Mercurial Dealer1R
Creature — Goblin Barterer (U) T, Discard an artifact card: Reveal cards from the top of your library until you reveal an artifact card. Put it into your hand. Then put the rest on the bottom of your library in a random order. Few goblins understand the real value of goods they have.
1/1
Enfield Herald1GG
Creature - Enfield Avatar (R)
Each creature you control that's a Bird, a Cat, a Fox, a Hound or a Wolf gets +1/+1. Being a symbol of strength and leadership, enfields grace manny a banner on Fornia.
3/3
Note: Fornia would be a central-european medieval knighthood inspired plane.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Guildless Barterer2U
Creature - Human Barterer Rogue (R) 1U, T: You may draw two cards. If you do, target opponent gains control of target permanent you control. 2UUU, T: Target opponent draws two cards. Gain control of target permanent that player controls.
1/3
The entry deadline has now expired. proudawesome submitted a card after the deadline but, owing to my own lateness in making brackets, is being given a pass. The top four players per bracket advance, and the following are the brackets:
void_nothing:
Phyrexian Editor
scarbo
glurman
Irhihi
P E
doomfish
sperlman
Design - (3/3) Appeal: All three psychographics have a use for this card. (3/3) Elegance: It's simple, elegant, and easy to get at a glance.
Development - (3/3) Viability: Red and uncommon is great here. (3/3) Balance: This isn't grossly overpowered or underpowered. It's a little on the weak side for constructed, but not so much that it couldn't see play in the right deck/format.
Creativity - (1/3) Uniqueness: This is very similar to Furyblade Vampire. (3/3) Flavor: No problems here.
Polish - (2/3) Quality: Missing a comma after "attacks" in the second line of rules text. There should be double quotation marks instead of single quotation marks in the flavor text. (2/2) *Main Challenge: All good. (2/2) Subchallenges: Done and done.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design - (3/3) Appeal: This appeals to Timmy, Johnny, and Spike. (3/3) Elegance: The flavor combines really well with the card's effects.
Development - (3/3) Viability: No complaints with blue or mythic. Gambling has traditionally been red, but you made it work here in blue. (1/3) Balance: This would give Commander players headaches. It's pretty broken in Limited as well.
Creativity - (3/3) Uniqueness: You're exploring some design space here that hasn't really been used before. (2/3) Flavor: He's a Spirit who lost his soul, but isn't a soul kind of what a Spirit is? There's also the matter of his rather unfortunate-sounding name. That aside, the flavor is pretty clever.
Polish - (1/3) Quality: As the effect reads, there should be an "a" before "different converted mana cost." The first ability should read "Draw two cards, then put a card from your hand on the top or bottom of your library." "Seek" should be "seeks" in the flavor text, and Legendary is misspelled. (2/2) *Main Challenge: You got it. (2/2) Subchallenges: Ditto for these.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design - (1/3) Appeal: Johnny could play this with Hankyu and Surestrike Trident. It relies way too much on synergy for Timmy, and it isn't close to powerful enough to interest Spike. (2/3) Elegance: Simple effect, clean and easy to understand. The formatting isn't perfect though, so it's not easy to understand at first glance.
Development - (2/3) Viability: Uncommon is fine here. This should be white or red. (1/3) Balance: I guess this could be played in a casual blue deck with a ton of equipment. If I'm drafting or trying to win a tournament, I probably don't want this in my deck. Even in casual play I probably don't want this most of the time.
Creativity - (3/3) Uniqueness: Moving around Equipment is nothing new, but it's never been something you could do several times per turn. (2/3) Flavor: It isn't the most flavorful card ever, but there's some lines to be drawn between juggling and moving Equipment around.
Polish - (1.5/3) Quality: Power, toughness, name, and rarity are on the wrong lines. (2/2) *Main Challenge: All good here. (2/2) Subchallenges: Got 'em.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
Design - (3/3) Appeal: All three psychographics could use this. (2/3) Elegance: This isn't the most intuitive card, and the fact that you were missing the P/T on the card (but had it in the render) didn't help matters. That said, it is simple, which helps offset the unintuitiveness.
Development - (2/3) Viability: This should be a rare, but otherwise, no complaints. (3/3) Balance: This seems balanced enough.
Creativity - (0/3) Uniqueness: This is basically Cho-Manno, Revolutionary. I would have liked to see at least some minor tweaks. (3/3) Flavor: This evokes the dolls of Magic's past while still being its own thing.
Polish - (0/3) Quality: "It's gets" should be "it gains." "God" should be plural. There shouldn't be a period after the first question mark in the flavor text. The regular card is missing power and toughness (major). The render has a colorless border instead of an artifact border. (2/2) *Main Challenge: All good here. (1/2) Subchallenges: You got the first one, but not the second one.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
Design - (3/3) Appeal: All three psychographics could use this. (3/3) Elegance: While this is a pretty complex card, it's fairly intuitive and easy to understand.
Development - (3/3) Viability: This is decidedly a mono-black mythic. (3/3) Balance: Doesn't seem too strong or too weak.
Polish - (2.5/3) Quality: The first instance of "Wicky" on each side of the card should be the full name of the card. For example, the front side should say "When Wicky, Cackling Puppet dies... return Wicky to the battlefield transformed under its owner's control." (2/2) *Main Challenge: Got it. (2/2) Subchallenges: All good.
Total: 24.5/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: Spike loves the power level and Johnny wants to abuse this, but Timmy doesn't like having to give up his best permanent. (2/3) Elegance: Needs clarity to determine the order in which the players choose. This might be too wordy and/or too ambiguous, but you could use "target player chooses a permanent he or she doesn't control, then the controller of the chosen permanent chooses a permanent that player controls."
Development - (3/3) Viability: This seems about right. (3/3) Balance: Power level's good.
Creativity - (3/3) Uniqueness: The design space here is fairly unexplored. You took a traditionally blue effect and tweaked it to make it feel red. (3/3) Flavor: This does a great job of painting a picture.
Polish - (2.5/3) Quality: Missing a comma after "When Reckless Merchant enters the battlefield." (2/2) *Main Challenge: Done. (2/2) Subchallenges: Done and done.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: Timmy is mildly interested, but it is a little small. Johnny might find some weird and wacky way to take advantage of Aberrant, but it's a stretch. Spike sees a ton of value in a (basically) hexproof, flash creature that can net you quite a few cards. (2/3) Elegance: The subtypes feel redundant, and abberant is ability that makes one question the exceptions it has to hexproof and if it's worth it.
Development - (3/3) Viability: It's very blue and the power level is mythic. It doesn't break the game in half. (2/3) Balance: This is certainly pushed. It is effectively a 3/3 hexproof, flash creature that will likely draw a card or two. Agaisnt some decks it may draw nothing, others quite a lot. All the while being an easy target for equips/auras/abilities to make it an easy, inexpiensive finisher. Likely too good for standard. I'd see this better off as a bigger and higher costing creature.
