Commander is a format where out-of-the-box decks flourish. One type of popular "unusual" deck to use in Commander is one that takes advantage of an alternate win condition. Whether it's Epic Struggle with Rhys the Redeemed or Near-Death Experience with Crovax, Ascendant Hero, we've all seen Commander decks that use alt-wins as a contingency plan or their main plan.
Main Challenge: Design a card with "win(s) the game" and/or "lose(s) the game" in its text.
Subchallenge 1: The card is a legendary creature and it has a creature type never before seen on a legend.
Subchallenge 2: The card contains the number 7 somewhere.
If you are unsure about if your entry is within the rules for this week's challenge, please check the clarifications, or PM me!
Subchallenge 1: This means "on the typeline." Mistform Ultimus does not render the challenge moot.
Subchallenge 2: This can be "7" the numeral or "seven" the word, but 7 does not count.
Design Deadline: All submissions are to be final and submitted by December 7th 23:59 EST
Judging Deadline: All Judgements are to be final and completed by December 9th 23:59 EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
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.
Isdru, Sin Connoisseur3BR
Legendary Creature — Devil (M)
Deathtouch, menace
When Isdru, Sin Connoisseur enters the battlefield, exile the top seven cards of your library. You may play cards exiled with Isdru, Sin Connoisseur. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
At the beginning of your end step, if you didn't play a card from exile this turn, you lose the game. "Sin is like a loan. Enjoy now, pay later."
4/5
The submission deadline is just over twelve hours away. I will extend a discretionary submission extension if any of the finalists cannot make it on time, but please do try to submit by tonight.
With the deadline looming I'll have to submit something safe.
Anise, Maiden of Dawn1GW
Legendary Creature - Elf Druid {M}
Whenever you cast an enchantment spell, draw a card.
At the beginning of your end step, if Anise, Maiden of Dawn is enchanted by seven or more Auras, you win the game. The youngest of the Dawn-Clad, Anise doesn't let her short stature and lack of experience prevent her from supporting her fellow clansmen.
1/2
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.
scrad_the_wanderer's submission is still missing. The deadline is extended to a minute before midnight tonight, 11:59 PM EST 12/8. Raptorchan and RaikouRider, you may edit your current submissions if you so choose without penalty until then. If scrad still has not submitted we will judge a two-person final.
The time for scrad_the_wanderer to submit has passed. It shall be a showdown Final round between RaikouRider and Raptorchan. Judges should still attempt to have critiques submitted by the current dealine, as there are only 2 cards per judge to rate.
Isdru, Sin Connoisseur3BR
Legendary Creature — Devil (M)
Deathtouch, menace
When Isdru, Sin Connoisseur enters the battlefield, exile the top seven cards of your library. You may play cards exiled with Isdru, Sin Connoisseur. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
At the beginning of your end step, if you didn't play a card from exile this turn, you lose the game. "Sin is like a loan. Enjoy now, pay later."
4/5
Design (3/3) Appeal - Timmy likes the stats and how this affects the board. I expect Johnny to find something to do with this card, even if I can't imagine what, though that's on me. If there is something I'm not, it's a Johnny. Spike really likes the base stats of this, and the alternate win condition (AWC) is just bonus to him. (2/3) Elegance - Very long but clear enough, especially thanks to the reminder text which looks indeed necessary to clarify how this works for less experienced players.
Development (3/3) Viability - Deathtouch is black, menace is both black and red, and the AWC looks like a twist on impulsive draw which is red. All good color-pie-wise. Rarity feels approriate to me. (3/3) Balance - Definitely playable in limited, if it's not a bomb it comes very close. I can also easily see this in constructed, both casual and Standard. It's a nice in-color way, though a bit risky (but that's appropriate too for the color combination), to get card advantage in a color pairing that doesn't have a lot of it. I see no problems in casual, multiplayer, or Commander specifically.
Creativity (3/3) Uniqueness - I can't remember anything existing working like this. (2/3) Flavor - The name is fine, and I love the flavor text (how is it true, by the way). Both fit very well with the mechanics. Too bad the flavor text barely fits according to MSE (it would be the card's tenth line) and the card looks much better without it.
