Planeswalkers and double-faced cards are probably the most impactful "new" things to come to Magic in the post-Time Spiral era, although it's kind of hard to believe they've been around for about a third and a quarter of Magic's lifetime, respectively. We've even seen them combined - Garruk Relentless and Arlinn Kord both transform for various story reasons related to Innistrad, and the "Origins Five" - i.e. the Gatewatch's charter members - have legendary creature cards that transform into planeswalker versions of themselves. But now it's time to get even more creative with the combination of planeswalkers and transform.
Main Challenge: Design a noncreature artifact or enchantment card that transforms into a planeswalker.
Subchallenge 1: The planeswalker half of your card has a static ability. Subchallenge 2: The planeswalker half of your card has a planeswalker type that's been printed on a card before.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
None yet.
Design Deadline: All submissions are to be final and submitted by January 23rd 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by January 25th 11:59 PM EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
Pernicious Intentions1UUBBRR
Legendary Enchantment — Aura [M]
Enchant creature
You control enchanted creature.
Enchanted creature has flying, lifelink, and haste.
When enchanted creature deals combat damage to a player, put a treachery counter it. Exile Pernicious Intentions, then return it to the battlefield transformed under its owner's control.
//// Bolas, Mastermind of the Multiverse
{UBR} Planeswalker — Bolas
You control each permanent with a treachery counter on it.
[+2] Each opponent puts a treachery counter on a permanent they control.
[-3] Choose a permanent type. Target opponent reveals cards from the top of his or her library until they reveal a card of the chosen type. You put that card onto the battlefield under your control with a treachery counter on it, then put the rest of the cards revealed this way onto the bottom of their owner's library. When Bolas leaves the battlefield, exile that permanent.
[-10] As an additional cost to activate this ability, sacrifice any number of permanents. For each permanent sacrificed this way, its owner loses 7 life.
[7]
Path to the Underworld3WB
Enchantment (M)
Sacrifice a creature: Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep.
Sacrifice a planeswalker: Exile Path to the Underworld. Return it to the battlefield transformed and the sacrificed card to the battlefield under your control at the beginning of your next upkeep.
/// Elspeth the Returned
((W/B)) Planeswalker — Elspeth (M)
If you control exactly one permanent named Elspeth the Returned and exactly one permanent named Elspeth Eidolon, the "planeswalker uniqueness rule" doesn't apply to them.
/+1\: Return up to one target creature card from your graveyard to the battlefield.
\-1/: Exile target nonland permanent. You lose 2 life.
\-7/: You get an emblem with "At the beginning of each end step, return to the battlefield all creature cards in your graveyard that were put there from the battlefield this turn."
<5>
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
Carris's Wanderings2G
Legendary Enchantment (M)
At the beginning of your upkeep, you may sacrifice a land. If you do, search your library for a land card and put it onto the battlefield tapped. Then shuffle your library. Then if you control four or more lands with different names, exile Carris’s Wanderings, then return it to the battlefield transformed. “Only true splendor slows my travels.”
/// Carris, Eternal Vagabond
(G)Planeswalker - Carris (M)
Carris, Eternal Vagabond enters the battlefield with a number of loyalty counters on it equal to the number of lands with different names you control.
+1: Up to one target creature you control gets +X/+X until end of turn, where X is the number of lands with different names you control.
-2: You may search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
-10: Each opponent shuffles all lands he or she owns into his or her library, then draws that many cards.
<X>
Convoy Carrier5
Legendary Artifact - Vehicle (MR)
Haste, trample 2: Exile Convey Carrier and return it to the battlefield transformed under its owner's control.
Crew 1
6/6
///////// Karn, Prime Mover
Planeswalker - Karn (MR)
Vehicles you control are creatures in addition to their other types. 2: Exile Karn, Prime Mover and return him to the battlefield transformed under his owner's control. He is a creature in addition to his other types until end of turn.
<+1>: Tap up to one untapped artifact you control. Karn deals damage to target creature equal to that artifact's converted mana cost.
<-6>: Search your library for up to seven artifact creatures and/or vehicles, reveal them, and put them into your hand. Shuffle your library.
[4]
Beckoning Rite1BB
Enchantment {MR}
At the beginning of your upkeep, you may sacrifice up to three creatures. If you do, put a loyalty counter on Beckoning Rite for each creature sacrificed this way and you may transform Beckoning Rite. Ob Nixilis’s minions cried out to him across the multiverse, begging his aid in their hour of need.
/// Ob Nixilis, Cult-Lord
(B) Planeswalker - Nixilis {MR}
If you would gain life, you may put a loyalty counter on Ob Nixilis, Cult-Lord instead.
+1: Each player sacrifices a creature. Each player who sacrificed a creature gains 1 life. Each player who didn’t sacrifice a creature loses 3 life.
-2: Create two 1/1 black Cultist creature tokens, then sacrifice up to three creatures. For each creature sacrificed this way, you gain 2 life.
