Teferi narrowly dodged Vraska's attack. Maybe it was just his imagination, but he could feel death emanating from her blade as it nearly grazed his ribcage. He conjured another psionic blast, repelling Vraska with enough force to fling her into the liquor rack behind the bar, shattering several bottles. She stood, various ales dripping off her.
"You will not be the first Planeswalker that I've killed. I wonder what you will look like when turned to stone..." she hissed at him. Teferi saw through her banter; he knew she was preparing a deadly spell while trying to distract him. It couldn't hurt to play along for a little longer, he thought.
"You're saying you're not doing this as just a favor? I'm shocked." he said stonefacedly.
"Powerful as you once were, you will fall just like the rest. Taste my granite!"
Her spell unfurled at lightning speed from her, turning the bar and the people inside it into Granite. Krenko yelped and ran out of the bar, his intuition of incoming danger impeccable as ever. Teferi only had a moment to escape. He didn't have the time to conjure a spell to protect himself — and he couldn't even think of one that would work. There would be repercussions for planeswalking while his spark was still unsteady, but there would be far worse repercussions for staying. Teferi pictured a plane, feeling its planethood in his mind. He felt the vegetation in the palm of his hand, smelled its sticky scent. He heard the subtle rumblings of its inhabitants, and leapt to it.
Teferi collapsed on Muraganda, his spark sputtering in protest. He rose to his feet quickly. Muraganda was a savage plane, with far more threats than appeared on its tropical surface. Teferi had to planeswalk to a plane that Vraska wouldn't expect; she would be coming for him. Just as Teferi prepared for a long hike, he saw the one creature on this plane that he didn't want to see.
"The Mimeoplasm" he muttered. Towering over Teferi, its gelatinous surface roiled and mutated, the heads of many creatures churning on its body. Teferi recognized many, but there were many he did not. A dinosaur's head appeared, then roared at Teferi — it had spotted him. Though it was unlikely that murder would be the permanent end to such a beast, Teferi knew that he had to end things here and now to best ensure his own survival.
The Mimeoplasm is on the battlefield. It copied Vorosh, the Hunter, and exiled Imperiosaur for five +1/+1 counters. Design a removal spell with converted mana cost 3 or less that could remove it from the battlefield.Teferi had to defeat the monster. Low on mana, he had to improvise with a small yet impactful spell.
Subchallenge 1: Your card has a color identity of Red, White, or Red/White.Teferi's best chances lay in using colors of mana foreign to the strange creature. Subchallenge 2: Your card could not be used as a removal spell against Hornet Nest.There was a hornets' nest nearby; disturbing it would implicate painful consequences, to say the least.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
More to come.
Design Deadline: All submissions are to be final and submitted by December 26th 23:59 EST
Judging Deadline: All Judgements are to be final and completed by December 29th 30th 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.
Brackets:
admirableadmiral
IcariiFA vs Remba
Flatline vs Jimmy Groove
void_nothing
Flatline vs Jimmy Groove
proudawesome vs Raptorchan
Pseudofate
proudawesome vs Raptorchan
Turbler vs Vertain
Moss_Elemental
Turbler vs Vertain
IcariiFA vs Remba
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.
Self-Immolation
Instant (U)
Target attacking or blocking creature deals damage to itself equal to its power. Jarakar was suddenly struck by the violence and carnage that surrounded him. It was at that moment that he decided he could take but one more life.
(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)
Daghatar's Path1WW
Instant (R)
Choose one -
• Exile target creature that's three or more colors.
• Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. As the chorus of ancestors in Daghatar's head grew deafening, Dromoka cocked her head quizzically, expecting a response. At that moment, Daghatar knew that the time to decide the fate of his clan was upon him.
Tough DecisionWW
Sorcery (U)
Desrtoy target multicolored creature. "While declaring tolerance and mercy for defeated enemies, Abzan can be pretty xenophobic when it comes to safety."
—Tasigur, the Golden Fang
Made to Kneel1W
Instant (U)
Exile target creature. Then return it to the battlefield tapped under it's owners control with no abilities until end of turn. "If you will not bow before my grace you will instead tremble before my might!"
—Heliod, god of the Sun
Poisonous NickB
Instant (U)
Kicker (You may pay an additional 1R as you cast this spell.)
Target creature gains deathtouch until end of turn, then deals 1 damage to itself if Poisonous Knick was kicked. Those who poison their blades sometimes have accidents. And sometimes those accidents are arranged.
Strike Down1RW
Instant (U)
Strike Down has lifelink as long as it targets an attacking creature.
Strike Down deals damage to target creature equal to its power. "When we all stand together, few can stop our advance and none can breach our ranks."