Polish (3/3) Quality - Good. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Anise, Maiden of Dawn1GW
Legendary Creature - Elf Druid {M}
Whenever you cast an enchantment spell, draw a card.
At the beginning of your end step, if Anise, Maiden of Dawn is enchanted by seven or more Auras, you win the game. The youngest of the Dawn-Clad, Anise doesn't let her short stature and lack of experience prevent her from supporting her fellow clansmen.
1/2
Design (2.5/3) Appeal - It doesn't give the best first impression to Timmy because it (rightfully) starts small, but he definitely likes the "build your own monster" style of play that this card implies. He's also the one who like to play with Auras the most. Johnny likes alternate win conditions (AWCs) and the first ability also helps him to dig into his library, a thing which Spike likes too, even if the alternate win condition looks a bit too hard to achieve for him. (3/3) Elegance - I see no problems here.
Development (3/3) Viability - The enchantress ability has been seen in both green and white and the AWC does feel white to me, so the color pie is satisfied. The AWC also justifies this being mythic in my opinion. (2/3) Balance - The mana cost and P/T are in line with those previously seen on Enchantresses, the 1 point of power being justified by the legendary status and requiring both colors. In limited, I can see this getting played in a Theros-like environment, where bestow helps you having enough Auras by making some of your creatures do double duty. I'm not sure this would be playable in the average limited environment, nor in the average constructed deck. If built around, this card is definitely constructed playable though, as the existing Enchantress deck demonstrate. Such decks tend to be more casual than competitive though, and given the Commander focus this month that doesn't hurt. I know Enchantress decks do exist in Commander, and this card may be very relevant there as "the" Enchantress commander.
Creativity (2.5/3) Uniqueness - The first ability is nothing new, but the AWC is very original. (3/3) Flavor - The name and flavor text are both good. I especially like the need to be enchanted by seven Auras being reflected as lack of experience and the evident connection to Krond the Dawn-Clad, including being the exact same colors.
Polish (3/3) Quality - Good. (2/2) Main Challenge - Good. (1/2) Subchallenges - There is a "seven". It's legendary but plenty of Elf and/or Druid legends already exist (the latest, with both subtypes, is Rashmi, Eternities Crafter).
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
(2.5/3) Appeal - Timmy likes the stats, it's a beefy guy for a cheap cost, with relevant evasion abilities. Johnny will probably find a way to use the cards he exiles as a sort of a Memory Jar effect, but I'm not 100% sure exactly what he could do with this card in the colors that it is in. Spike likes the base stats on this, but he might be concerned about losing the game to the last line of card text.
(2/3) Elegance - The card text length bogs down the design, and the reminder text is a necessary evil to make the card fully understandable. It may look better without flavor text, as it looks like the length of the card text might just fit the limits for a text box.
Development
(3/3) Viability - This is definitely a black and red card. Black gets Deathtouch and Menace as a main mechanics, and Red gets Menace and the ability to "exile cards then play them", but none of those effects currently have the alternate win condition of this card.
(3/3) Balance - This card seems great in Limited, as it is a large body and card advantage. This would certainly see Standard play in some sort of faster aggro deck, because the price to pay for not using the free cards you are given is very high. However, the stats and extra card advantage make up for a majority of the drawback. In Commander he would be fine, as it makes a board presence, and Black and Red have access to cheap sacrifice outlets that could make Isdru be a build-around (Ashnod's Altar, Altar of Dementia, Altar's Reap ... wait a minute I'm sensing a theme...)
Creativity
(3/3) Uniqueness - There isn't any card like this in the game. Well done! You have made Hellcarver Demon actually work, with a power level suited for Isdru's rarity.
(2/3) Flavor - I like the demon flavor overall, but I have to come back to my point about Elegance. The flavor text works with the name, but it may just not fit on the card, thus the card loses some of the flavor that it oozes. The abilities are certainly a demon's pact though, with only 7 chances to play a card (up to a maximum of 7 turns if all the cards are lands). Use his deal, or die.
Polish
(3/3) Quality - All met!