Creativity - (2/3) Uniqueness: Abberrant is a fresh take on hexproof, but the effective difference between the two seems so small that it's not worth it. If the tribal subtype had stuck, then I could see this. Otherwise the card doesn't do anything that fresh. (2/3) Flavor: As I mentioned before, Enfield Beast feels redundant. An enfield is already a combination of beasts like a chimera, so I could never see the two together. Otherwise the flavor is solid.
Polish - (2.5/3) Quality: Uncanny doesn't need three "n"s. (2/2) *Main Challenge: Succesful. (2/2) Subchallenges: Done and done.
Total: 19.5/25
Freyleyes
Design - (1.5/3) Appeal: Timmy is probably confused and not really attracted to this. Johnny wants to abuse instant recursion for this, but it doesnt offer much else. The potential effecieceny attracts spike. (1/3) Elegance: The concept of your mannequin subtype brings up a lot of questions. Also, the difference between mennequins turning into creatures off of ANY instant and silent mannequin gaining flying only off YOUR instants is a subtley I think many would miss. Redundant subtyping present here as well.
Development - (2.5/3) Viability: It feels blue, but despite its agressive costing, I see this closer to uncommon. (2.5/3) Balance: This would be an underwhelming rare in limited but a potentially powerful one in constructed. It can be manipulated by any player with instants, which can be a little odd and makes it harder to judge. A single removal spell doesn't kill it without being animated first. I don't think it would warp any contemporary format regardless.
Creativity - (2.5/3) Uniqueness: Making a tribe around animating creatures feels new, but this implemtation seems like a weird work around of already exsisting "artifacts that become creatures" that span the games history. (1/3) Flavor: That flavor text makes me sratch my head. It's a silent mannequin (redundant) that when looking at it makes you deaf? All the pieces are kinda close but don't quite flow. Also, this suffers from a redundant subtype as well.
Polish - (2/3) Quality: I seriously doubt the mannequin "creature" type ability would be worded anything like that. It porbably be much closer to "As long as no instant spell has been cast this turn, this isn't a creature." Not perfect, but since you have the term "creature" in the type line, I'm pretty confident you would need an actual static ability to negate that characteristic of the card, like the Theros Gods or devoid. (2/2) *Main Challenge: Accomplished. (2/2) Subchallenges: Yes and yes.
Total: 17/25
FortunaImperatrixMundi
Design - (2/3) Appeal: Timmy doesn't care. Johnny sees some fun syergies and combos to create, as training dummy gives a lot of problems to solve. Spike sees a strong limited card. (3/3) Elegance: This is quite nicely put together, easy to understand and gets a lot of flavor without flavor text.
Development - (3/3) Viability: An uncommon artifact seems just perfect. (2.5/3) Balance: This is aggressively costed for limited, and can certainly snowball almost any creature into a major threat. That said, it requires you start that fairly early. Still, it will win games of tempo and attrition, just not when you're behind. I doubt it'll see constructed play.
Creativity - (3/3) Uniqueness: Hit the card to make another stronger? A perfect fit of concept and unique abilities. I like that it even works for pingers. (2/3) Flavor: The flavor it has it excellent, but it really should have a line of flavor text.
Polish - (3/3) Quality: Looks on point. (2/2) *Main Challenge: Great! (0/2) Subchallenges: This neither has two subtypes nor is a single color.
Total: 20.5/25
RaikouRider
Design - (2/3) Appeal: Timmy doesn't care. Johnny sees a lot of abuse potential. Thanks to it being indestructible, spike will have uses for it too. (2.5/3) Elegance: The effects make sense but it is a lot to digest/grok.
Development - (3/3) Viability: Colors check out as does the rarity. Doesn't break the rules of the game. (1.5/3) Balance: I don't think a card like this has business being indestructible. It makes it a perfect blocker, something you can attach most anything too without fear, and it'll dig for you. Even if that part is symetrical, I don't see the play around this being even what-so-ever. If something like this is going to be so hard to get rid of, it needs to cost more. Though frankly I think the solution is to change the body size and nix indestructible.
Creativity - (2/3) Uniqueness: All this parts ahve been done before, but the body makes it distinct. (2/3) Flavor: It's a trade minister that's also a cleric? Seems like an excuse for the indestructible. It be much cleaner if you just focused on the trade.
Polish - (3/3) Quality: Looks good. (2/2) *Main Challenge: Successful. (1/2) Subchallenges: It does use mulitiple subtypes, but is not a single color.
Total: 19/25
Raptorchan
Design - (2/3) Appeal: Timmy doesn't care. Johnny and Spike see a lot of value as a combo/synergy piece and finisher. (2.5/3) Elegance: The package of flavor and abilities don't quite jive for me: Haunted? Dummy? Esper? Clothing? One too many directions I think.
Development - (3/3) Viability: I can see this as a blue uncommon, sure. (2.5/3) Balance: This is surprisingly strong in limited, and may actually be strong enough for some constructed standard play as well as a combo piece. I think it's on the high end of the curve for limite in particular and may need a slight tweak, but otherwise is pretty close to an overall fair/fun card.
Creativity - (2/3) Uniqueness: Nothing on this card mechanically feels new. The typing and flavor give it some freshness, but one would hope with the main challenge. (1/3) Flavor: As I mentioned above, the flavor here is all over the place. I respect trying to tie this card more directly to the magic universe, but this doesn't feel Esper. The directions this cards flavor pulls are confusing and a little miss-matched. Additionally, that flavor text has some gramamtical issues.
Polish - (2.5/3) Quality: The grammar of the flavor text is jarring. (2/2) *Main Challenge: Done. (2/2) Subchallenges: Both achieved.
Total: 19.5/25
Ink-Treader
Design - (2/3) Appeal: This is no timmy card, he would hate giving away lands. Johnny maybe, and Spike for sure. (3/3) Elegance: Has a great flow.
Development - (3/3) Viability: Certainly a green rare. Doesn't break the game. (2/3) Balance: I doubt this would be a high limited/draft pick but that's fine. Constructed potential is quite high, as It'd allow you to cast a 5CC threat turn 3 no problem. Depending on the format, it could be abused a great deal more. Dangerous, but a development problem I think would be worth tackling. In a set that card about land types it be a big deal. Good thing we don't have land walkers anymore really.
Creativity - (3/3) Uniqueness: This is what uniqueness is about. Really powerful way to embrace the challenge. (3/3) Flavor: Really nice! Super minor quip, using the same adjective in the same sentence doesn't flow as well (finest/fine), but im not taking off here.
Polish - (2/3) Quality: I'm confident the ability would be worded like donate instead. So "Target opponent gains control of target land you control." (2/2) *Main Challenge: Fine here. (2/2) Subchallenges: Double yes!
Total: 22/25
proudawesome
Design - (2/3) Appeal: Timmy passes it up. Johnny sees so much pontetial. Spike has some options too with its free recursion. (3/3) Elegance: Super elegant for sure. Simplicity works well here.
