't be made in any monocolor. I agree with making this mythic.
(2.5/3) Balance - Limited bomb if you have a way to cast it, it might also see some Standard play under the same condition. I can't see this in older formats though. I see no problems in casual or multiplayer. I think that the playability of this card would be quite similar to that of something like Child of Alara.
Creativity
(1.5/3) Uniqueness - The flavor feels way more unique to me than the mechanics here.
(1.5/3) Flavor - The name is very good and flavorful even by itself. I don't know if this card is meant to be from Kamigawa, but it definitely reminds me of that plane. This is the only submission this round where flavor text would have fit, and it's really too bad there is none. I would have really liked some text from Kamigawa here, or wherever this is supposed to be from. It really feels like a wasted opportunity to me.
Polish
(2.5/3) Quality - A minus sign instead of a long dash in the type line, and P/T should not be bolded. On the first I have to leave you the benefit of the doubt because of the infamous non-Latin charactes restriction, but the second gives you -0.5.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 20.5/25
Design
(3/3) Appeal - Timmy likes most parts of this. Johnny can do a lot of things with different modes. Spike is a little concerned by how hard this will be to cast, but he's definitely hooked by the power level he gets in exchange.
(2.5/3) Elegance - Very long, but also very clear in what it does.
Development
(1/3) Viability - There is a problem here: the intent is clearly to have each mode belong to one color, and you would have succeeded if the second mode weren't actually blue except for haste. Red only gains control of creatures temporarily, blue is the one who gets it permanently. Ironically, that would make this a perfect five-colored card but you chose the four-colors option. I also think this would definitely be mythic, both for complexity and potential power level.
(1/3) Balance - Four and five-colored cards are not made for limited, but convoke probably helps there. If your mana supports it (and this means more probably in formats like Modern, where the combination of fetchlands and shocklands is available), this could easily see constructed play in my opinion, because of its flexibility, instant speed and innate power level, all of which are very valuable in competitive constructed formats. The fact that you could also potentially cast it for free makes this even better, up to the point of being worrying. If you put all this together, it may really be a bit too much. Reanimation by itself is rarely done at instant speed these days, as is gaining control of a creature permanently. I can't see any big problems in casual or multiplayer, but all the power level concerns apply there too.
Creativity
(2.5/3) Uniqueness - An interesting twist on commands and convoke, both of which already exist though, that certainly makes this card memorable.
(1.5/3) Flavor - The name is fine and makes me curious to know more about this Dune Tribe. Flavor text clearly doesn't fit here unfortunately.
Polish
(0/3) Quality - The order of colors in mana cost is wrong, it should be BRGW as when you have four colors you start with the color right after the missing one and go in WUBRG order. This should be well known, so -1. Convoke would theoretically need reminder text, but on a very texty rare it's acceptable to leave it out. No need for any dash, long or short, where the "choose X" part is followed by a conditional clause, such in this case (see for example the Confluences, -0.5). The word "modes" is not needed, it should simply be "choose all instead" (-0.5). I have to leave you the benefit of the doubt on the use of asterisks instead of bullet points because of the infamous non-Latin charactes restriction. In the second mode, "creatures" is plural so "gains" should not have the third-person "s" which only applies at the singular third person (-0.5). The same is true for the last mode and "gets" (-0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 15.5/25
Design
(2/3) Appeal - Timmy likes tokens, lifegain and alternative win conditions. The "sacrifice a land" cost really lets him down though as it means he cannot ramp, which is something he definitely likes to do and maybe he could have been allowed to for such a huge cost, and this last one is also one of the reasons Spike doesn't care about this card. This is a card for Johnny and he likes it very much.
(2.5/3) Elegance - Very long, but also very clear in what it does.
Development
(1/3) Viability - It's hard to judge a five-colored card color-pie-wise, but in this case it's pretty clear that the card mechanically could have just been monogreen. The only reasons to have this gain additional colors are restricting the decks that can use this card and creating flavor, even if flavor can justify almost anything, even color pie violations. I'm also convinced that if this card were printed for real it would totally be mythic. Alternative win conditions tend to be mythic, five-colored cards too, and the general feeling of this card just screams mythic rarity to me.