(2/2) Main Challenge - All met!
(2/2) Subchallenges - All met!
Design
(2.5/3) Appeal - Timmy's Enchantress wet dream; this card does it all, it cares about getting more power/toughness, he likes playing Auras, and Timmy wants to win with this kind of card. Johnny might play some sort of combo-control deck to utilize the card draw effect to find more combo pieces, or he might just choose to set up his Commander deck in a way that he can use the cheapest Auras for the lowest cost to "solve" the win condition. Spike likes efficient ways to draw cards, and in Limited might choose this card highly if he is in the colors because it is also a fairly efficient body.
(3/3) Elegance - No problems here!
Development
(3/3) Viability - Caring about the number of enchantments as auras hasn't been done before, but I assume it would show up in white, as that color likes counting number of permanents you control for things. G/W is the Enchantress color. Done.
(2.5/3) Balance - I think the cost and sizing are correct for a Commander that would care about getting on the board early and being Voltron'd with cheaper auras such as Ethereal Armor. If this were any bigger, even a 2/2, I think it would be too polarizing for a limited or Commander format. This is a great build-around-me Commander, and also a very fair enchantress for modern set design philosophy; free card draw in G/W is something Wizards has been trying to cut down on because of how powerful it was in the past.
Creativity
(2.5/3) Uniqueness - I really like the alternate win con, as enchantress is one of my favorite archetypes. The first ability however, has been seen on plenty of Enchantress style cards before.
(3/3) Flavor - The name, the connection to the Dawn-Clad, the enchantment theme. Everything fits into a great little package.
Polish
(3/3) Quality - All met!
(2/2) Main Challenge - All met!
(1/2) Subchallenges - There is a mention of the number 7 in the alternate win con. Too bad there are plenty of Elf and/or Druid legends already. Perhaps this could have been a Cat Druid, as the Dawn-Clad (and thus Leonin) are from Bant on Alara.
A very pleasant surprise to see such wonderful submissions. Thank you for your great work this month, even with the hardships we had with getting the rounds organized!
Design -
(3/3) Appeal: Timmy loves fat beaters with big upsides and sometimes loves taking big risks, and this card makes sure the game ends with a bang no matter what, so Timmy's all over it. Johnny sees a lot of triggers to mess with - particularly with judicious use of Harmless Offering - as well as ways to get out of the contract if things go sour. Spike would be glad to make a deal with this Devil for the value beats and the extra hand.
(3/3) Elegance:
Development -
(3/3) Viability: Feels like a legend. Feels like a Devil (although you could easily argue Demon would be more appropriate, but imagining Isdru as a Tibalt-like suave Devil, I love this card). Oh boy, does this feel black-red. And mythic is where it's gotta be.
(3/3) Balance: Powerful effect, monster drawback. I like that it's the little things that could end it all for you - a Silence, a Moonhold, a momentary lack for a valid target.
Creativity -
(3/3) Uniqueness: The "secondary hand" thing has been seen in things like Memory Jar, but the way this is set up is basically unprecedented.
(3/3) Flavor: I love every inch of this card's flavor. Especially the flavor text itself.
Polish -
(3/3) Quality: Letter-perfect down to the reminder text!
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Both done.
Total: 25/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy's always big on Auras, Johnny's always big on alt-wins, and Spike sees another valid inclusion in a Modern Auras deck besides Uril, the Miststalker.
(3/3) Elegance: Two great effects that go great together. Can't beat it.
Development -
(3/3) Viability: Green-white has always been the biggest fan of enchantments, and this takes that fandom to new heights. Mythic feels right, as does "Elf Druid" (Enchantresses throughout history!), although rare probably would have been fine.
(3/3) Balance: The win-con here strikes just the right balance of difficulty and achievability. I would love to see this at the Commander table.
Creativity -
(3/3) Uniqueness: This may have the classic Enchantress ability, but the auto-win part is extremely unique, and putting "enchantressing" on a slightly bigger body than usual can make all the difference.
(3/3) Flavor: Krond of the Dawn-Clad is a favorite card of mine and I love the reference. Flavor text is spot-on here too.