-7: You get an emblem with “Whenever a creature you control dies, each opponent sacrifices a creature” and “Sacrifice a creature: Draw a card.”
Private Mod Note
():
Rollback Post to RevisionRollBack
Call me Fortuna, please. Ms. Imperatrix Mundi is the empress of the world.
Experiment of Evil Genius1RR
Legendary Enchantment (M)
At the beginning of your upkeep, create a 1/1 red Devil creature token. It has "When this creature dies, it deals 1 damage to target creature or player."
Whenever an opponent is dealt noncombat damage, if that opponent was dealt 3 or more noncombat damage this turn, exile Experiment of Evil Genius, then return it to the battlefield transformed under its owner's control.
// Tibalt, Evil Genius
(R) Planeswalker - Tibalt (M)
If a source you control would deal noncombat damage to a creature or player, it deals that many plus 1 damage to that creature or player instead.
+1: Discard a card at random. Tibalt, Evil Genius deals damage to target player equal to that card's converted mana cost.
-2: Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls."
-6: You get an emblem with "At the beginning of combat on your turn, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn."
[4]
The round is closed. This is the versus round. The contestant with the highest total score in each pair will advance to the finals. The judging assignments are:
void_nothing:
Tilwin vs. Jimmy Groove
Ink-Treader vs. FortunaImperatrixMundi
IcariiFA:
Ink-Treader vs. FortunaImperatrixMundi
admirableadmiral vs. doomfish
Remba:
admirableadmiral vs. doomfish
StonerOfKruphix vs. Raptorchan
Pseudofate:
StonerOfKruphix vs. Raptorchan
Tilwin vs. Jimmy Groove
Design - (2/3) Appeal: Spike isn't interested, but Timmy and Johnny love it. (2/3) Elegance: The flip trigger could be confusing to newer players, and it's a little on the wordy side.
Development - (3/3) Viability: No issues here. (3/3) Balance: This wouldn't see play in Standard, but it's really well balanced everywhere outside of competitive constructed formats.
Creativity - (3/3) Uniqueness: This feels super fresh. I particularly like the use of treachery counters. (3/3) Flavor: I wish you'd made the names a little shorter (mostly for templating reasons), but they and the rest of the card are a major hit flavorwise.
Polish - (2.5/3) Quality: "Bolas" in the -3 should say "Bolas, Mastermind of the Multiverse." (2/2) *Main Challenge: All good. (2/2) Subchallenges: All good.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
Design - (3/3) Appeal: All three psychographics have a use for this. (3/3) Elegance: No issues here.
Development - (3/3) Viability: Seems good to me. (1/3) Balance: There are some serious power level concerns here. Unless you're dead on board or your opponent is packing hate, I don't see how you'd lose with this on the board in Standard or Limited. Had the first ability been a little less powerful (maybe if it was sorcery speed?) you'd be in better shape.
Creativity - (2/3) Uniqueness: It's the unholy love child of Rescue from the Underworld, Zombify, Anguished Unmaking, and Faith's Reward. The planeswalker thing is new, though. (2/3) Flavor: I like the here's something about the flavor that doesn't really mesh. I get that Elspeth's body and her soul have been separated, and the static ability makes sense from that point, but how do both of them have a planeswalker spark then? And shouldn't neither of them have a spark, since one is dead and the other doesn't have a body?
Polish - (3/3) Quality: No issues here. (2/2) *Main Challenge: All good. (2/2) Subchallenges: All good.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design - (3/3) Appeal: All three psychographics could use this. (3/3) Elegance: Everything comes together beautifully. Well done.
Development - (3/3) Viability: This feels very white/black. (3/3) Balance: No issues with balance.
Creativity - (3/3) Uniqueness: Seems good to me. (3/3) Flavor: The flavor's spot on here. I really like the direction you took this.
Polish - (3/3) Quality: There are a couple of things I would have done differently, but there's precedent for the way you wrote it out. (2/2) *Main Challenge: All good. (2/2) Subchallenges: All good.
Total: 25/25
*An entry with 0 points here is subject to disqualification.
Congratulations!
Design - (3/3) Appeal: Johnny and Spike love it. Timmy could see a use for it as well. (3/3) Elegance: It's pretty easily understandable.
Development - (3/3) Viability: No issues here. (3/3) Balance: I feel confident in saying this isn't overpowered or underpowered.
Creativity - (3/3) Uniqueness: Seems unique enough. (3/3) Flavor: The card stays true to Tibalt while still being something new and exciting flavorwise.
Polish - (3/3) Quality: No issues here. (2/2) *Main Challenge: All good. (2/2) Subchallenges: All good.
Total: 25/25
*An entry with 0 points here is subject to disqualification.
Design -
(2.5/3) Appeal: Timmy likes the ultimate but that's about it; Johnny sees all kinds of counters to manipulate and a planeswalker that generally fits into a combo game plan; Spike sees lots of control-oriented goodness and a pretty sweet planeswalker half.