Development - (2.5/3) Viability: This beign a common seems problematic, as it would very easy to muck up the board with mulitple of these and enable some degenarete combos as well as unfun play. (1/3) Balance: This seems degenerate and too easy to recur, especially for a common. Its pontetial to sacrific it endlessly, always have blockers, full cast/etb triggers and such is pretty endless and it way too good at doing it. It needs to cost 2 and be an uncommon, and even that may not be safe after testing and depending on the enviorment. It would easily warp limited and standard as is.
Creativity - (2/3) Uniqueness: This kind of recursion isn't new, jsut the price point you get it at is. (2/3) Flavor: Mechanically the flavor flows quite well. This absoultely should have flavor text though.
Polish - (3/3) Quality: (2/2) *Main Challenge: Certainly. (0/2) Subchallenges: This neither has a single color nor multiple subtypes.
Design -
(2.5/3) Appeal: Timmy likes tokens and, well, big butts, and defender decks; Johnny also plays defendorks.dek; Spike miiiiight consider this depending on what kind of enchantments he had to be afraid of.
(2.5/3) Elegance: Slightly messy, but makes its point.
Development -
(3/3) Viability: Green's been big on this kind of ability lately, although I've personally argued for it to have stayed in its traditional place in white or even move into red. Rare is right on.
(3/3) Balance: Feels old-school green - midrange fatty with a honkin' drawback, although it can at least be played around. Looks more fun than dangerous.
Creativity -
(3/3) Uniqueness: Skiff tokens! Green artifacts! New keywords! Oh my!
(2/3) Flavor: Name's pretty bland, and the extra type challenge was there to see if different flavor could be added, rather than redundant flavor - but I like that flavor text a lot. Gives a glimpse of a Theros that will probably never be.
Design -
(2/3) Appeal: Mostly Johnny-Spike, leaning towards Spike. Timmy's not into having a Clone whose outcome he can't control but both those other guys are all over cheap copy shenanigans.
(3/3) Elegance: Almost a blunt instrument of words.
Development -
(3/3) Viability: Blue blue blue, rare rare rare.
(2.5/3) Balance: Nothing objectionable, although I'd probably cost this at double-blue.
Creativity -
(1/3) Uniqueness: Cackling Counterpart II - The Oppositeing
(0.5/3) Flavor: Not even a name. Really? At least the Elemental type was a pleasant surprise.
Design -
(2.5/3) Appeal: Timmy likes saving his own hide, Johnny has plenty of things to do with damage redirection, and Spike... plays a bit of Limited.
(3/3) Elegance: Snazzy.
Development -
(3/3) Viability: Uncommon is a good rarity and this is definitely how to do a white Clown.
(3/3) Balance: A good blocker (or attacker!) that's not about to break anything. Mostly for Limited fun, it seems.
Creativity -
(2/3) Uniqueness: There's Pariah's Shield and things but a lot of this card does feel new. Feels more like a spiritual successor to Palace Guard than anything. Lifelink is a fun touch.
(3/3) Flavor: Top notch.
Design -
(2.5/3) Appeal: Timmy likes the pump, Johnny likes the strangeness, and it's all a bit too expensive for Spike, probably. Well, again - except in Limited.
(1.5/3) Elegance: Fun concept; requires a lot of bookkeeping (and probably an "in addition to its other types" clause).
Development -
(2.5/3) Viability: Monogreen's okay but this might be saved for someplace where it could be green-blue in real life. Rare is best.
(3/3) Balance: Sure, it accumulates +1/+1 counters on the cheap, but it's also not breaking anything - it's a build-around card that's damn hard to build around. I mean, what do you use, changelings? Are there many serious good options there?
Creativity -
(3/3) Uniqueness: "Unique" is definitely a word to use to describe this card.
(3/3) Flavor: I like how this plays off what an Enfield is so well.
Polish -
(2/3) Quality: The mutate reminder text is not quite what it should be and bolded, no-attribution flavor text is at least unorthodox.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 21.5/25
Design -
(1.5/3) Appeal: Very squarely Johnny, to abuse constellation triggers and similar, unless there's a very specific, very enchantment-heavy Limited environment this figures in.
(2.5/3) Elegance: First strike on a self-bouncer is slightly awkward - I'd have gone with flying - but otherwise solid.
Development -
(2.5/3) Viability: Uncommon is just about where this has to be but it also could probably use some blue in the cost there. If it had been in the activated ability cost the monocolor subchallenge would still have been met. The self-bounce can be white, the enchantment bounce less so.
(3/3) Balance: Not going to offend anyone here.
Creativity -
(3/3) Uniqueness: Not one but two unique creature types! And a pretty thinky, interesting activated ability.
(1.5/3) Flavor: Could have used flavor text, and a reference to Ulster - a real place with real political issues - feels sort of awkward.
Design -
(3/3) Appeal: Timmy and Johnny both like mix-and-matching creature types, Timmy likes the stats and the pump, and Spike sees #value in being able to get a tribal boost off a midrange beater without having to bother with a tribal deck.
(3/3) Elegance: Nicely done.
Development -
(3/3) Viability: Green and rare both look fine, although this would have been at least inoffensive if not even a bit better in white.
(3/3) Balance: Probably pushed, depending on the availability and quality of the named creature types in any given environment, but hardly broken.
Creativity -
(2/3) Uniqueness: Tribal lords are nothing new, but this execution is nothing to sniff at.
(3/3) Flavor: Straightforward flavor, with flavor text, and I like the pun with herald/heraldry and the fact that you call out the creature types that an Enfield is composed of.
Design -
(2.5/3) Appeal: Johnny-Spike. Maybe Timmy given how big both activated abilities feel?
(2.5/3) Elegance: I like that this has a "reversable" "two-way street" set of abilities, but just... so many words needed to get there.
Development -
(2.5/3) Viability: Blue's fine, as is rare, but the "give opponent control" ability has been more in red lately: Harmless Offering, Bazaar Trader.
(2/3) Balance: A Donate is usually going to end up being much more of an advantage than it is a cost. Especially when repeatable. The control-stealing ability is just gravy.
Creativity -
(2.5/3) Uniqueness: We've seen similar abilities but never this total package.
(2/3) Flavor: Name is generic and flavor text could have been used but I understand the space issues.
Rakdos Prankster
Creature — Clown Horror (R)
Haste, menace
Whenever Rakdos Prankster deals combat damage to a player, that player discards a card.
Whenever an opponent discards a card, Rakdos Prankster deals 1 damage to that player.
"Let me show you a trick."
2/2
Design -
(2/3) Appeal: Too small for Tim. John is going to look to abuse the static damage ability. A very appealing aggro card for Spikes.
(3/3) Elegance: Easily understood.
Development -
(3/3) Viability: This does everything I would expect BR to be doing.