—Aurelia
Peace1W
Sorcery (U)
Exile all cards from all graveyards.
// Fuse (You may cast one or both halves of this card from your hand.) QuietW
Sorcery (U)
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Wrath of Progress2R
Instant (U)
Wrath of Progress deals X damage to target creature and its controller, where X is equal to the number of +1/+1 counters on that creature. The shamans of the Muragandan jungles knew full well how to contain the alarmingly growing beasts, but only after they accidentally lost some of their own talents.
(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)
(1/3) Appeal: Johnny will se combo potential.
(2/3) Elegance: While I can see this will kill the Mimeoplasm, it's not that elegant, as the two sides show little synergy.
Development -
(2/3) Viability: The name might be considered too close to Peace and Quiet.
(2/3) Balance: The Peace side seems reasonable cost-wise, but Quiet will probably cost 1 more to cast.
Creativity -
(2/3) Uniqueness: Morningtide on one side, Turn to Mist (sort of) on the other side.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: I'm assuming the second subchallenge wants permanent removal.
Total: 19/25
Design -
(2.5/3) Appeal: Spike likes it. Johnny sees combo potential. Timmy might see potential, too.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: I'm not too crazy about giving abilities normally meant for creatures to instants and sorceries (don't get me started with Puncture Blast.) I think it should be worded like this: CARDNAME deals damage to target creature equal to its power. If that creature is attacking, you gain life equal to its power.
(2/3) Balance: I think this should cost four or more mana, for what it does.
Creativity -
(2/3) Uniqueness: There are other red/white cards that deal damage and you gain life.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good, but see Viability.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met.
Total: 21.5/25
Design -
(2/3) Appeal: Johnny sees a combo potential. Spike loves it.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: Honestly, I can see this as blue.
(3/3) Balance: Seems reasonable.
Creativity -
(3/3) Uniqueness: This is definitely unique.
(3/3) Flavor: No problems here.
Polish -
(2/3) Quality: It should read “Exile target creature, then return that card to the battlefield under its owner's control. That permanent loses all abilities until end of turn.”
(2/2) Main Challenge: Met
(2/2) Subchallenges: For the second subchallenge, I'm going to assume it's permanent removal.
Total: 22/25
Design -
(1/3) Appeal: This is strictly a Spike card.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: The first choice would more likely be “Exile target multicoloured creature.”
(3/3) Balance: Three mana seems reasonable for each choice.
Creativity -
(2/3) Uniqueness: Both choices have been done before, but not together.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met.
Wrath of Progress 2R
Instant (U)
Wrath of Progress deals X damage to target creature and its controller, where X is equal to the number of +1/+1 counters on that creature.
The shamans of the Muragandan jungles knew full well how to contain the alarmingly growing beasts, but only after they accidentally lost some of their own talents.
This spell does not remove the creature described in the challenge. Therefore it has not satisfied the requirement and is subject to disqualification.
VS
Tough Decision WW
Sorcery (U)
Desrtoy target multicolored creature.
"While declaring tolerance and mercy for defeated enemies, Abzan can be pretty xenophobic when it comes to safety."
—Tasigur, the Golden Fang
Design -
(2/3) Appeal: Removal appeals to all. Still, no combo potential.
(3/3) Elegance: Hard to misinterpret four words.
Development -
(3/3) Viability: No issues.
(3/3) Balance: It’s strong for sure. But obviously only deals with a subgroup of creatures. Right to be a sorcery. Cost is comparative to other white removal.
Creativity -
(3/3) Uniqueness: Surprisingly this exact text does not exist. The closest similar card is Pure/Simple.
(2/3) Flavor: Name seems way off. But the flavor text pulls it together.
Peace 1W
Sorcery (U)
Exile all cards from all graveyards.
// Fuse (You may cast one or both halves of this card from your hand.)
Quiet W
Sorcery (U)
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
(2/3) Appeal: Johhny and Spike feel no remorse runing your Reanimator plan.
(2/3) Elegance: Very simple. And an elegant way to spit in Mimeo’s face when fused. But at the same time feels forced to effect that card alone.
Development -
(3/3) Viability: This is white’s wheelhouse.
(1/3) Balance: With the exception of Relic of Progenitus, Peace’s ability is found exclusively on Rares. It’s a strong effect. Quiet is on par if not weaker than any blink spell in existence.
Creativity -
(1/3) Uniqueness: Similarities to be found for both halves on numerous cards. In fact, Peace is an exact copy of Morningtide.
(1/3) Flavor: Peace AND Quiet is a card in existence. I highly doubt they would print a card with a name that for all intents and purposes is the same. They probably would of done so already since they work together so well.