(2.5/3) Elegance: Both halves are wordy even for this challenge and hexproof on a planeswalker is kind of inherently inelegant since it'll only really guard against semi-fringe stuff like Dreadbore rather than burn, since planeswalkers don't even have to be targeted to be direct damaged.
Development -
(3/3) Viability: Obviously a mythic, hits all the blue-black beats too. And feels like Ashiok!
(2.5/3) Balance: The planeswalker half is strong but you do have to do a bit of work, at least, to get there... the one concerning thing is the +1. It's strong enough that players might like to just spam it and lock opponents out of the game.
Creativity -
(3/3) Uniqueness: Pretty spiffy new stuff here.
(3/3) Flavor: If any planeswalker were to have a non-physical presence before arriving Ashiok is it.
Polish -
(2/3) Quality: "Whenever you cast an instant or sorcery SPELL"; ultimate emblem is also misworded - "from YOUR graveyard" and "Whenever you cast an instant or sorcery spell in this way, exile it as it resolves."
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Both hit.
Total: 22.5/25
Design -
(3/3) Appeal: Timmy loves the Vehicle beats and would totally pilot a Vehicle "tribal" deck featuring this card. Johnny likes how this is an enabler for so many shenanigans, including ETB triggers, Vehicle stuff, and combos via the ultimate. Spike generally digs an undercosted beater that can transform into a planeswalker with a removal ability.
(2.5/3) Elegance: Again, among one of the wordier cards here, but the flavor concept is almost unimpeachable. Also good on you for showing restraint and not giving the planeswalker half three loyalty abilities.
Development -
(2.5/3) Viability: Artifacty, check. Karn-esque, you'd have to provide some quite good story justification for the Vehicle form, but check. Mythic, triple check.
(3/3) Balance: This is definitely the easiest transform trigger here, but to get the transformed side you have to spend seven mana, and a seven-mana planeswalker SHOULD be quite good.
Creativity -
(3/3) Uniqueness: Can hardly imagine something more unique.
(3/3) Flavor: I really wish I could give you higher points on flavor here, because what a clever way to sneak a reference in! Karn is TOTALLY Optimus Prime (aka Convoy), and the Eyes of Urza are basically his Matrix.
Design -
(3/3) Appeal: Timmy likes the planeswalker half in general. Johnny likes landfall/contemplating how to get this out with full loyalty ASAP. Spike plays Scapeshift and appreciates the nod.
(3/3) Elegance: Probably one of the more elegant cards in the challenge; having the "main" ability of the enchantment form and the transform ability be one and the same never hurts.
Development -
(3/3) Viability: Feels green. I get a sense of the Carris character. Also feels mythic.
(3/3) Balance: The variable loyalty bit feels like it "could" be dangerous, but only with a lot of setup. Also, the ultimate is generally weaker than Ajani Vengeant's, adding to the balance. This is a case of, again, a quite strong +1.
Creativity -
(2.5/3) Uniqueness: Definitely takes some cues from other land-loving planeswalkers, but otherwise feels unique.
(3/3) Flavor: Spot-on.
Polish -
(3/3) Quality: Looking good.
(2/2) *Main Challenge: Met.
(1/2) Subchallenges: Has a static ability but is a new character.
Total: 23.5/25
Design -
(2.5/3) Appeal: Timmy sort of doesn't like that Beckoning Rite doesn't do anything but add up loyalty but DOES like that it means that you can pop the planeswalker half's ultimate immediately. Johnny and Spike... almost have the same opinion.
(2.5/3) Elegance: Sort of feels like this has one too many ways to gain loyalty (between Beckoning Rite AND the static ability AND the +1 and using the +1 in conjunction with the static ability...) but at least the enchantment half is elegant.
Development -
(3/3) Viability: Feels black, feels myffic, feels Nixilis.
(3/3) Balance: Again, the potential that this goes ultimate as soon as it becomes a 'walker is concerning, but again, the cost/setup is steep - seven creatures sacced. At best, this can be abused by a deck built around it, which is hardly broken at all.
Creativity -
(3/3) Uniqueness: Sufficiently unique stuff.
(3/3) Flavor: Good flavor all around.
StonerOfKruphix
Offering to the Godslayer 2WB
Legendary Enchantment (MR)
When Offering to the Godslayer enters the battlefield, exile target nonland permanent.
Sacrifice four creatures, pay 4 life: Exile Offering to the Godslayer, then return it to the battlefield transformed under its owner's control.
After Ajani spread the word of Elspeth's death a cult quickly formed, devoted to make sure that the champion who will destroy Theros' pantheon would return by any means possible.
////
Elspeth, Vengeful Returned
((W/B)) Planeswalker — Elspeth (MR)
Creatures you control have lifelink.
+1: Create two 2/1 white Cleric enchantment creature tokens.
-4: Exile each other nonland permanent with converted mana cost 5 or less.