(1/3) Balance - Five-colored cards are just not made for limited. I can't see this played in competitive constructed either, unless some high-powered combo is discovered that exploits the alternate win condition. I can see this in casual or multiplayer though without any big problem, and there you also naturally have more time to assemble all five colors of mana to pay for this.
Creativity
(3/3) Uniqueness - Land tokens are definitely unique, even though I remember Maro saying on Blogatog they tested them and they never made them for real because it's extra hard to tell whether they're tapped or not if you're not using official token cards and lands are the card type for which it's the most crucial to know if they are tapped. Still, they've never been done before, and that gains you full points here.
(1/3) Flavor - The flavor works in theory and I also personally like it, but I just don't think they would print it today. As they just reestablished with Kaladesh, and before that with the removal of Kiora's last name and a bunch of public statements, they stay away from anything that has meaning in a living culture or religion, and while the word "paradise" might be generic enough in today's language to not be a problem in that regard, that is unfortunately not the case with "Eden", which comes from the book of Genesis that has a very real meaning for both Hebraism and Christianity, and both of those certainly count as currently living religions.
Polish
(3/3) Quality - The final sentence on Mayael's Aria shows us no comma is actually needed on this card's last sentence either, unlike what my own first instinct said. It's good to always check Gatherer for safety.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 17.5/25
RaikouRider: 20.5
Marco: 20
Raptorchan: 17.5
netn10: 15.5
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Design – (4.5/6)
(2/3) Appeal: Johnny likes alt win cons, and might like to pull some shenanigans like playing Vesuva to copy Paradise. Timmy likes ult win cons too. Spike thinks this is too expensive and slow.
(2.5/3) Elegance: A bit lengthy, but everything is pretty easy to understand.
Development – (3/6)
(1.5/3) Viability: 5 color cards are difficult to assess for color pie bleed. Although this card could easily be mono-green, or maybe green white, it still might be fine in all five colors. I don’t see anything that breaks any rules, but I do think this card seems like it would be a mythic.
(1.5/3) Balance: As a five color card, I don’t see this being played in most limited environments. Also, it is probably too slow to see play in Standard. The only place I see this finding a home is in EDH, or in table top decks, particularly multi-player games where you would have the time to set this up.
Creativity – (5/6)
(3/3) Uniqueness: I don’t remember anything ever producing land tokens before. That alone nets you full points here.
(2/3) Flavor: This card manages to be quite flavorful without having any flavor text, so good job there. I’m not sure Wizards would make a card these days that references a real-life religion, as this card does by referencing the Christian Eden.
Polish – (7/7)
(3/3) Quality: Looks good to me.
(2/2) Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 19.5/25
Design – (5.5)
(3/3) Appeal: Everybody loves a broken card.
(2.5/3) Elegance: A long but straight forward card. I like how all the modes fit well together.
Development – (1.5/6)
(1/3) Viability: The ability to instantly gain permanent control of a creature is probably the strongest mode on the card. Strangely enough, this is basically only seen in blue, which is the only color this card is not. Also, this card must be mythic in my opinion, it is just such a massive effect.
(0.5/3) Balance: This card would be busted even if it didn’t have convoke or the ability to choose all modes. Instantly gaining control of a creature and returning a creature from the graveyard is just busted. I know it costs four colors, but in the right deck this can act as Control Magic, Zombify and one sided board-wipe, all at instant speed. If you can amass a creature of each of its colors, you can do all of this for free. In my opinion, this card is just too strong for any format other than limited (where it might be difficult to play 4 colors).
Creativity – (3.5/6)
(2/3) Uniqueness: Although everything on this card has been done before, the card still feels pretty new and exciting.
(1.5/3) Flavor: Name is fine, although I’m not sure why it’s not just Dune-Brood Decree. No room for flavor text.