Polish -
(3/3) Quality: No issues.
(2/2) *Main Challenge: When fused, it satisfies the challenge
(2/2) Subchallenges: This is tricky. The card can not be used as hard removal against Hornets Nest even though it “removes” it. As slow blink is not hard removal, I believe both points are appropriate here.
Total: 17/25
VS
Strike Down 1RW
Instant (U)
Strike Down has lifelink as long as it targets an attacking creature.
Strike Down deals damage to target creature equal to its power.
"When we all stand together, few can stop our advance and none can breach our ranks."
—Aurelia
Design -
(2/3) Appeal: Removal appeals to all. Still, no combo potential.
(3/3) Elegance: Very smooth, easy to comprehend.
Development -
(3/3) Viability: No issues here. See below, top tier uncommon, but not so good (or necessary) to be rare.
(2/3) Balance: This might a just a beeeeeeeeeeet too strong, but not so strong that it will degrade the environment it’s found in, specifically limited. This would be a first pick uncommon all day. 3 mana instant speed mostly non-conditional removal.
Creativity -
(3/3) Uniqueness: It’s a very believable spin on Boros removal
(3/3) Flavor: Top notch in this category.
Polish -
(3/3) Quality: Ok uhhh, I see what you did here. I like it. It reduces what I would expect this to have printed on it. Which would be akin to “When Strike Down deals damage you gain life equal to the damage dealt if the creature it targets is attacking” Ugh, how ugly, and probably not even correct.
(2/2) *Main Challenge: Challenge met.
(2/2) Subchallenges: Subchallenges met.
Design -
(2.5/3) Appeal: As far as a card that's clearly meant for Limited goes, this is high-pickable; it's a great piece of removal that gets around certain precautions like protection. Timmy is amused by using a stupidly high amount of damage to kill a fatty rather than straight-up destruction, Johnny sees potential with stuff like Treacherous Link and its ilk, and Spike... likes removal.
(3/3) Elegance: Super elegant. Almost understated, even.
Development -
(3/3) Viability: Fire at Will shows the colors are right; uncommon feels okay.
(2/3) Balance: Almost a little overcosted? This would be super-premium removal at (W/R)(W/R). Three mana makes it merely okay.
Creativity -
(1.5/3) Uniqueness: Obviously there's precedent with the likes of Kiku's Shadow but the flavor and general feel make this somewhat unique.
(3/3) Flavor: Spot-on! Great name and flavor text.
Polish -
(3/3) Quality: Nailed it.
(2/2) *Main Challenge: Looking good.
(2/2) Subchallenges: Both done.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(2.5/3) Appeal: Super appealing for those who love irony. Timmy likes deathtouch, period; Johnny likes damage triggers; Spike likes versatility and removal.
(2.5/3) Elegance: Elegant premise, wordy execution. Kicker is also inherently sort of ungainly - it's an unlovable keyword because it's too broad.
Development -
(2.5/3) Viability: That kicker cost could easily have black instead of red mana and be merely a pie bend rather than a break.
(3/3) Balance: 1BR to destroy a creature (via self-deathtouch) is hardly hyperefficient. The versatility does add to the cost, obviously.
Creativity -
(2/3) Uniqueness: Some precedent, including a ton of convergent design by amateur designers, but generally unique.
(2.5/3) Flavor: While the name and flavor concept are good, the flavor text is a little on-the-nose/boring.
Polish -
(0.5/3) Quality: Formatting's all over the place. Kicker's not worded like that and reminder text needs italics. Name is rightly "Nick" while text calls it "Knick", a la death by a toxic Carmelo Anthony.
(2/2) *Main Challenge: Fulfilled.
(0/2) Subchallenges: Wrong color identity and DOES kill Hornet's Nest.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes X-spells/the big damage potential here. Johnny rubs his hands with glee at the thought of using Aku Djinn with this. Spike sees something that's too situational to maindeck and possibly too expensive to sideboard.
(2.5/3) Elegance: Does one thing and does it well; needs sort of a lot of words to get there.
Development -
(3/3) Viability: Red effect; uncommon situationality.
(2/3) Balance: As stated before a couple times, this is hard to evaluate because it's such a situational hoser - a lot of times, unless seen in a set with super high +1/+1 counter as-fan, this will do nothing in most board states. Of course, it's quite potent removal when you can pop it off at the right moment, but does such a thing need to cost 2R?
Creativity -
(3/3) Uniqueness: Pretty unique thing to count for X (been done a couple times before, but infrequently), and the controller damage is a nice change of pace.
(1.5/3) Flavor: Gosh, that name is... bad. And the flavor text is also overly on-the-nose. They feel like playtest placeholders. Wrath of Progress makes this sound like it should deal damage based on the progress of something you've made, like a +1/+1 counter Soul's Fire instead of what it actually does.