-7: Exile all other permanents except for tokens.
[4]
Design -
(2/3) Appeal: Think it’s to much for Timmies. Johnny is all over it. Strong enough for spike.
(3/3) Elegance: Easy to understand. ETB does this, pay this and transform.
Development -
(2.75/3) Viability: Flavor and ability wise this hits the mark for a WB card. Exception being the clerics should be WB too.
(3/3) Balance: Permanent exile for 4 is normal. The fragility of enchantment coupled with the high price of transformation makes the walker side balanced in that regard. Smart to make the -4 ability essentially a sac effect. Lots of setup involved for maximum effect.
Creativity -
(2.5/3) Uniqueness: Well everyone gets an auto point here due to the nature of the challenge. Now then. Super O-Ring into. Walker side is reminicent to Sun’s Champion, sans ultimate.
(3/3) Flavor: Believeable names, flavor text story tie in. It wouldn’t surprise me if this actually happens. Someone is gonna need to protect Theros from Phyrexia after she’s done laying waste to the Pantheon. Who better? Top notch.
Polish -
(3/3) Quality: No issues. Came dangerous close to microtexting.
(2/2) *Main Challenge: Challenege satisfied.
(2/2) Subchallenges: Subchalleneges met.
Total: 23.25/25
Raptorchan
Experiment of Evil Genius 1RR
Legendary Enchantment (M)
At the beginning of your upkeep, create a 1/1 red Devil creature token. It has "When this creature dies, it deals 1 damage to target creature or player."
Whenever an opponent is dealt noncombat damage, if that opponent was dealt 3 or more noncombat damage this turn, exile Experiment of Evil Genius, then return it to the battlefield transformed under its owner's control.
//
Tibalt, Evil Genius
(R) Planeswalker - Tibalt (M)
If a source you control would deal noncombat damage to a creature or player, it deals that many plus one damage to that creature or player instead.
+1: Discard a card at random. Tibalt, Evil Genius deals damage to target player equal to that card's converted mana cost.
-2: Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls."
-6: You get an emblem with "At the beginning of combat on your turn, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn."
[4]
Design -
(2/3) Appeal: Avoided by Tim. Johhny latches on, at this cost, seems to be a very strong token generator for spike.
(2.5/3) Elegance: A bit wordy. The term “dealt 3 or more noncombat damage” is clunky, but unavoidable.
Development -
(3/3) Viability: Definetivley red.
(2/3) Balance: Should probably cost 4. Compare to Goblin Assault and Blossom, this has no drawback. Walker side feels a little weak. But then again if you could choose the card, or deal damage to player’s it would be busted.
Creativity -
(2/3) Uniqueness: Fairly fresh. Take alot of pre-existing thigns we’ve all seen before and puts them in one package.
(2.75/3) Flavor: The name should have “the” in it or be pluralized. Otherwise, quite flavorful.
Polish -
(2.75/3) Quality: “it deals that many” should be “it deals that much”
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 21/25
Tilwin
Perilous Nightmare 1UB
Legendary Enchantment (M)
Whenever you cast an instant or sorcery, put a nightmare counter on Perilous Nightmare and up to one target creature gets -1/-1 until end of turn.
Whenever a player discards one or more cards, put a nightmare counter on Perilous Nightmare and scry 1.
Remove five nightmare counters from Perilous Nightmare: Exile Perilous Nightmare, then return it to the battlefield transformed under its owner's control.
A shadow promising eternal night covered the skies of Latharia. Even dreams denied sanctuary in its wake.
///
((U/B)) Ashiok, Nightmare Incarnate
Planeswalker - Ashiok (M)
Ashiok has hexproof as long as it has two or fewer loyalty counters on it.
(+1): Create a blue and black enchantment token named Nightmare with "Sacrifice this enchantment: Counter target spell or activated ability unless its controller pays 1. (Mana abilities can't be targeted.)"
(-2): Each opponent sacrifices a creature. Then each opponent who didn't sacrifice a creature loses 3 life or discards a card.
(-8): You get an emblem with "You may cast nonland cards from you graveyard. Instant or sorcery spells cast this way are then exiled."
(5)
Design -
(1/3) Appeal: I think only Johnny is going to be even remotely interested. Timmy’s head is going to explode trying to read it, and probably to weak and taxing for most Spikes.
(1/3) Elegance: IThere is just wayyyyyyyy too much going on here. Wall of text on both sides. Ench side would be microtext. +1 might be too.
Development -
(2.5) Viability: Blue feels a little tack on for the sake of the abilities. This could probably have been mono black if tweaked a little.
(3/3) Balance: None of these abilitties seem especially punishing. And flipping it feels like it might be difficult. Obviously meant to be built around.
Creativity -
(2.75/3) Uniqueness: Feels very unique. Especially the ench tokens. Which make sense thematticly. Ultimate is similar to uhhhhh, one of them. Gatherer just went down for matinence.