Polish -
(3/3) Quality: Awesome.
(2/2) *Main Challenge: Fits.
(1/2) Subchallenges: Hit the seven but not the unique creature types - bummer.
(A big thanks to bravelion83 for this month's banner, which is an elaboration on the art of the cards Ishai, Ojutai Dragonspeaker by Zack Stella and Kynaios and Tiro of Meletis by Willian Murai)
November 2016 MCC Round 4 — The Less-Trodden Path
Commander is a format where out-of-the-box decks flourish. One type of popular "unusual" deck to use in Commander is one that takes advantage of an alternate win condition. Whether it's Epic Struggle with Rhys the Redeemed or Near-Death Experience with Crovax, Ascendant Hero, we've all seen Commander decks that use alt-wins as a contingency plan or their main plan.
Main Challenge: Design a card with "win(s) the game" and/or "lose(s) the game" in its text.
Subchallenge 1: The card is a legendary creature and it has a creature type never before seen on a legend.
Subchallenge 2: The card contains the number 7 somewhere.
If you are unsure about if your entry is within the rules for this week's challenge, please check the clarifications, or PM me!
Subchallenge 1: This means "on the typeline." Mistform Ultimus does not render the challenge moot.
Subchallenge 2: This can be "7" the numeral or "seven" the word, but 7 does not count.
Design Deadline: All submissions are to be final and submitted by December 7th 23:59 EST
Judging Deadline: All Judgements are to be final and completed by December 9th 23:59 EST
(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.
Judges:
Folza
void_nothing
bravelion83
Players:
Raptorchan
scrad_the_wanderer
RaikouRider
Additionally, please note the following:
Good luck contestants!
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Legendary Creature — Devil (M)
Deathtouch, menace
When Isdru, Sin Connoisseur enters the battlefield, exile the top seven cards of your library. You may play cards exiled with Isdru, Sin Connoisseur. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
At the beginning of your end step, if you didn't play a card from exile this turn, you lose the game.
"Sin is like a loan. Enjoy now, pay later."
4/5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Anise, Maiden of Dawn 1GW
Legendary Creature - Elf Druid {M}
Whenever you cast an enchantment spell, draw a card.
At the beginning of your end step, if Anise, Maiden of Dawn is enchanted by seven or more Auras, you win the game.
The youngest of the Dawn-Clad, Anise doesn't let her short stature and lack of experience prevent her from supporting her fellow clansmen.
1/2
Emille, Seven-Sting Dancer Shalin Nariya
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Very high scores from me this round. Congratulations to both players for their good work, regardless of who's going to win in the end!
Design
(3/3) Appeal - Timmy likes the stats and how this affects the board. I expect Johnny to find something to do with this card, even if I can't imagine what, though that's on me. If there is something I'm not, it's a Johnny. Spike really likes the base stats of this, and the alternate win condition (AWC) is just bonus to him.
(2/3) Elegance - Very long but clear enough, especially thanks to the reminder text which looks indeed necessary to clarify how this works for less experienced players.
Development
(3/3) Viability - Deathtouch is black, menace is both black and red, and the AWC looks like a twist on impulsive draw which is red. All good color-pie-wise. Rarity feels approriate to me.
(3/3) Balance - Definitely playable in limited, if it's not a bomb it comes very close. I can also easily see this in constructed, both casual and Standard. It's a nice in-color way, though a bit risky (but that's appropriate too for the color combination), to get card advantage in a color pairing that doesn't have a lot of it. I see no problems in casual, multiplayer, or Commander specifically.
Creativity
(3/3) Uniqueness - I can't remember anything existing working like this.
(2/3) Flavor - The name is fine, and I love the flavor text (how is it true, by the way). Both fit very well with the mechanics. Too bad the flavor text barely fits according to MSE (it would be the card's tenth line) and the card looks much better without it.
Polish
(3/3) Quality - Good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 23/25
Design
(2.5/3) Appeal - It doesn't give the best first impression to Timmy because it (rightfully) starts small, but he definitely likes the "build your own monster" style of play that this card implies. He's also the one who like to play with Auras the most. Johnny likes alternate win conditions (AWCs) and the first ability also helps him to dig into his library, a thing which Spike likes too, even if the alternate win condition looks a bit too hard to achieve for him.