Polish -
(3/3) Quality: Fine.
(0/2) *Main Challenge: Doesn't take out an 11-toughness The Mimeoplasm with five +1/+1 counters.
(2/2) Subchallenges: Both hit.
Total: 19 (DQ)/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: A super-Limited card for sure; outside of Spike and Limited players this appeals primarily to Johnnies who would use it with color-changing effects. Spike of course digs the low cost and Timmy is somewhat uninterested.
(3/3) Elegance: About as elegant as they come.
Development -
(2.5/3) Viability: These days white is more likely to exile than destroy with these kinds of effects, but that's also a balance consideration here - but on the other hand, exile would make this feel even more worthy of uncommon rarity and push it more towards Constructed viability.
(2.5/3) Balance: Feels good. This is the kind of stopgap removal I'd like to see in heavy multicolor environments. As just mentioned, though, could stand to exile rather than destroy.
Creativity -
(1/3) Uniqueness: Kind of just the inverse of Ultimate Price? Plenty of multicolor hosers are out there by now.
(3/3) Flavor: Pretty nice flavor there - good flavor text and I like the abstractness of the name.
Design
(1/3) Appeal: There are potential applications for Johnny.
(1/3) Elegance: The card reads strangely, and it's hard to understand the way the card is intended to be used. It's a flicker spell, but how do you make use of it if you can't rebuy your ETB triggers?
Development
(3/3) Viability: White can remove abilities, flicker, and tap.
(1.5/3) Balance: This seems like the kind of card that would go 15th in draft. It's just so hard to use because it's so niche in application.
Creativity
(2/3) Uniqueness: Flicker, but it takes away abilities. That opens new doors to an older effect.
(3/3) Flavor: The package is quite excellent.
Polish
(3/3) Quality: I'm not sure if you have the right wording, but I'm not sure that you have the wrong wording either. There's no precedent and yours doesn't seem incorrect, so I will not deduct any points to me.
(5/5) Challenges:
Total: 19.5/25
Design
(2/3) Appeal: Johnny might want to use this with something like Eternal Witness, spike appreciates the versatility and power level.
(3/3) Elegance: It's clean.
Development
(3/3) Viability: White can exile, and it can sometimes reanimate.
(3/3) Balance: I don't see any problems here. In constructed the removal mode should be decent, as is returning something like Anafenza, the Foremost. In limited the card is a conditional removal spell with a backdoor of returning something like a 3/3.
Creativity
(3/3) Uniqueness: The card fits into the Crux of Fate cycle while using fresh modes.
(3/3) Flavor: The flavor text sounds professional and powerful. The card fits thematically and flavorfully.
Polish
(3/3) Quality:
(5/5) Challenges:
Total: 24/25
Design
(1.5/3) Appeal: It's an efficient removal spell for Spike in limited. Timmy could use this to make a monster kill itself.
(3/3) Elegance: Not hard to understand.
Development
(2/3) Viability: I don't really believe that this effect is in white; it's a color pie bend at the very least.
(3/3) Balance: For a limited uncommon, this is a strong removal spell without being too powerful. Being one mana cheaper that Inner Struggle as well as easier to cast is balanced out by the targeting restriction.
Creativity
(1/3) Uniqueness: Inner Struggle with a few minor changes.
(3/3) Flavor: The flavor tells a strange tale, but the quality of the writing and the way it pertains to the flavor as a whole is undeniable.
Polish
(3/3) Quality:
(5/5) Challenges:
Total: 20.5/25
Design
(2.5/3) Appeal: Johnny might try to use this in an unconventional way; Spike likes powerful removal spells. Timmy might want to use this to kill a large creature.
(1.5/3) Elegance: This is essentially a split card in kicker form. Having the creature damage itself is cute, but is only minorly different from "Destroy target creature".
Development
(3/3) Viability: Both effects are in color pie.
(3/3) Balance: This is essentially a split card in kicker form.
Creativity
(3/3) Uniqueness: The effect is new.
(2/3) Flavor: The flavor feels a little bit contrived to me, but it serves it purpose.
Polish
(1.5/3) Quality: The correct wording for the ability is "Target creature gains deathtouch until end of turn. If Poisonous Nick was kicked, that creature deals 1 damage to itself." Also, Kicker's reminder cost needs to be italicised.
(4/5) Challenges:
Total: 20.5/25
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Teferi narrowly dodged Vraska's attack. Maybe it was just his imagination, but he could feel death emanating from her blade as it nearly grazed his ribcage. He conjured another psionic blast, repelling Vraska with enough force to fling her into the liquor rack behind the bar, shattering several bottles. She stood, various ales dripping off her.