(2.5/3) Flavor: Great name. Flavor text missing a word it seems or has an extra one. Should be “Even dreams were denied sanctuary in its wake” or simply. “Dreams denied sanctuary in its wake”
Polish -
(2/3) Quality: This would be microtext unfortunetly. Should say “instant or sorcery spell” Ultimate ability is worded weird. Pretty sure it would have a “gain(s)” template. Or go full ham, give em Rebound!
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 18.75/25
Jimmy Groove
Convoy Carrier 5
Artifact - Vehicle (MR)
Haste, trample
2: Exile Convey Carrier and return it to the battlefield transformed under its owner's control.
Crew 1
6/6
/////////
Karn, Prime Mover
Planeswalker - Karn (MR)
Vehicles you control are creatures in addition to their other types.
2: Exile Karn, Prime Mover and return him to the battlefield transformed under his owner's control. He is a creature in addition to his other types until end of turn.
<+1>: Tap up to one untapped artifact you control. Karn deals damage to target creature equal to that artifact's converted mana cost.
<-6>: Search your library for up to seven artifact creatures and/or vehicles, reveal them, and put them into your hand. Shuffle your library.
[4]
Design -
(2/3) Appeal: Timmy and Spike. Not a lot of combo potential for Johhny.
(3/3) Elegance: Clear cut and concise.
Development -
(3/3) Viability: Karn the artifact man deals with artifacts. Hard to misconstrue.
(0/3) Balance: Honestly this seems to fall somewhere between too strong and derp teir busted. Crew 1 makes this too much of a turn 5 beast, it practically can’t die, and then it costs me 2 mana a turn to slam you in the face over and over again. Or If I don’t wannt to do that, just smack you around with the rest of my dumb undercosted vehicles that no don’t have to be crewed. Also this ultimate ability is just…. Ridiculous. Seven? Good lord. 3 maybe.
Creativity -
(2.5/3) Uniqueness: Well big dumb vehciles certainly are in fashion lately. Walker side feels fresh.
(2/3) Flavor: What convoy, whose convoy? Some flavor text here would have been good.
Polish -
(2/3) Quality: Convey instead of Convoy in text. Should be “exile then” not “exile and” This happens twice. Iv’e never seen the word “He” in a text box. Should be Convoy Carrier becomes a creature…” I think.
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 18.5/25
Design - (2/3) Appeal: Timmy loves the big planeswalker, and the aura sounds fun. Johnny likes that both sides give him challenges to overcome and show off some clever loopholes/counter shenanigans. Spike sees a really expensive aura that will rarely pay off. (1.5/3) Elegance: This card has a lot of cool abilities, but there is one too many things going on here. The -3 ability in particular is just too long/complicated for a planeswalker ability, as logistically it becomes micro text.
Development - (3/3) Viability: Seems mythic and hits all its colors pretty well to me. No rule breaking issues. (2.5/3) Balance: It likely won't be strong enough in standard, or really any format to make a splash. That said, it still would draw a casual crowd and have it's moments in the right EDH games. Nothing wrong will falling short in constructed.
Creativity - (3/3) Uniqueness: There are no cards that really work likes this. I like the way you interpreted that challenge mechanically as well. (2/3) Flavor: The idea of treachery counters is a lot of fun, but it does feel strange on non sentient permanents. I'm not sure pernicious is quite the word I'd use for this card either
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design - (2.5/3) Appeal: Timmy probably doesn't like all the sacrificing involved at face value, even if he can get big stuff back as well later. Johnny has fun with this for days. Spike can't ignore a card with such absurd power level and options. (1.0/3) Elegance: I like that you kept the planeswalker abilities short and clean. these cards are complicated enough as is. There enchantment side does run into a lot of subtle complexity that will confuse newer players. The Eidolon reference is confusing and hard to evaluate in a challenge that doesn't also include that card, and feels like a waster ability. Additional the "sacrifice a planeswalker" ability gets rather clunky.
Development - (3/3) Viability: Sure is mythic and it hits it's colors. (1/3) Balance: Revival abilities have gotten more expensive as a general rule, but this seems obnoxiously good. The fact that you can do it at the end of opponents turn for almost instant revival for free ever go round is absurd. The advantage this card generates would create its own deck, and it probably motivate enchantment hate main deck. I suppose for Theros block you'd want to make enchantments mainstage, but one that wins the game on its own for most any deck seems a bit much.
Creativity - (3/3) Uniqueness: This is unique for more than the challenge. (3/3) Flavor: You embedded a lot of references here, many which I had to look up to appreciate. You also where successful in illustrating a narrative tie with both sides of you card.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design - (2.5/3) Appeal: Timmy usually is all over planeswalkers, but this one shys away from his full appeal with the enchantment side. Johnny has lots of options here, and spike can abuse both sides of the card. (2.5/3) Elegance: No single ability really is hard to grasp, but the enchantment side does read clunky. Additionally the very nature of this challenge strikes against elegance.