(2/3) Balance: Good solid card, but might be a bit much in Limited. If you slam this down turn 3 and your opponent stalls for even one turn it could very well take the game over by itself.
Creativity -
(2/3) Uniqueness: “Specter Strike” is nothing new. Additional punishment is.
(3/3) Flavor: God I wish you have named this Pennywise Prankster. That aside, card is awash with flavor. Spot on.
Polish -
(2.5/3) Quality: That templating looks fine to me, but the only creature in existence with haste and menance at the moment is Chittering Host and they templated the keywords on two seperate lines.
(2/2) *Main Challenge: Challenge satisfied.
(1/2) Subchallenges: Card is multicolored.
Total: 20.5/25
Doomsday Arkhulk 4WW
Artifact Creature — Ark Construct (MR)
Lifelink
When Doomsday Arkhulk enters the battlefield, exile all other creatures you control until Doomsday Arkhulk leaves the battlefield.
2WW: Destroy all creatures.
Salvation and judgement made one.
6/6
Design -
(2.5/3) Appeal: Timmy check. Johhny is going to find a way to flash this in and abuse ETB triggers. This is probably not quite up Spike’s alley, but perhaps finge play.
(3/3) Elegance: Very apparent what this does and the flavor text wraps it up nicely.
Development -
(3/3) Viability: Everything about this card is white.
(3/3) Balance: I think you nailed it here. 6/6 for 6 is on curve. Tacking on lifelink isn’t problematic. Honestly I could see WotC putting flash on this thing if it was ever printed. That would make it a super ultra powerhouse. As is, I see no issues.
Creativity -
(2.5/3) Uniqueness: Mass blink effects are rare but have been seen before. This is obviously slower but that plays into the nature of the card.
(3/3) Flavor: High marks here. I can picture an Arkhulk cycle.
Sartra, Wicked Jester 1RR
Legendary Creature - Human Clown (MR)
Menace
At the beginning of your end step, if you control three or more artifacts, sacrifice all artifacts you control. If you do, Satra, Wicked Jester deals 5 damage to each other creature, then transform it.
He seemed a loyal, if twisted, servant of Emperor Morger, but he reality he was merely biding his time.
3/2
/////
Sartra, Overlord of Ruin
Legendary Creature - Horror Clown (MR)
Flying, Menace
At the beginning of each opponent's end step, flip a coin. If it is heads, Sartra, Overlord of Ruin deals 5 damage to a random creature that opponent controls. If it is tails, that opponent sacrifices a land.
Now he rules over a devastated world, gleefully delivering his random and terrible "justice."
5/5
Design -
(1.5/3) Appeal: Half of this is in Timmy’s wheelhouse, not a ton of build around potential for Johhny due the chaotic aspect of it. Spike may touch it, but the slow end up clause may make him reconsider.
(2/3) Elegance: Very techincal, lots of stipulations.
Development -
(3/3) Viability: Red all the way. A legendary with this much technical text would definetly be mythic.
(3/3) Balance: This feels balanced. The flip clause is obviously build around, and it’s a global wipe. The transformed side is very powerful, but chaotic, so there isn’t an easy way to abuse it.
Creativity -
(3/3) Uniqueness: Clearly a one of a kind card.
(2.75/3) Flavor: Name is as realistic as any Legend. Flavot text tells a story. I just don’t like the word “random” in there. Reads weird to me.
Polish -
(2.25/3) Quality: Error in flavor text. “but he reality he”. Quotations for justice missaligned.
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
21.5/25
Renegade Merchant 2R
Creature - Human Barterer (U)
Revolt - T, Discard a card: Draw a card. Draw two cards instead if a permanent left the battlefield this turn.
"I can't stay long, but if you're with Miss Nalaar, we can work out a deal."
1/1
Design -
(2/3) Appeal: Johhny and Spike all day.
(3/3) Elegance: Easily understood.
Development -
(2/3) Viability: Diggers belong to red. This could probably be rare.
(1/3) Balance: Oh boy. Uhhhhh. I guess the jury is still out on Revolt, but all the hubbub surrounding Fatal Push and fetches at the very least leads me to suspect this could be stupid efficient in certain formats. Even in Standard this could become. “Sac a clue: play something with madness, draw 3 cards” Granted that’s going to cost a minimum 3 mana.
Creativity -
(2/3) Uniqueness: It’s a digger.
(3/3) Flavor: Would fit thematically into the current block no doubt.
Harmless Mannequin 2
Artifact Creature — Dummy [R]
2: Regenerate Harmless Mannequin. When Harmless Mannequin regenerates this way, transform it, then untap it.
Every night, the shopkeeper swears the doll looks more and more sinister.
0/1
////
Lifeless Killer
(B) Artifact Creature — Dummy Horror
Indestructible
t: Destroy target creature. Remove all damage from Lifeless Killer, then transform it.
Every morning, the shopkeeper has to clean off a murky, sticky liquid that wasn't there before.
0/1
Design -
(1/3) Appeal: This feels like the kind of rare that you open and go. “Oh, this guy” No one is particuallry interested in having it.
(2/3) Elegance: A bit technical. The remove damage clause is odd.
Development -
(3/3) Viability: Black does enjoy murdering things.
(2/3) Balance: This card is very diffcult to deal with it seems. And it makes attacking a nightmare.
Creativity -
(2.75/3) Uniqueness: Reminiscient of Creepy Doll while being completely different.
(3/3) Flavor: Well this is just adorable.
Mercurial Dealer 1R
Creature — Goblin Barterer (U)
T, Discard an artifact card: Reveal cards from the top of your library until you reveal an artifact card. Put it into your hand. Then put the rest on the bottom of your library in a random order.
Few goblins understand the real value of goods they have.
1/1
Design -
(1/3) Appeal: Maybe Johhny, and he has to put some effort into it.
(3/3) Elegance: Easy to understand.
Development -
(3/3) Viability: Totally red.
(2.5/3) Balance: Filtering tutor cards like this are inherently powerful. But there is random chance involved so the effect becoming degenerate is unlikely unless you build around them. However since the activation requires you discard an artifact to begin with, the abuse potential is offset. (I’m thinking in terms of a deck like Zombie Hunt)
Creativity -
(2.5/3) Uniqueness: Clearly Madcap Experiment is the inspiration here.
(2.5/3) Flavor: Name could be a card. Flavor text speaks to the intellect of goblins, but at the same time I don’t think it fits this particualr card that well.
Creature — Goblin Barterer (U)
T, Discard an artifact card: Reveal cards from the top of your library until you reveal an artifact card. Put it into your hand. Then put the rest on the bottom of your library in a random order.
Few goblins understand the real value of goods they have.
1/1
Creature - Enfield Avatar (R)
Each creature you control that's a Bird, a Cat, a Fox, a Hound or a Wolf gets +1/+1.
Being a symbol of strength and leadership, enfields grace manny a banner on Fornia.