"You will not be the first Planeswalker that I've killed. I wonder what you will look like when turned to stone..." she hissed at him. Teferi saw through her banter; he knew she was preparing a deadly spell while trying to distract him. It couldn't hurt to play along for a little longer, he thought.
"You're saying you're not doing this as just a favor? I'm shocked." he said stonefacedly.
"Powerful as you once were, you will fall just like the rest. Taste my granite!"
Her spell unfurled at lightning speed from her, turning the bar and the people inside it into Granite. Krenko yelped and ran out of the bar, his intuition of incoming danger impeccable as ever. Teferi only had a moment to escape. He didn't have the time to conjure a spell to protect himself — and he couldn't even think of one that would work. There would be repercussions for planeswalking while his spark was still unsteady, but there would be far worse repercussions for staying. Teferi pictured a plane, feeling its planethood in his mind. He felt the vegetation in the palm of his hand, smelled its sticky scent. He heard the subtle rumblings of its inhabitants, and leapt to it.
Teferi collapsed on Muraganda, his spark sputtering in protest. He rose to his feet quickly. Muraganda was a savage plane, with far more threats than appeared on its tropical surface. Teferi had to planeswalk to a plane that Vraska wouldn't expect; she would be coming for him. Just as Teferi prepared for a long hike, he saw the one creature on this plane that he didn't want to see.
"The Mimeoplasm" he muttered. Towering over Teferi, its gelatinous surface roiled and mutated, the heads of many creatures churning on its body. Teferi recognized many, but there were many he did not. A dinosaur's head appeared, then roared at Teferi — it had spotted him. Though it was unlikely that murder would be the permanent end to such a beast, Teferi knew that he had to end things here and now to best ensure his own survival.
The Mimeoplasm is on the battlefield. It copied Vorosh, the Hunter, and exiled Imperiosaur for five +1/+1 counters. Design a removal spell with converted mana cost 3 or less that could remove it from the battlefield. Teferi had to defeat the monster. Low on mana, he had to improvise with a small yet impactful spell.
Subchallenge 1: Your card has a color identity of Red, White, or Red/White. Teferi's best chances lay in using colors of mana foreign to the strange creature.
Subchallenge 2: Your card could not be used as a removal spell against Hornet Nest. There was a hornets' nest nearby; disturbing it would implicate painful consequences, to say the least.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Design Deadline: All submissions are to be final and submitted by December 26th 23:59 EST
Judging Deadline: All Judgements are to be final and completed by December
29th30th 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.
Brackets:
admirableadmiral
IcariiFA vs Remba
Flatline vs Jimmy Groove
void_nothing
Flatline vs Jimmy Groove
proudawesome vs Raptorchan
Pseudofate
proudawesome vs Raptorchan
Turbler vs Vertain
Moss_Elemental
Turbler vs Vertain
IcariiFA vs Remba
A helpful tip for those formatting their cards:
Instant (U)
Target attacking or blocking creature deals damage to itself equal to its power.
Jarakar was suddenly struck by the violence and carnage that surrounded him. It was at that moment that he decided he could take but one more life.
Instant (R)
Choose one -
• Exile target creature that's three or more colors.
• Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
As the chorus of ancestors in Daghatar's head grew deafening, Dromoka cocked her head quizzically, expecting a response. At that moment, Daghatar knew that the time to decide the fate of his clan was upon him.
Sorcery (U)
Desrtoy target multicolored creature.
"While declaring tolerance and mercy for defeated enemies, Abzan can be pretty xenophobic when it comes to safety."
—Tasigur, the Golden Fang
Instant (U)
Exile target creature. Then return it to the battlefield tapped under it's owners control with no abilities until end of turn.
"If you will not bow before my grace you will instead tremble before my might!"
—Heliod, god of the Sun
Instant (U)
Kicker (You may pay an additional 1R as you cast this spell.)
Target creature gains deathtouch until end of turn, then deals 1 damage to itself if Poisonous Knick was kicked.
Those who poison their blades sometimes have accidents. And sometimes those accidents are arranged.
Instant (U)
Strike Down has lifelink as long as it targets an attacking creature.
Strike Down deals damage to target creature equal to its power.
"When we all stand together, few can stop our advance and none can breach our ranks."
—Aurelia
Sorcery (U)
Exile all cards from all graveyards.
// Fuse (You may cast one or both halves of this card from your hand.)
Quiet W
Sorcery (U)
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Instant (U)
Wrath of Progress deals X damage to target creature and its controller, where X is equal to the number of +1/+1 counters on that creature.