Polish – (4/7)
(0/3) Quality: The mana cost should be , in that order, as shown on Dune-Brood Nephilim (-1). The word "modes" is not needed, it should simply be "choose all instead" (-0.5). In the second mode, "creatures" is plural so "gains" should not have the third-person "s" which only applies at the singular third person (-0.5). The same is true for the last mode and "gets" (-0.5). There is no need for the dash at the end of the opening line of rules text (-0.5).
(2/2) Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 14.5/25
Design – (4/6)
(1.5/3) Appeal: Timmy loves a bunch of tokens. This isn’t efficient enough for Spike. Johnny can always use a bunch of creatures, but again, there are more efficient ways for him to produce them.
(2.5/3) Elegance: Yet another long but easy to understand card. I don’t really like how the sac clause considers creatures not created by Magical Menagerie, but there may not be a very elegant way to get around that.
Development – (4.5/6)
(3/3) Viability: Everything seems good here.
(1.5/3) Balance: All things considered, this card seems pretty weak. I just can’t see this being played anywhere. I actually think the sac clause could be dropped completely. For four different colors of mana, I would just want something more powerful than this.
Creativity – (3/6)
(1.5/3) Uniqueness: There isn’t really anything too unique here considering cards like Bitterblossom and Bestial Menace.
(1.5/3) Flavor: I like the name. No room for flavor text.
Polish – (7/7)
(3/3) Quality: Looks great!
(2/2) Main Challenge: Good.
(2/2) Subchallenges: Yup.
Total: 18.5/25
Design – (6/6)
(3/3) Appeal: Timmy loves a big, indestructible beater. Spike even finds this rather efficient. Johnny loves the activated ability.
(3/3) Elegance: Pretty easy to follow. Everything works well enough together.
Development – (5.5/6)
(3/3) Viability: I don’t see any reason this can’t be five colors. Mythic is definitely right.
(2.5/3) Balance: This might be pretty tough to cast in limited. It’s strong enough that it might get a look in Standard. I don’t see it being played in Legacy or Modern. The place I think this card would really shine is in EDH. I’m a little afraid that the indestructibility makes this a little over the top, but it’s probably ok on a five color card.
Creativity – (2.5/6)
(1.5/3) Uniqueness: Nothing too unique here.
(1/3) Flavor: I like the name. I’m pretty sure some flavor text could’ve fit.
Polish – (6.5/7)
(2.5/3) Quality: No need to bold the P/T (-0.5)
(2/2) Main Challenge: Got it.
(2/2) Subchallenges: Good.
Total: 20.5/25
Raptorchan – 19.5
Marco – 18.5
netn10 – 14.5
(1.5/3) Appeal: Timmy likes creating big boards, but he would rather have the token creations be perpetual rather than have to come to an abrupt stop all of a sudden.
Johnny is not sure if this card is worth building around necessarily, but a lot of tokens can be useful for something or other if the colors of the deck in need end up aligning.
There is quite a bit of skillful decision making in this card, but it is a little slow for Spike as well as perhaps lacking in usefulness depending on the board state.
(2.5/3) Elegance: The only inelegance of this card that prevents a perfect score for this criterion is the sacrifice effect. This is admittedly a minor qualm, but it does require keeping track of something that is somewhat unusual to keep track of.
Development -
(3/3) Viability: Rare is doubtlessly the correct rarity. This card’s mana cost also of course effortlessly matches up to the colors of the tokens mentioned in the rules text.
(1.5/3) Balance: For a card with such a specific mana cost, I would prefer something that is noticeably more powerful than this. That is not to say that this card is bad, but it is not good enough either in my honest opinion. The sacrifice clause feels tacked on for the sake of gating a power level that I do not believe needs to be gated in this way.
Creativity -
(2/3) Uniqueness: Token creation enchantments have been done before, but the sheer variety that has been presented here is rather unique by comparison.
(2/3) Flavor: No flavor text, but this card is already wordy enough with eight lines of rules text. I like the name of this card very much. I am not sure why you have to sacrifice this enchantment however in terms of flavor. Otherwise, the mechanics synergize with the flavor rather fine.