3/3
Note: Fornia would be a central-european medieval knighthood inspired plane.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Creature - Human Barterer Rogue (R)
1U, T: You may draw two cards. If you do, target opponent gains control of target permanent you control.
2UUU, T: Target opponent draws two cards. Gain control of target permanent that player controls.
1/3
Artifact Creature — Dummy (C)
Defender (This creature can’t attack.)
When Shielded Quintain dies, return it to its owner’s hand.
0/2
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void_nothing:
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Legend
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PsyOp
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Flatline
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shinike1729
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(3/3) Appeal: All three psychographics have a use for this card.
(3/3) Elegance: It's simple, elegant, and easy to get at a glance.
Development -
(3/3) Viability: Red and uncommon is great here.
(3/3) Balance: This isn't grossly overpowered or underpowered. It's a little on the weak side for constructed, but not so much that it couldn't see play in the right deck/format.
Creativity -
(1/3) Uniqueness: This is very similar to Furyblade Vampire.
(3/3) Flavor: No problems here.
Polish -
(2/3) Quality: Missing a comma after "attacks" in the second line of rules text. There should be double quotation marks instead of single quotation marks in the flavor text.
(2/2) *Main Challenge: All good.
(2/2) Subchallenges: Done and done.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: This appeals to Timmy, Johnny, and Spike.
(3/3) Elegance: The flavor combines really well with the card's effects.
Development -
(3/3) Viability: No complaints with blue or mythic. Gambling has traditionally been red, but you made it work here in blue.
(1/3) Balance: This would give Commander players headaches. It's pretty broken in Limited as well.
Creativity -
(3/3) Uniqueness: You're exploring some design space here that hasn't really been used before.
(2/3) Flavor: He's a Spirit who lost his soul, but isn't a soul kind of what a Spirit is? There's also the matter of his rather unfortunate-sounding name. That aside, the flavor is pretty clever.
Polish -
(1/3) Quality: As the effect reads, there should be an "a" before "different converted mana cost." The first ability should read "Draw two cards, then put a card from your hand on the top or bottom of your library." "Seek" should be "seeks" in the flavor text, and Legendary is misspelled.
(2/2) *Main Challenge: You got it.
(2/2) Subchallenges: Ditto for these.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
(1/3) Appeal: Johnny could play this with Hankyu and Surestrike Trident. It relies way too much on synergy for Timmy, and it isn't close to powerful enough to interest Spike.
(2/3) Elegance: Simple effect, clean and easy to understand. The formatting isn't perfect though, so it's not easy to understand at first glance.
Development -
(2/3) Viability: Uncommon is fine here. This should be white or red.
(1/3) Balance: I guess this could be played in a casual blue deck with a ton of equipment. If I'm drafting or trying to win a tournament, I probably don't want this in my deck. Even in casual play I probably don't want this most of the time.
Creativity -
(3/3) Uniqueness: Moving around Equipment is nothing new, but it's never been something you could do several times per turn.
(2/3) Flavor: It isn't the most flavorful card ever, but there's some lines to be drawn between juggling and moving Equipment around.
Polish -
(1.5/3) Quality: Power, toughness, name, and rarity are on the wrong lines.
(2/2) *Main Challenge: All good here.
(2/2) Subchallenges: Got 'em.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: All three psychographics could use this.
(2/3) Elegance: This isn't the most intuitive card, and the fact that you were missing the P/T on the card (but had it in the render) didn't help matters. That said, it is simple, which helps offset the unintuitiveness.
Development -
(2/3) Viability: This should be a rare, but otherwise, no complaints.
(3/3) Balance: This seems balanced enough.
Creativity -
(0/3) Uniqueness: This is basically Cho-Manno, Revolutionary. I would have liked to see at least some minor tweaks.
(3/3) Flavor: This evokes the dolls of Magic's past while still being its own thing.
Polish -
(0/3) Quality: "It's gets" should be "it gains." "God" should be plural. There shouldn't be a period after the first question mark in the flavor text. The regular card is missing power and toughness (major). The render has a colorless border instead of an artifact border.
(2/2) *Main Challenge: All good here.
(1/2) Subchallenges: You got the first one, but not the second one.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: All three psychographics could use this.
(3/3) Elegance: While this is a pretty complex card, it's fairly intuitive and easy to understand.
Development -
(3/3) Viability: This is decidedly a mono-black mythic.
(3/3) Balance: Doesn't seem too strong or too weak.
Creativity -
(3/3) Uniqueness: Definitely unique.
(3/3) Flavor: No complaints here.
Polish -
(2.5/3) Quality: The first instance of "Wicky" on each side of the card should be the full name of the card. For example, the front side should say "When Wicky, Cackling Puppet dies... return Wicky to the battlefield transformed under its owner's control."
(2/2) *Main Challenge: Got it.
(2/2) Subchallenges: All good.
Total: 24.5/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Spike loves the power level and Johnny wants to abuse this, but Timmy doesn't like having to give up his best permanent.
(2/3) Elegance: Needs clarity to determine the order in which the players choose. This might be too wordy and/or too ambiguous, but you could use "target player chooses a permanent he or she doesn't control, then the controller of the chosen permanent chooses a permanent that player controls."
Development -
(3/3) Viability: This seems about right.
(3/3) Balance: Power level's good.
Creativity -
(3/3) Uniqueness: The design space here is fairly unexplored. You took a traditionally blue effect and tweaked it to make it feel red.
(3/3) Flavor: This does a great job of painting a picture.
Polish -
(2.5/3) Quality: Missing a comma after "When Reckless Merchant enters the battlefield."
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done and done.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
PsyOp - 22.5
Harbinger - 22
netn10 - 20
Legend - 16.5
Mirrodin71 - 16
Design -
(2/3) Appeal: Timmy is mildly interested, but it is a little small. Johnny might find some weird and wacky way to take advantage of Aberrant, but it's a stretch. Spike sees a ton of value in a (basically) hexproof, flash creature that can net you quite a few cards.
(2/3) Elegance: The subtypes feel redundant, and abberant is ability that makes one question the exceptions it has to hexproof and if it's worth it.
Development -
(3/3) Viability: It's very blue and the power level is mythic. It doesn't break the game in half.
(2/3) Balance: This is certainly pushed. It is effectively a 3/3 hexproof, flash creature that will likely draw a card or two. Agaisnt some decks it may draw nothing, others quite a lot. All the while being an easy target for equips/auras/abilities to make it an easy, inexpiensive finisher. Likely too good for standard. I'd see this better off as a bigger and higher costing creature.
Creativity -
(2/3) Uniqueness: Abberrant is a fresh take on hexproof, but the effective difference between the two seems so small that it's not worth it. If the tribal subtype had stuck, then I could see this. Otherwise the card doesn't do anything that fresh.
(2/3) Flavor: As I mentioned before, Enfield Beast feels redundant. An enfield is already a combination of beasts like a chimera, so I could never see the two together. Otherwise the flavor is solid.