The shamans of the Muragandan jungles knew full well how to contain the alarmingly growing beasts, but only after they accidentally lost some of their own talents.
( ancestral on Custom Magic Discord server )
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(1/3) Appeal: Johnny will se combo potential.
(2/3) Elegance: While I can see this will kill the Mimeoplasm, it's not that elegant, as the two sides show little synergy.
Development -
(2/3) Viability: The name might be considered too close to Peace and Quiet.
(2/3) Balance: The Peace side seems reasonable cost-wise, but Quiet will probably cost 1 more to cast.
Creativity -
(2/3) Uniqueness: Morningtide on one side, Turn to Mist (sort of) on the other side.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: I'm assuming the second subchallenge wants permanent removal.
Total: 19/25
(2.5/3) Appeal: Spike likes it. Johnny sees combo potential. Timmy might see potential, too.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: I'm not too crazy about giving abilities normally meant for creatures to instants and sorceries (don't get me started with Puncture Blast.) I think it should be worded like this: CARDNAME deals damage to target creature equal to its power. If that creature is attacking, you gain life equal to its power.
(2/3) Balance: I think this should cost four or more mana, for what it does.
Creativity -
(2/3) Uniqueness: There are other red/white cards that deal damage and you gain life.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good, but see Viability.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met.
Total: 21.5/25
(2/3) Appeal: Johnny sees a combo potential. Spike loves it.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: Honestly, I can see this as blue.
(3/3) Balance: Seems reasonable.
Creativity -
(3/3) Uniqueness: This is definitely unique.
(3/3) Flavor: No problems here.
Polish -
(2/3) Quality: It should read “Exile target creature, then return that card to the battlefield under its owner's control. That permanent loses all abilities until end of turn.”
(2/2) Main Challenge: Met
(2/2) Subchallenges: For the second subchallenge, I'm going to assume it's permanent removal.
Total: 22/25
(1/3) Appeal: This is strictly a Spike card.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: The first choice would more likely be “Exile target multicoloured creature.”
(3/3) Balance: Three mana seems reasonable for each choice.
Creativity -
(2/3) Uniqueness: Both choices have been done before, but not together.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met.
Total: 21/25
As always, no complaints.
Wrath of Progress 2R
Instant (U)
Wrath of Progress deals X damage to target creature and its controller, where X is equal to the number of +1/+1 counters on that creature.
The shamans of the Muragandan jungles knew full well how to contain the alarmingly growing beasts, but only after they accidentally lost some of their own talents.
This spell does not remove the creature described in the challenge. Therefore it has not satisfied the requirement and is subject to disqualification.
Tough Decision WW
Sorcery (U)
Desrtoy target multicolored creature.
"While declaring tolerance and mercy for defeated enemies, Abzan can be pretty xenophobic when it comes to safety."
—Tasigur, the Golden Fang
Design -
(2/3) Appeal: Removal appeals to all. Still, no combo potential.
(3/3) Elegance: Hard to misinterpret four words.
Development -
(3/3) Viability: No issues.
(3/3) Balance: It’s strong for sure. But obviously only deals with a subgroup of creatures. Right to be a sorcery. Cost is comparative to other white removal.
Creativity -
(3/3) Uniqueness: Surprisingly this exact text does not exist. The closest similar card is Pure/Simple.
(2/3) Flavor: Name seems way off. But the flavor text pulls it together.
Polish -
(2/3) Quality: “Desrtoy” SMH. SMH Sir! *Willy Wonka voice*
(2/2) *Main Challenge: Main challenge satisfied
(2/2) Subchallenges: Subchallenges met.
Total: 22/25
Peace 1W
Sorcery (U)
Exile all cards from all graveyards.
// Fuse (You may cast one or both halves of this card from your hand.)
Quiet W
Sorcery (U)
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
(2/3) Appeal: Johhny and Spike feel no remorse runing your Reanimator plan.
(2/3) Elegance: Very simple. And an elegant way to spit in Mimeo’s face when fused. But at the same time feels forced to effect that card alone.
Development -
(3/3) Viability: This is white’s wheelhouse.
(1/3) Balance: With the exception of Relic of Progenitus, Peace’s ability is found exclusively on Rares. It’s a strong effect. Quiet is on par if not weaker than any blink spell in existence.
Creativity -
(1/3) Uniqueness: Similarities to be found for both halves on numerous cards. In fact, Peace is an exact copy of Morningtide.
(1/3) Flavor: Peace AND Quiet is a card in existence. I highly doubt they would print a card with a name that for all intents and purposes is the same. They probably would of done so already since they work together so well.
Polish -
(3/3) Quality: No issues.