Polish -
(3/3) Quality: Pefect! (Ooh, shiny create wording...)
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 19.5/25
Final thoughts: This card is innately clever. Believe me that I am intrigued. Imagine just adding a 1/1 red creature token with haste conceptually. This card’s base is likely too weak to push to all five colors without subsequently pushing the power and toughness of the tokens involved, but it could have satisfied the second subchallenge any which way by just mixing and matching the five possible tokens that could potentially be created. I daresay that this is almost too clever for its own good.
(3/3) Appeal: One of Timmy’s favorite mechanics is convoke, and this card has a big enough effect to be satisfying regardless.
This card is definitely, without a doubt, worth building a deck around for Johnny.
This card is also brokenly pushed; Spike cannot help yet find herself enjoying this card as well.
(2.5/3) Elegance: A wordy yet otherwise clarified card merits a near-perfect score for this criterion in my honest opinion.
Development -
(1/3) Viability: This card is clearly missing blue on the color wheel. Gaining control of permanents indefinitely is blue, while gaining control of permanents temporarily is red. Hence, this card should actually be in all five colors.
There is also no reason that I can think of that would disqualify this card from being mythic rare over rare in regards to rarity. The effect of this card is just ridiculously strong, and that is even before mentioning that this card is an instant and not a sorcery.
(0/3) Balance: While whether or not a pushed modal spell with convoke and this specific ‘choose all’ extra is innately broken or not may be up for debate, this specific card does not help to influence me at all. Just to be plainly clear, this card is too good. This card is so good in the intended deck that it has that infamously unnatural meta-game warping potential similar to that of Lightning Bolt or Collected Company. This card is so good that I wonder if I even need to spell out how good it is. This card is even potentially worthy of being a build-around card for ‘cast without paying its mana cost’ effects.
Creativity -
(2.5/3) Uniqueness: A modal spell with convoke and an interesting extra. I doubt that we have ever seen this blend before on a card specifically. How creative!
(2/3) Flavor: There is simply no room for flavor text on this card.
The card is mechanically flavorful, but the lack of blue on this card definitely hurts for this particular criterion specifically.
Polish -
(0/3) Quality: The mana cost symbols of this card are in the incorrect order (minus one point, see Clarifications). The word “modes” is unnecessary on this card’s rules text and should be nixed (minus half a point). Similarly, the dash at the end of the second line of rules text is unneeded and should be replaced with a period (minus half a point). The word “gains” in the fourth line of rules text should simply be ‘gain’ (minus half a point). Likewise, the word “gets” in the sixth and last line of rules text should just be ‘get’ (minus half a point).
This card is also missing the convoke reminder text, but in this especial case (this card is rare and already very wordy) it is alright to leave out.
(2/2) Main Challenge: Main challenge met! (Option A)
(2/2) Subchallenges: Both subchallenges met!
Total: 15/25
Final thoughts: This card sets an interesting precedent for the possibility of a whole cycle of these four color decrees, which interests me greatly as to whether or not that can be even be viably possible. It is just a shame about that fourth line of rules text; my guess is that the key yet missing phrase ‘until end of turn’ was just another quality error. Unfortunately, it ends up being one that judging panel has to take very seriously during this final round.
“Big brother! The Dune Tribe broke the game with their decree again!”
(3/3) Appeal: Timmy just loves a big and legendary creature with an equally big and fantastic effect.
Johnny loves the idea of building around this as a win condition. It is in all five colors too for those sweet style points.
It is a little hard to cast for Spike, but it is just too worth it if she can actually get it into play. A vigilant and indestructible six power beater with an equally game-winning effect? Yes please.
(3/3) Elegance: What an elegant exemplar!
Development -
(3/3) Viability: Nothing less than mythic rarity will do for this card. Just as well, nothing less than all five colors will do for this card.
(2.5/3) Balance: The only thing restraining this card from being completely and utterly broken beyond belief is of course the restrictive mana cost. In addition, this card being legendary also helps here. I was not the only one among our judging panel that was kindly reminded of Child of Alara by this submission.