Polish -
(2.5/3) Quality: Uncanny doesn't need three "n"s.
(2/2) *Main Challenge: Succesful.
(2/2) Subchallenges: Done and done.
Total: 19.5/25
Design -
(1.5/3) Appeal: Timmy is probably confused and not really attracted to this. Johnny wants to abuse instant recursion for this, but it doesnt offer much else. The potential effecieceny attracts spike.
(1/3) Elegance: The concept of your mannequin subtype brings up a lot of questions. Also, the difference between mennequins turning into creatures off of ANY instant and silent mannequin gaining flying only off YOUR instants is a subtley I think many would miss. Redundant subtyping present here as well.
Development -
(2.5/3) Viability: It feels blue, but despite its agressive costing, I see this closer to uncommon.
(2.5/3) Balance: This would be an underwhelming rare in limited but a potentially powerful one in constructed. It can be manipulated by any player with instants, which can be a little odd and makes it harder to judge. A single removal spell doesn't kill it without being animated first. I don't think it would warp any contemporary format regardless.
Creativity -
(2.5/3) Uniqueness: Making a tribe around animating creatures feels new, but this implemtation seems like a weird work around of already exsisting "artifacts that become creatures" that span the games history.
(1/3) Flavor: That flavor text makes me sratch my head. It's a silent mannequin (redundant) that when looking at it makes you deaf? All the pieces are kinda close but don't quite flow. Also, this suffers from a redundant subtype as well.
Polish -
(2/3) Quality: I seriously doubt the mannequin "creature" type ability would be worded anything like that. It porbably be much closer to "As long as no instant spell has been cast this turn, this isn't a creature." Not perfect, but since you have the term "creature" in the type line, I'm pretty confident you would need an actual static ability to negate that characteristic of the card, like the Theros Gods or devoid.
(2/2) *Main Challenge: Accomplished.
(2/2) Subchallenges: Yes and yes.
Total: 17/25
Design -
(2/3) Appeal: Timmy doesn't care. Johnny sees some fun syergies and combos to create, as training dummy gives a lot of problems to solve. Spike sees a strong limited card.
(3/3) Elegance: This is quite nicely put together, easy to understand and gets a lot of flavor without flavor text.
Development -
(3/3) Viability: An uncommon artifact seems just perfect.
(2.5/3) Balance: This is aggressively costed for limited, and can certainly snowball almost any creature into a major threat. That said, it requires you start that fairly early. Still, it will win games of tempo and attrition, just not when you're behind. I doubt it'll see constructed play.
Creativity -
(3/3) Uniqueness: Hit the card to make another stronger? A perfect fit of concept and unique abilities. I like that it even works for pingers.
(2/3) Flavor: The flavor it has it excellent, but it really should have a line of flavor text.
Polish -
(3/3) Quality: Looks on point.
(2/2) *Main Challenge: Great!
(0/2) Subchallenges: This neither has two subtypes nor is a single color.
Total: 20.5/25
Design -
(2/3) Appeal: Timmy doesn't care. Johnny sees a lot of abuse potential. Thanks to it being indestructible, spike will have uses for it too.
(2.5/3) Elegance: The effects make sense but it is a lot to digest/grok.
Development -
(3/3) Viability: Colors check out as does the rarity. Doesn't break the rules of the game.
(1.5/3) Balance: I don't think a card like this has business being indestructible. It makes it a perfect blocker, something you can attach most anything too without fear, and it'll dig for you. Even if that part is symetrical, I don't see the play around this being even what-so-ever. If something like this is going to be so hard to get rid of, it needs to cost more. Though frankly I think the solution is to change the body size and nix indestructible.
Creativity -
(2/3) Uniqueness: All this parts ahve been done before, but the body makes it distinct.
(2/3) Flavor: It's a trade minister that's also a cleric? Seems like an excuse for the indestructible. It be much cleaner if you just focused on the trade.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Successful.
(1/2) Subchallenges: It does use mulitiple subtypes, but is not a single color.
Total: 19/25
Design -
(2/3) Appeal: Timmy doesn't care. Johnny and Spike see a lot of value as a combo/synergy piece and finisher.
(2.5/3) Elegance: The package of flavor and abilities don't quite jive for me: Haunted? Dummy? Esper? Clothing? One too many directions I think.
Development -
(3/3) Viability: I can see this as a blue uncommon, sure.
(2.5/3) Balance: This is surprisingly strong in limited, and may actually be strong enough for some constructed standard play as well as a combo piece. I think it's on the high end of the curve for limite in particular and may need a slight tweak, but otherwise is pretty close to an overall fair/fun card.
Creativity -
(2/3) Uniqueness: Nothing on this card mechanically feels new. The typing and flavor give it some freshness, but one would hope with the main challenge.
(1/3) Flavor: As I mentioned above, the flavor here is all over the place. I respect trying to tie this card more directly to the magic universe, but this doesn't feel Esper. The directions this cards flavor pulls are confusing and a little miss-matched. Additionally, that flavor text has some gramamtical issues.
Polish -
(2.5/3) Quality: The grammar of the flavor text is jarring.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Both achieved.
Total: 19.5/25
Design -
(2/3) Appeal: This is no timmy card, he would hate giving away lands. Johnny maybe, and Spike for sure.
(3/3) Elegance: Has a great flow.
Development -
(3/3) Viability: Certainly a green rare. Doesn't break the game.
(2/3) Balance: I doubt this would be a high limited/draft pick but that's fine. Constructed potential is quite high, as It'd allow you to cast a 5CC threat turn 3 no problem. Depending on the format, it could be abused a great deal more. Dangerous, but a development problem I think would be worth tackling. In a set that card about land types it be a big deal. Good thing we don't have land walkers anymore really.
Creativity -
(3/3) Uniqueness: This is what uniqueness is about. Really powerful way to embrace the challenge.
(3/3) Flavor: Really nice! Super minor quip, using the same adjective in the same sentence doesn't flow as well (finest/fine), but im not taking off here.
Polish -
(2/3) Quality: I'm confident the ability would be worded like donate instead. So "Target opponent gains control of target land you control."
(2/2) *Main Challenge: Fine here.
(2/2) Subchallenges: Double yes!
Total: 22/25
Design -
(2/3) Appeal: Timmy passes it up. Johnny sees so much pontetial. Spike has some options too with its free recursion.
(3/3) Elegance: Super elegant for sure. Simplicity works well here.
Development -
(2.5/3) Viability: This beign a common seems problematic, as it would very easy to muck up the board with mulitple of these and enable some degenarete combos as well as unfun play.
(1/3) Balance: This seems degenerate and too easy to recur, especially for a common. Its pontetial to sacrific it endlessly, always have blockers, full cast/etb triggers and such is pretty endless and it way too good at doing it. It needs to cost 2 and be an uncommon, and even that may not be safe after testing and depending on the enviorment. It would easily warp limited and standard as is.