(2/2) *Main Challenge: When fused, it satisfies the challenge
(2/2) Subchallenges: This is tricky. The card can not be used as hard removal against Hornets Nest even though it “removes” it. As slow blink is not hard removal, I believe both points are appropriate here.
Total: 17/25
Strike Down 1RW
Instant (U)
Strike Down has lifelink as long as it targets an attacking creature.
Strike Down deals damage to target creature equal to its power.
"When we all stand together, few can stop our advance and none can breach our ranks."
—Aurelia
Design -
(2/3) Appeal: Removal appeals to all. Still, no combo potential.
(3/3) Elegance: Very smooth, easy to comprehend.
Development -
(3/3) Viability: No issues here. See below, top tier uncommon, but not so good (or necessary) to be rare.
(2/3) Balance: This might a just a beeeeeeeeeeet too strong, but not so strong that it will degrade the environment it’s found in, specifically limited. This would be a first pick uncommon all day. 3 mana instant speed mostly non-conditional removal.
Creativity -
(3/3) Uniqueness: It’s a very believable spin on Boros removal
(3/3) Flavor: Top notch in this category.
Polish -
(3/3) Quality: Ok uhhh, I see what you did here. I like it. It reduces what I would expect this to have printed on it. Which would be akin to “When Strike Down deals damage you gain life equal to the damage dealt if the creature it targets is attacking” Ugh, how ugly, and probably not even correct.
(2/2) *Main Challenge: Challenge met.
(2/2) Subchallenges: Subchallenges met.
Total: 23/25
How you should approach every game of Magic.
Mod Helpdesk (defunct)
My Flawless Score MCC Card | My Other One | # Three!
Design -
(2.5/3) Appeal: As far as a card that's clearly meant for Limited goes, this is high-pickable; it's a great piece of removal that gets around certain precautions like protection. Timmy is amused by using a stupidly high amount of damage to kill a fatty rather than straight-up destruction, Johnny sees potential with stuff like Treacherous Link and its ilk, and Spike... likes removal.
(3/3) Elegance: Super elegant. Almost understated, even.
Development -
(3/3) Viability: Fire at Will shows the colors are right; uncommon feels okay.
(2/3) Balance: Almost a little overcosted? This would be super-premium removal at (W/R)(W/R). Three mana makes it merely okay.
Creativity -
(1.5/3) Uniqueness: Obviously there's precedent with the likes of Kiku's Shadow but the flavor and general feel make this somewhat unique.
(3/3) Flavor: Spot-on! Great name and flavor text.
Polish -
(3/3) Quality: Nailed it.
(2/2) *Main Challenge: Looking good.
(2/2) Subchallenges: Both done.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(2.5/3) Appeal: Super appealing for those who love irony. Timmy likes deathtouch, period; Johnny likes damage triggers; Spike likes versatility and removal.
(2.5/3) Elegance: Elegant premise, wordy execution. Kicker is also inherently sort of ungainly - it's an unlovable keyword because it's too broad.
Development -
(2.5/3) Viability: That kicker cost could easily have black instead of red mana and be merely a pie bend rather than a break.
(3/3) Balance: 1BR to destroy a creature (via self-deathtouch) is hardly hyperefficient. The versatility does add to the cost, obviously.
Creativity -
(2/3) Uniqueness: Some precedent, including a ton of convergent design by amateur designers, but generally unique.
(2.5/3) Flavor: While the name and flavor concept are good, the flavor text is a little on-the-nose/boring.
Polish -
(0.5/3) Quality: Formatting's all over the place. Kicker's not worded like that and reminder text needs italics. Name is rightly "Nick" while text calls it "Knick", a la death by a toxic Carmelo Anthony.
(2/2) *Main Challenge: Fulfilled.
(0/2) Subchallenges: Wrong color identity and DOES kill Hornet's Nest.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes X-spells/the big damage potential here. Johnny rubs his hands with glee at the thought of using Aku Djinn with this. Spike sees something that's too situational to maindeck and possibly too expensive to sideboard.
(2.5/3) Elegance: Does one thing and does it well; needs sort of a lot of words to get there.
Development -
(3/3) Viability: Red effect; uncommon situationality.
(2/3) Balance: As stated before a couple times, this is hard to evaluate because it's such a situational hoser - a lot of times, unless seen in a set with super high +1/+1 counter as-fan, this will do nothing in most board states. Of course, it's quite potent removal when you can pop it off at the right moment, but does such a thing need to cost 2R?
Creativity -
(3/3) Uniqueness: Pretty unique thing to count for X (been done a couple times before, but infrequently), and the controller damage is a nice change of pace.