(3/3) Elegance - I see no problems here.
Development
(3/3) Viability - The enchantress ability has been seen in both green and white and the AWC does feel white to me, so the color pie is satisfied. The AWC also justifies this being mythic in my opinion.
(2/3) Balance - The mana cost and P/T are in line with those previously seen on Enchantresses, the 1 point of power being justified by the legendary status and requiring both colors. In limited, I can see this getting played in a Theros-like environment, where bestow helps you having enough Auras by making some of your creatures do double duty. I'm not sure this would be playable in the average limited environment, nor in the average constructed deck. If built around, this card is definitely constructed playable though, as the existing Enchantress deck demonstrate. Such decks tend to be more casual than competitive though, and given the Commander focus this month that doesn't hurt. I know Enchantress decks do exist in Commander, and this card may be very relevant there as "the" Enchantress commander.
Creativity
(2.5/3) Uniqueness - The first ability is nothing new, but the AWC is very original.
(3/3) Flavor - The name and flavor text are both good. I especially like the need to be enchanted by seven Auras being reflected as lack of experience and the evident connection to Krond the Dawn-Clad, including being the exact same colors.
Polish
(3/3) Quality - Good.
(2/2) Main Challenge - Good.
(1/2) Subchallenges - There is a "seven". It's legendary but plenty of Elf and/or Druid legends already exist (the latest, with both subtypes, is Rashmi, Eternities Crafter).
Total: 22/25
Raptorchan: 23
RaikouRider: 22
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
(2.5/3) Appeal - Timmy likes the stats, it's a beefy guy for a cheap cost, with relevant evasion abilities. Johnny will probably find a way to use the cards he exiles as a sort of a Memory Jar effect, but I'm not 100% sure exactly what he could do with this card in the colors that it is in. Spike likes the base stats on this, but he might be concerned about losing the game to the last line of card text.
(2/3) Elegance - The card text length bogs down the design, and the reminder text is a necessary evil to make the card fully understandable. It may look better without flavor text, as it looks like the length of the card text might just fit the limits for a text box.
Development
(3/3) Viability - This is definitely a black and red card. Black gets Deathtouch and Menace as a main mechanics, and Red gets Menace and the ability to "exile cards then play them", but none of those effects currently have the alternate win condition of this card.
(3/3) Balance - This card seems great in Limited, as it is a large body and card advantage. This would certainly see Standard play in some sort of faster aggro deck, because the price to pay for not using the free cards you are given is very high. However, the stats and extra card advantage make up for a majority of the drawback. In Commander he would be fine, as it makes a board presence, and Black and Red have access to cheap sacrifice outlets that could make Isdru be a build-around (Ashnod's Altar, Altar of Dementia, Altar's Reap ... wait a minute I'm sensing a theme...)
Creativity
(3/3) Uniqueness - There isn't any card like this in the game. Well done! You have made Hellcarver Demon actually work, with a power level suited for Isdru's rarity.
(2/3) Flavor - I like the demon flavor overall, but I have to come back to my point about Elegance. The flavor text works with the name, but it may just not fit on the card, thus the card loses some of the flavor that it oozes. The abilities are certainly a demon's pact though, with only 7 chances to play a card (up to a maximum of 7 turns if all the cards are lands). Use his deal, or die.
Polish
(3/3) Quality - All met!
(2/2) Main Challenge - All met!
(2/2) Subchallenges - All met!
Design
(2.5/3) Appeal - Timmy's Enchantress wet dream; this card does it all, it cares about getting more power/toughness, he likes playing Auras, and Timmy wants to win with this kind of card. Johnny might play some sort of combo-control deck to utilize the card draw effect to find more combo pieces, or he might just choose to set up his Commander deck in a way that he can use the cheapest Auras for the lowest cost to "solve" the win condition. Spike likes efficient ways to draw cards, and in Limited might choose this card highly if he is in the colors because it is also a fairly efficient body.