Development - (3/3) Viability: This is some mono-green mythic level card. It all works too! (1.5/3) Balance: This may not break most standards, but it'll have issues in older/legacy formats for sure. Grab all the wastelands(ish) cards and bust toolbox of lands from histories past starting turn 3(most likely earlier)? Yes please! Searching for any land is extremely powerful regardless and this will be a dangerous card regardless of whether it hits the planeswalker side or not. The fact that it can flip almost for free in the late game is a nice option to have, kinda like Nissa in origins.
Creativity - (3/3) Uniqueness: While a lot of the uniqueness of this card comes from the challenge, this card makes both smart refrences in sylvan scrying and hits newer territory with the enchantment side and -10. (2/3) Flavor: Mechanically, this card does many things, but it doesn't slow Carris' travels. Otherwise the narrative here is easy to understand.
Polish - (3/3) Quality: Pretty sure you're good! (2/2) *Main Challenge: Yup! (1/2) Subchallenges: I've never heard of Carris before.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: It's hard to make timmy not want to play a planeswalker. The enchantment side of this planeswalker comes pretty close. Tones of options for Johnny here of course, and spike sees easy abuse here with multiple options on every ability. (1.0/3) Elegance: This card poses so many options within each ability that the complexity level is pretty fair out there. It's almost alienating how many decisions this card makes a player make. Many uses of this card are hidden, but perhaps not in them most fun ways. How you don't have to transform Beckoning Rite even if you do choose to sacrifice creatures for it.
Development - (3/3) Viability: This a pretty demonic black card that certainly hits mythic. (1.5/3) Balance: Firstly, the enchantment side really isn't fun. It will usually amount "At the beginning of your upkeep, sacrifice a creature. If you do, transform it." At least that's what a spike will usually do. This reads as a "Fixed" Liliana of the Veil. Still very powerful though and the abilities just feel a little too redundant. The amount of options add to this cards difficulty to evaluate. I'm not a fan, as the best uses of this card encourage unfun in abusing it's sacrifice clause to get Ob right away and taking advantage of sacrificing your own stuff.
Creativity - (2.5/3) Uniqueness: This takes a very common theme of a ritual to summon the big bad demon but still ties together some new ideas. If anythign though, it feels like two common abilities are stapled into each single planeswalker ability... if not more. (2/3) Flavor: Fair but generic. I'm not even sure this reads as Ob. He hasnt formed a cult... yet.
Planeswalkers and double-faced cards are probably the most impactful "new" things to come to Magic in the post-Time Spiral era, although it's kind of hard to believe they've been around for about a third and a quarter of Magic's lifetime, respectively. We've even seen them combined - Garruk Relentless and Arlinn Kord both transform for various story reasons related to Innistrad, and the "Origins Five" - i.e. the Gatewatch's charter members - have legendary creature cards that transform into planeswalker versions of themselves. But now it's time to get even more creative with the combination of planeswalkers and transform.
Main Challenge: Design a noncreature artifact or enchantment card that transforms into a planeswalker.
Subchallenge 1: The planeswalker half of your card has a static ability.
Subchallenge 2: The planeswalker half of your card has a planeswalker type that's been printed on a card before.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
None yet.
Design Deadline: All submissions are to be final and submitted by January 23rd 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by January 25th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
void_nothing
IcariiFA
Remba
Pseudofate
Players Eligible:
Tilwin
Ink-Treader
FortunaImperatrixMundi
Raptorchan
doomfish
StonerOfKruphix
Jimmy Groove
admirableadmiral
A helpful tip for those formatting their cards:
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Enchantment — Aura [M]
Enchant creature
You control enchanted creature.
Enchanted creature has flying, lifelink, and haste.
When enchanted creature deals combat damage to a player, put a treachery counter it. Exile Pernicious Intentions, then return it to the battlefield transformed under its owner's control.
////
Bolas, Mastermind of the Multiverse
{UBR} Planeswalker — Bolas
You control each permanent with a treachery counter on it.
[+2] Each opponent puts a treachery counter on a permanent they control.
[-3] Choose a permanent type. Target opponent reveals cards from the top of his or her library until they reveal a card of the chosen type. You put that card onto the battlefield under your control with a treachery counter on it, then put the rest of the cards revealed this way onto the bottom of their owner's library. When Bolas leaves the battlefield, exile that permanent.
[-10] As an additional cost to activate this ability, sacrifice any number of permanents. For each permanent sacrificed this way, its owner loses 7 life.
[7]
Enchantment (M)
Sacrifice a creature: Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep.
Sacrifice a planeswalker: Exile Path to the Underworld. Return it to the battlefield transformed and the sacrificed card to the battlefield under your control at the beginning of your next upkeep.
///
Elspeth the Returned
((W/B)) Planeswalker — Elspeth (M)
If you control exactly one permanent named Elspeth the Returned and exactly one permanent named Elspeth Eidolon, the "planeswalker uniqueness rule" doesn't apply to them.