Creativity -
(2/3) Uniqueness: This kind of recursion isn't new, jsut the price point you get it at is.
(2/3) Flavor: Mechanically the flavor flows quite well. This absoultely should have flavor text though.
Polish -
(3/3) Quality:
(2/2) *Main Challenge: Certainly.
(0/2) Subchallenges: This neither has a single color nor multiple subtypes.
Total: 17.5/25
Design -
(2.5/3) Appeal: Timmy likes tokens and, well, big butts, and defender decks; Johnny also plays defendorks.dek; Spike miiiiight consider this depending on what kind of enchantments he had to be afraid of.
(2.5/3) Elegance: Slightly messy, but makes its point.
Development -
(3/3) Viability: Green's been big on this kind of ability lately, although I've personally argued for it to have stayed in its traditional place in white or even move into red. Rare is right on.
(3/3) Balance: Feels old-school green - midrange fatty with a honkin' drawback, although it can at least be played around. Looks more fun than dangerous.
Creativity -
(3/3) Uniqueness: Skiff tokens! Green artifacts! New keywords! Oh my!
(2/3) Flavor: Name's pretty bland, and the extra type challenge was there to see if different flavor could be added, rather than redundant flavor - but I like that flavor text a lot. Gives a glimpse of a Theros that will probably never be.
Polish -
(3/3) Quality: Solid.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And hit.
Total: 23/25
Design -
(2/3) Appeal: Mostly Johnny-Spike, leaning towards Spike. Timmy's not into having a Clone whose outcome he can't control but both those other guys are all over cheap copy shenanigans.
(3/3) Elegance: Almost a blunt instrument of words.
Development -
(3/3) Viability: Blue blue blue, rare rare rare.
(2.5/3) Balance: Nothing objectionable, although I'd probably cost this at double-blue.
Creativity -
(1/3) Uniqueness: Cackling Counterpart II - The Oppositeing
(0.5/3) Flavor: Not even a name. Really? At least the Elemental type was a pleasant surprise.
Polish -
(2/3) Quality: Again, where's the name?
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Fulfilled.
Total: 18/25
Design -
(2.5/3) Appeal: Timmy likes saving his own hide, Johnny has plenty of things to do with damage redirection, and Spike... plays a bit of Limited.
(3/3) Elegance: Snazzy.
Development -
(3/3) Viability: Uncommon is a good rarity and this is definitely how to do a white Clown.
(3/3) Balance: A good blocker (or attacker!) that's not about to break anything. Mostly for Limited fun, it seems.
Creativity -
(2/3) Uniqueness: There's Pariah's Shield and things but a lot of this card does feel new. Feels more like a spiritual successor to Palace Guard than anything. Lifelink is a fun touch.
(3/3) Flavor: Top notch.
Polish -
(2.5/3) Quality: Damage redirection wording slightly off.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Got them.
Total: 23/25
Design -
(2.5/3) Appeal: Timmy likes the pump, Johnny likes the strangeness, and it's all a bit too expensive for Spike, probably. Well, again - except in Limited.
(1.5/3) Elegance: Fun concept; requires a lot of bookkeeping (and probably an "in addition to its other types" clause).
Development -
(2.5/3) Viability: Monogreen's okay but this might be saved for someplace where it could be green-blue in real life. Rare is best.
(3/3) Balance: Sure, it accumulates +1/+1 counters on the cheap, but it's also not breaking anything - it's a build-around card that's damn hard to build around. I mean, what do you use, changelings? Are there many serious good options there?
Creativity -
(3/3) Uniqueness: "Unique" is definitely a word to use to describe this card.
(3/3) Flavor: I like how this plays off what an Enfield is so well.
Polish -
(2/3) Quality: The mutate reminder text is not quite what it should be and bolded, no-attribution flavor text is at least unorthodox.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 21.5/25
Design -
(1.5/3) Appeal: Very squarely Johnny, to abuse constellation triggers and similar, unless there's a very specific, very enchantment-heavy Limited environment this figures in.
(2.5/3) Elegance: First strike on a self-bouncer is slightly awkward - I'd have gone with flying - but otherwise solid.
Development -
(2.5/3) Viability: Uncommon is just about where this has to be but it also could probably use some blue in the cost there. If it had been in the activated ability cost the monocolor subchallenge would still have been met. The self-bounce can be white, the enchantment bounce less so.
(3/3) Balance: Not going to offend anyone here.
Creativity -
(3/3) Uniqueness: Not one but two unique creature types! And a pretty thinky, interesting activated ability.
(1.5/3) Flavor: Could have used flavor text, and a reference to Ulster - a real place with real political issues - feels sort of awkward.
Polish -
(3/3) Quality: Solid.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: And met.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy and Johnny both like mix-and-matching creature types, Timmy likes the stats and the pump, and Spike sees #value in being able to get a tribal boost off a midrange beater without having to bother with a tribal deck.
(3/3) Elegance: Nicely done.
Development -
(3/3) Viability: Green and rare both look fine, although this would have been at least inoffensive if not even a bit better in white.
(3/3) Balance: Probably pushed, depending on the availability and quality of the named creature types in any given environment, but hardly broken.
Creativity -
(2/3) Uniqueness: Tribal lords are nothing new, but this execution is nothing to sniff at.
(3/3) Flavor: Straightforward flavor, with flavor text, and I like the pun with herald/heraldry and the fact that you call out the creature types that an Enfield is composed of.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Completed.
Total: 24/25
Design -
(2.5/3) Appeal: Johnny-Spike. Maybe Timmy given how big both activated abilities feel?
(2.5/3) Elegance: I like that this has a "reversable" "two-way street" set of abilities, but just... so many words needed to get there.
Development -
(2.5/3) Viability: Blue's fine, as is rare, but the "give opponent control" ability has been more in red lately: Harmless Offering, Bazaar Trader.
(2/3) Balance: A Donate is usually going to end up being much more of an advantage than it is a cost. Especially when repeatable. The control-stealing ability is just gravy.
Creativity -
(2.5/3) Uniqueness: We've seen similar abilities but never this total package.
(2/3) Flavor: Name is generic and flavor text could have been used but I understand the space issues.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Fine.
(2/2) Subchallenges: Done.
Total: 21/25
doomfish 24
Phyrexian Editor 23
glurman 23
Irhihi 21.5
sperlman 21
P E 20.5
scarbo 18
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rakdos Prankster
Creature — Clown Horror (R)
Haste, menace
Whenever Rakdos Prankster deals combat damage to a player, that player discards a card.
Whenever an opponent discards a card, Rakdos Prankster deals 1 damage to that player.
"Let me show you a trick."
2/2
Design -
(2/3) Appeal: Too small for Tim. John is going to look to abuse the static damage ability. A very appealing aggro card for Spikes.
(3/3) Elegance: Easily understood.