(3/3) Elegance - No problems here!
Development
(3/3) Viability - Caring about the number of enchantments as auras hasn't been done before, but I assume it would show up in white, as that color likes counting number of permanents you control for things. G/W is the Enchantress color. Done.
(2.5/3) Balance - I think the cost and sizing are correct for a Commander that would care about getting on the board early and being Voltron'd with cheaper auras such as Ethereal Armor. If this were any bigger, even a 2/2, I think it would be too polarizing for a limited or Commander format. This is a great build-around-me Commander, and also a very fair enchantress for modern set design philosophy; free card draw in G/W is something Wizards has been trying to cut down on because of how powerful it was in the past.
Creativity
(2.5/3) Uniqueness - I really like the alternate win con, as enchantress is one of my favorite archetypes. The first ability however, has been seen on plenty of Enchantress style cards before.
(3/3) Flavor - The name, the connection to the Dawn-Clad, the enchantment theme. Everything fits into a great little package.
Polish
(3/3) Quality - All met!
(2/2) Main Challenge - All met!
(1/2) Subchallenges - There is a mention of the number 7 in the alternate win con. Too bad there are plenty of Elf and/or Druid legends already. Perhaps this could have been a Cat Druid, as the Dawn-Clad (and thus Leonin) are from Bant on Alara.
A very pleasant surprise to see such wonderful submissions. Thank you for your great work this month, even with the hardships we had with getting the rounds organized!
Raptorchan 22.5/25
RaikouRider 22.5/25
TIE at 22.5/25
Design -
(3/3) Appeal: Timmy loves fat beaters with big upsides and sometimes loves taking big risks, and this card makes sure the game ends with a bang no matter what, so Timmy's all over it. Johnny sees a lot of triggers to mess with - particularly with judicious use of Harmless Offering - as well as ways to get out of the contract if things go sour. Spike would be glad to make a deal with this Devil for the value beats and the extra hand.
(3/3) Elegance:
Development -
(3/3) Viability: Feels like a legend. Feels like a Devil (although you could easily argue Demon would be more appropriate, but imagining Isdru as a Tibalt-like suave Devil, I love this card). Oh boy, does this feel black-red. And mythic is where it's gotta be.
(3/3) Balance: Powerful effect, monster drawback. I like that it's the little things that could end it all for you - a Silence, a Moonhold, a momentary lack for a valid target.
Creativity -
(3/3) Uniqueness: The "secondary hand" thing has been seen in things like Memory Jar, but the way this is set up is basically unprecedented.
(3/3) Flavor: I love every inch of this card's flavor. Especially the flavor text itself.
Polish -
(3/3) Quality: Letter-perfect down to the reminder text!
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Both done.
Total: 25/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy's always big on Auras, Johnny's always big on alt-wins, and Spike sees another valid inclusion in a Modern Auras deck besides Uril, the Miststalker.
(3/3) Elegance: Two great effects that go great together. Can't beat it.
Development -
(3/3) Viability: Green-white has always been the biggest fan of enchantments, and this takes that fandom to new heights. Mythic feels right, as does "Elf Druid" (Enchantresses throughout history!), although rare probably would have been fine.
(3/3) Balance: The win-con here strikes just the right balance of difficulty and achievability. I would love to see this at the Commander table.
Creativity -
(3/3) Uniqueness: This may have the classic Enchantress ability, but the auto-win part is extremely unique, and putting "enchantressing" on a slightly bigger body than usual can make all the difference.
(3/3) Flavor: Krond of the Dawn-Clad is a favorite card of mine and I love the reference. Flavor text is spot-on here too.
Polish -
(3/3) Quality: Awesome.
(2/2) *Main Challenge: Fits.
(1/2) Subchallenges: Hit the seven but not the unique creature types - bummer.
Total: 24/25
Raptorchan 25
RaikouRider 24
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Raptorchan - 23 + 22.5 + 25 = 70.5
RaikouRider - 22 + 22.5 + 24 = 68.5
After a close final round with some of the greatest final cards I have seen in my long MCC history, Raptorchan is November's winner!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