/+1\: Return up to one target creature card from your graveyard to the battlefield.
\-1/: Exile target nonland permanent. You lose 2 life.
\-7/: You get an emblem with "At the beginning of each end step, return to the battlefield all creature cards in your graveyard that were put there from the battlefield this turn."
<5>
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
Legendary Enchantment (M)
At the beginning of your upkeep, you may sacrifice a land. If you do, search your library for a land card and put it onto the battlefield tapped. Then shuffle your library. Then if you control four or more lands with different names, exile Carris’s Wanderings, then return it to the battlefield transformed.
“Only true splendor slows my travels.”
///
Carris, Eternal Vagabond
(G)Planeswalker - Carris (M)
Carris, Eternal Vagabond enters the battlefield with a number of loyalty counters on it equal to the number of lands with different names you control.
+1: Up to one target creature you control gets +X/+X until end of turn, where X is the number of lands with different names you control.
-2: You may search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
-10: Each opponent shuffles all lands he or she owns into his or her library, then draws that many cards.
<X>
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Legendary Artifact - Vehicle (MR)
Haste, trample
2: Exile Convey Carrier and return it to the battlefield transformed under its owner's control.
Crew 1
6/6
/////////
Karn, Prime Mover
Planeswalker - Karn (MR)
Vehicles you control are creatures in addition to their other types.
2: Exile Karn, Prime Mover and return him to the battlefield transformed under his owner's control. He is a creature in addition to his other types until end of turn.
<+1>: Tap up to one untapped artifact you control. Karn deals damage to target creature equal to that artifact's converted mana cost.
<-6>: Search your library for up to seven artifact creatures and/or vehicles, reveal them, and put them into your hand. Shuffle your library.
[4]
Enchantment {MR}
At the beginning of your upkeep, you may sacrifice up to three creatures. If you do, put a loyalty counter on Beckoning Rite for each creature sacrificed this way and you may transform Beckoning Rite.
Ob Nixilis’s minions cried out to him across the multiverse, begging his aid in their hour of need.
///
Ob Nixilis, Cult-Lord
(B) Planeswalker - Nixilis {MR}
If you would gain life, you may put a loyalty counter on Ob Nixilis, Cult-Lord instead.
+1: Each player sacrifices a creature. Each player who sacrificed a creature gains 1 life. Each player who didn’t sacrifice a creature loses 3 life.
-2: Create two 1/1 black Cultist creature tokens, then sacrifice up to three creatures. For each creature sacrificed this way, you gain 2 life.
-7: You get an emblem with “Whenever a creature you control dies, each opponent sacrifices a creature” and “Sacrifice a creature: Draw a card.”
Legendary Enchantment (M)
At the beginning of your upkeep, create a 1/1 red Devil creature token. It has "When this creature dies, it deals 1 damage to target creature or player."
Whenever an opponent is dealt noncombat damage, if that opponent was dealt 3 or more noncombat damage this turn, exile Experiment of Evil Genius, then return it to the battlefield transformed under its owner's control.
//
Tibalt, Evil Genius
(R) Planeswalker - Tibalt (M)
If a source you control would deal noncombat damage to a creature or player, it deals that many plus 1 damage to that creature or player instead.
+1: Discard a card at random. Tibalt, Evil Genius deals damage to target player equal to that card's converted mana cost.
-2: Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls."
-6: You get an emblem with "At the beginning of combat on your turn, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn."
[4]
void_nothing:
Tilwin vs. Jimmy Groove
Ink-Treader vs. FortunaImperatrixMundi
IcariiFA:
Ink-Treader vs. FortunaImperatrixMundi
admirableadmiral vs. doomfish
Remba:
admirableadmiral vs. doomfish
StonerOfKruphix vs. Raptorchan
Pseudofate:
StonerOfKruphix vs. Raptorchan
Tilwin vs. Jimmy Groove
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(2/3) Appeal: Spike isn't interested, but Timmy and Johnny love it.
(2/3) Elegance: The flip trigger could be confusing to newer players, and it's a little on the wordy side.
Development -
(3/3) Viability: No issues here.
(3/3) Balance: This wouldn't see play in Standard, but it's really well balanced everywhere outside of competitive constructed formats.
Creativity -
(3/3) Uniqueness: This feels super fresh. I particularly like the use of treachery counters.
(3/3) Flavor: I wish you'd made the names a little shorter (mostly for templating reasons), but they and the rest of the card are a major hit flavorwise.
Polish -
(2.5/3) Quality: "Bolas" in the -3 should say "Bolas, Mastermind of the Multiverse."
(2/2) *Main Challenge: All good.
(2/2) Subchallenges: All good.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: All three psychographics have a use for this.
(3/3) Elegance: No issues here.
Development -
(3/3) Viability: Seems good to me.