Development -
(3/3) Viability: This does everything I would expect BR to be doing.
(2/3) Balance: Good solid card, but might be a bit much in Limited. If you slam this down turn 3 and your opponent stalls for even one turn it could very well take the game over by itself.
Creativity -
(2/3) Uniqueness: “Specter Strike” is nothing new. Additional punishment is.
(3/3) Flavor: God I wish you have named this Pennywise Prankster. That aside, card is awash with flavor. Spot on.
Polish -
(2.5/3) Quality: That templating looks fine to me, but the only creature in existence with haste and menance at the moment is Chittering Host and they templated the keywords on two seperate lines.
(2/2) *Main Challenge: Challenge satisfied.
(1/2) Subchallenges: Card is multicolored.
Total: 20.5/25
Doomsday Arkhulk 4WW
Artifact Creature — Ark Construct (MR)
Lifelink
When Doomsday Arkhulk enters the battlefield, exile all other creatures you control until Doomsday Arkhulk leaves the battlefield.
2WW: Destroy all creatures.
Salvation and judgement made one.
6/6
Design -
(2.5/3) Appeal: Timmy check. Johhny is going to find a way to flash this in and abuse ETB triggers. This is probably not quite up Spike’s alley, but perhaps finge play.
(3/3) Elegance: Very apparent what this does and the flavor text wraps it up nicely.
Development -
(3/3) Viability: Everything about this card is white.
(3/3) Balance: I think you nailed it here. 6/6 for 6 is on curve. Tacking on lifelink isn’t problematic. Honestly I could see WotC putting flash on this thing if it was ever printed. That would make it a super ultra powerhouse. As is, I see no issues.
Creativity -
(2.5/3) Uniqueness: Mass blink effects are rare but have been seen before. This is obviously slower but that plays into the nature of the card.
(3/3) Flavor: High marks here. I can picture an Arkhulk cycle.
Polish -
(3/3) Quality: No issues
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 24/25
Sartra, Wicked Jester 1RR
Legendary Creature - Human Clown (MR)
Menace
At the beginning of your end step, if you control three or more artifacts, sacrifice all artifacts you control. If you do, Satra, Wicked Jester deals 5 damage to each other creature, then transform it.
He seemed a loyal, if twisted, servant of Emperor Morger, but he reality he was merely biding his time.
3/2
/////
Sartra, Overlord of Ruin
Legendary Creature - Horror Clown (MR)
Flying, Menace
At the beginning of each opponent's end step, flip a coin. If it is heads, Sartra, Overlord of Ruin deals 5 damage to a random creature that opponent controls. If it is tails, that opponent sacrifices a land.
Now he rules over a devastated world, gleefully delivering his random and terrible "justice."
5/5
Design -
(1.5/3) Appeal: Half of this is in Timmy’s wheelhouse, not a ton of build around potential for Johhny due the chaotic aspect of it. Spike may touch it, but the slow end up clause may make him reconsider.
(2/3) Elegance: Very techincal, lots of stipulations.
Development -
(3/3) Viability: Red all the way. A legendary with this much technical text would definetly be mythic.
(3/3) Balance: This feels balanced. The flip clause is obviously build around, and it’s a global wipe. The transformed side is very powerful, but chaotic, so there isn’t an easy way to abuse it.
Creativity -
(3/3) Uniqueness: Clearly a one of a kind card.
(2.75/3) Flavor: Name is as realistic as any Legend. Flavot text tells a story. I just don’t like the word “random” in there. Reads weird to me.
Polish -
(2.25/3) Quality: Error in flavor text. “but he reality he”. Quotations for justice missaligned.
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
21.5/25
Renegade Merchant 2R
Creature - Human Barterer (U)
Revolt - T, Discard a card: Draw a card. Draw two cards instead if a permanent left the battlefield this turn.
"I can't stay long, but if you're with Miss Nalaar, we can work out a deal."
1/1
Design -
(2/3) Appeal: Johhny and Spike all day.
(3/3) Elegance: Easily understood.
Development -
(2/3) Viability: Diggers belong to red. This could probably be rare.
(1/3) Balance: Oh boy. Uhhhhh. I guess the jury is still out on Revolt, but all the hubbub surrounding Fatal Push and fetches at the very least leads me to suspect this could be stupid efficient in certain formats. Even in Standard this could become. “Sac a clue: play something with madness, draw 3 cards” Granted that’s going to cost a minimum 3 mana.
Creativity -
(2/3) Uniqueness: It’s a digger.
(3/3) Flavor: Would fit thematically into the current block no doubt.
Polish -
(3/3) Quality: No issues.
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 20/25
Harmless Mannequin 2
Artifact Creature — Dummy [R]
2: Regenerate Harmless Mannequin. When Harmless Mannequin regenerates this way, transform it, then untap it.
Every night, the shopkeeper swears the doll looks more and more sinister.
0/1
////
Lifeless Killer
(B) Artifact Creature — Dummy Horror
Indestructible
t: Destroy target creature. Remove all damage from Lifeless Killer, then transform it.
Every morning, the shopkeeper has to clean off a murky, sticky liquid that wasn't there before.
0/1
Design -
(1/3) Appeal: This feels like the kind of rare that you open and go. “Oh, this guy” No one is particuallry interested in having it.
(2/3) Elegance: A bit technical. The remove damage clause is odd.
Development -
(3/3) Viability: Black does enjoy murdering things.
(2/3) Balance: This card is very diffcult to deal with it seems. And it makes attacking a nightmare.
Creativity -
(2.75/3) Uniqueness: Reminiscient of Creepy Doll while being completely different.
(3/3) Flavor: Well this is just adorable.
Polish -
(3/3) Quality: No issues.
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 20.75/25
Mercurial Dealer 1R
Creature — Goblin Barterer (U)
T, Discard an artifact card: Reveal cards from the top of your library until you reveal an artifact card. Put it into your hand. Then put the rest on the bottom of your library in a random order.
Few goblins understand the real value of goods they have.
1/1
Design -
(1/3) Appeal: Maybe Johhny, and he has to put some effort into it.
(3/3) Elegance: Easy to understand.
Development -
(3/3) Viability: Totally red.
(2.5/3) Balance: Filtering tutor cards like this are inherently powerful. But there is random chance involved so the effect becoming degenerate is unlikely unless you build around them. However since the activation requires you discard an artifact to begin with, the abuse potential is offset. (I’m thinking in terms of a deck like Zombie Hunt)
Creativity -
(2.5/3) Uniqueness: Clearly Madcap Experiment is the inspiration here.
(2.5/3) Flavor: Name could be a card. Flavor text speaks to the intellect of goblins, but at the same time I don’t think it fits this particualr card that well.
Polish -
(3/3) Quality: No issues.
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 21.5/25
Flatline - 20.5
Stoner - 24
Jimmy - 21.5
Necarg - 20
Admiral - 21
Shinike - 21.5
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