Basically, I see no problems with this card in any form of casual, constructed, multiplayer, or otherwise. It is a little pushed, even for being a mythic rare legendary creature that requires all five colors, but maybe that makes it acceptable and ultimately worthwhile.
Creativity -
(1.5/3) Uniqueness: Maybe this card is not the most unique submission overall, but this card definitely makes up for it in other ways.
(1/3) Flavor: There was definitely room for at least a couple lines of flavor text on this card, so it is a bit of a shame to see no flavor text at all here.
My fellow judges on our judging panel missed this, but Harihara is actually the name of a Hindu deity meant to represent the traditional fusion of Vishnu and Shiva from that specific culture. This is not severely problematic due to it not being common knowledge, but the name as-is still could not be printed on an official Magic: The Gathering card due to their policies involving remaining independent from living real-world religions.
Nevertheless, I do love how the flavorful this card’s mechanics are without having to feel forced as a result.
Polish -
(2.5/3) Quality: The power and toughness should not be bolded (minus half a point).
(2/2) Main Challenge: Main challenge met! (Option B)
(2/2) Subchallenges: Both subchallenges met!
Total: 20.5/25
Final thoughts: It is a bit strange how all three of us judges came to the exact same total score for your submission. How peculiar, indeed.
(2/3) Appeal: This card just big enough for Tammy to enjoy, but sacrificing lands just to make a land token instead is a downer for her.
Alternate win conditions were literally made to very much appeal to Jenny.
Spike dislikes this card; it is unbelievably slow for her to try and win with, especially when it is a five-color card.
(2.5/3) Elegance: Land tokens have never been officially done before in the history of Magic: The Gathering, and that is because they are innately inelegant to try and design. Otherwise, this card is worthy of a near-perfect score for this criterion.
Development -
(1/3) Viability: I will repeat my fellow judges here in that I have no idea why this card could not viably exist as solely a green card. The other four colors just seem completely unnecessary here in my honest opinion.
Also, this card is doubtlessly meant to be a mythic rare. I was completely surprised when I realized that it was not.
(1/3) Balance: Alternate win condition cards are innately hard to balance. In my opinion, this is too slow even for an alternate win condition. Firstly, one has to assemble all five colors before this can even be cast. Secondly, that has to be done five more times in order to fulfill the alternate win condition.
Now, exactly how many copies of this can be run in the intended deck? Four is too many, but almost required in order to have enough reliability.
In all honesty, just landing four attacks against your opponent with this card is enough to deal 20 damage to likely win the game, and that is probably faster than the actual alternate win condition.
Creativity -
(3/3) Uniqueness: Land tokens?!
Here is your perfect score for this criterion.
(1.5/3) Flavor: The name is quite alright. The same goes for the flavor text. This card’s mechanics are flavorful as well.
The problem with this card’s flavor is that Wizards of the Coast has an internal policy not to print cards that relate to living religions in the real world; our created cards should do their best to reflect official policies such as these. Even in Kaladesh, which also had India as a real-world source of inspiration, there are no mentions of Hinduism, Islam, Jainism, Sikhism, et cetera...even though religious diversity is a very important part of India’s rich and myriad history.
Polish -
(3/3) Quality: Perfect!
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 18/25
Final thoughts: I almost want to say that, mechanically, this card has been ‘pulled’; the opposite of ‘pushed’, similar to that of First Response. Why do the paradise land tokens have to enter tapped, for example? I suspect that there are multiple other instances of ‘pulling’ in this submission as well.
Sorry about this taking so long, Moss_Elemental! I wanted to give as much time as possible to our fellow judge doomfish, but in hindsight I believe that the winner of this month’s MCC is clear enough even without his judgments.
Without further ado...
Marco: 20 + 18.5 + 19.5 = 58
Raptorchan: 17.5 + 19.5 + 18 = 55
netn10: 15.5 + 14.5 + 15 = 45
Congratulations to RaikouRider for winning the September 2016 MCC!