(1.5/3) Flavor: Gosh, that name is... bad. And the flavor text is also overly on-the-nose. They feel like playtest placeholders. Wrath of Progress makes this sound like it should deal damage based on the progress of something you've made, like a +1/+1 counter Soul's Fire instead of what it actually does.
Polish -
(3/3) Quality: Fine.
(0/2) *Main Challenge: Doesn't take out an 11-toughness The Mimeoplasm with five +1/+1 counters.
(2/2) Subchallenges: Both hit.
Total: 19 (DQ)/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: A super-Limited card for sure; outside of Spike and Limited players this appeals primarily to Johnnies who would use it with color-changing effects. Spike of course digs the low cost and Timmy is somewhat uninterested.
(3/3) Elegance: About as elegant as they come.
Development -
(2.5/3) Viability: These days white is more likely to exile than destroy with these kinds of effects, but that's also a balance consideration here - but on the other hand, exile would make this feel even more worthy of uncommon rarity and push it more towards Constructed viability.
(2.5/3) Balance: Feels good. This is the kind of stopgap removal I'd like to see in heavy multicolor environments. As just mentioned, though, could stand to exile rather than destroy.
Creativity -
(1/3) Uniqueness: Kind of just the inverse of Ultimate Price? Plenty of multicolor hosers are out there by now.
(3/3) Flavor: Pretty nice flavor there - good flavor text and I like the abstractness of the name.
Polish -
(2.5/3) Quality: "Destroy" misspelled.
(2/2) *Main Challenge: Fulfilled.
(2/2) Subchallenges: Hits it.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(1/3) Appeal: There are potential applications for Johnny.
(1/3) Elegance: The card reads strangely, and it's hard to understand the way the card is intended to be used. It's a flicker spell, but how do you make use of it if you can't rebuy your ETB triggers?
Development
(3/3) Viability: White can remove abilities, flicker, and tap.
(1.5/3) Balance: This seems like the kind of card that would go 15th in draft. It's just so hard to use because it's so niche in application.
Creativity
(2/3) Uniqueness: Flicker, but it takes away abilities. That opens new doors to an older effect.
(3/3) Flavor: The package is quite excellent.
Polish
(3/3) Quality: I'm not sure if you have the right wording, but I'm not sure that you have the wrong wording either. There's no precedent and yours doesn't seem incorrect, so I will not deduct any points to me.
(5/5) Challenges:
Total: 19.5/25
(2/3) Appeal: Johnny might want to use this with something like Eternal Witness, spike appreciates the versatility and power level.
(3/3) Elegance: It's clean.
Development
(3/3) Viability: White can exile, and it can sometimes reanimate.
(3/3) Balance: I don't see any problems here. In constructed the removal mode should be decent, as is returning something like Anafenza, the Foremost. In limited the card is a conditional removal spell with a backdoor of returning something like a 3/3.
Creativity
(3/3) Uniqueness: The card fits into the Crux of Fate cycle while using fresh modes.
(3/3) Flavor: The flavor text sounds professional and powerful. The card fits thematically and flavorfully.
Polish
(3/3) Quality:
(5/5) Challenges:
Total: 24/25
(1.5/3) Appeal: It's an efficient removal spell for Spike in limited. Timmy could use this to make a monster kill itself.
(3/3) Elegance: Not hard to understand.
Development
(2/3) Viability: I don't really believe that this effect is in white; it's a color pie bend at the very least.
(3/3) Balance: For a limited uncommon, this is a strong removal spell without being too powerful. Being one mana cheaper that Inner Struggle as well as easier to cast is balanced out by the targeting restriction.
Creativity
(1/3) Uniqueness: Inner Struggle with a few minor changes.
(3/3) Flavor: The flavor tells a strange tale, but the quality of the writing and the way it pertains to the flavor as a whole is undeniable.
Polish
(3/3) Quality:
(5/5) Challenges:
Total: 20.5/25
(2.5/3) Appeal: Johnny might try to use this in an unconventional way; Spike likes powerful removal spells. Timmy might want to use this to kill a large creature.
(1.5/3) Elegance: This is essentially a split card in kicker form. Having the creature damage itself is cute, but is only minorly different from "Destroy target creature".
Development
(3/3) Viability: Both effects are in color pie.
(3/3) Balance: This is essentially a split card in kicker form.
Creativity
(3/3) Uniqueness: The effect is new.
(2/3) Flavor: The flavor feels a little bit contrived to me, but it serves it purpose.
Polish
(1.5/3) Quality: The correct wording for the ability is "Target creature gains deathtouch until end of turn. If Poisonous Nick was kicked, that creature deals 1 damage to itself." Also, Kicker's reminder cost needs to be italicised.
(4/5) Challenges:
Total: 20.5/25