(1/3) Balance: There are some serious power level concerns here. Unless you're dead on board or your opponent is packing hate, I don't see how you'd lose with this on the board in Standard or Limited. Had the first ability been a little less powerful (maybe if it was sorcery speed?) you'd be in better shape.
Creativity -
(2/3) Uniqueness: It's the unholy love child of Rescue from the Underworld, Zombify, Anguished Unmaking, and Faith's Reward. The planeswalker thing is new, though.
(2/3) Flavor: I like the here's something about the flavor that doesn't really mesh. I get that Elspeth's body and her soul have been separated, and the static ability makes sense from that point, but how do both of them have a planeswalker spark then? And shouldn't neither of them have a spark, since one is dead and the other doesn't have a body?
Polish -
(3/3) Quality: No issues here.
(2/2) *Main Challenge: All good.
(2/2) Subchallenges: All good.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: All three psychographics could use this.
(3/3) Elegance: Everything comes together beautifully. Well done.
Development -
(3/3) Viability: This feels very white/black.
(3/3) Balance: No issues with balance.
Creativity -
(3/3) Uniqueness: Seems good to me.
(3/3) Flavor: The flavor's spot on here. I really like the direction you took this.
Polish -
(3/3) Quality: There are a couple of things I would have done differently, but there's precedent for the way you wrote it out.
(2/2) *Main Challenge: All good.
(2/2) Subchallenges: All good.
Total: 25/25
*An entry with 0 points here is subject to disqualification.
Congratulations!
(3/3) Appeal: Johnny and Spike love it. Timmy could see a use for it as well.
(3/3) Elegance: It's pretty easily understandable.
Development -
(3/3) Viability: No issues here.
(3/3) Balance: I feel confident in saying this isn't overpowered or underpowered.
Creativity -
(3/3) Uniqueness: Seems unique enough.
(3/3) Flavor: The card stays true to Tibalt while still being something new and exciting flavorwise.
Polish -
(3/3) Quality: No issues here.
(2/2) *Main Challenge: All good.
(2/2) Subchallenges: All good.
Total: 25/25
*An entry with 0 points here is subject to disqualification.
Congratulations!
Design -
(2.5/3) Appeal: Timmy likes the ultimate but that's about it; Johnny sees all kinds of counters to manipulate and a planeswalker that generally fits into a combo game plan; Spike sees lots of control-oriented goodness and a pretty sweet planeswalker half.
(2.5/3) Elegance: Both halves are wordy even for this challenge and hexproof on a planeswalker is kind of inherently inelegant since it'll only really guard against semi-fringe stuff like Dreadbore rather than burn, since planeswalkers don't even have to be targeted to be direct damaged.
Development -
(3/3) Viability: Obviously a mythic, hits all the blue-black beats too. And feels like Ashiok!
(2.5/3) Balance: The planeswalker half is strong but you do have to do a bit of work, at least, to get there... the one concerning thing is the +1. It's strong enough that players might like to just spam it and lock opponents out of the game.
Creativity -
(3/3) Uniqueness: Pretty spiffy new stuff here.
(3/3) Flavor: If any planeswalker were to have a non-physical presence before arriving Ashiok is it.
Polish -
(2/3) Quality: "Whenever you cast an instant or sorcery SPELL"; ultimate emblem is also misworded - "from YOUR graveyard" and "Whenever you cast an instant or sorcery spell in this way, exile it as it resolves."
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Both hit.
Total: 22.5/25
Design -
(3/3) Appeal: Timmy loves the Vehicle beats and would totally pilot a Vehicle "tribal" deck featuring this card. Johnny likes how this is an enabler for so many shenanigans, including ETB triggers, Vehicle stuff, and combos via the ultimate. Spike generally digs an undercosted beater that can transform into a planeswalker with a removal ability.
(2.5/3) Elegance: Again, among one of the wordier cards here, but the flavor concept is almost unimpeachable. Also good on you for showing restraint and not giving the planeswalker half three loyalty abilities.
Development -
(2.5/3) Viability: Artifacty, check. Karn-esque, you'd have to provide some quite good story justification for the Vehicle form, but check. Mythic, triple check.
(3/3) Balance: This is definitely the easiest transform trigger here, but to get the transformed side you have to spend seven mana, and a seven-mana planeswalker SHOULD be quite good.
Creativity -
(3/3) Uniqueness: Can hardly imagine something more unique.
(3/3) Flavor: I really wish I could give you higher points on flavor here, because what a clever way to sneak a reference in! Karn is TOTALLY Optimus Prime (aka Convoy), and the Eyes of Urza are basically his Matrix.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Passed.
Total: 24/25
Design -
(3/3) Appeal: Timmy likes the planeswalker half in general. Johnny likes landfall/contemplating how to get this out with full loyalty ASAP. Spike plays Scapeshift and appreciates the nod.
(3/3) Elegance: Probably one of the more elegant cards in the challenge; having the "main" ability of the enchantment form and the transform ability be one and the same never hurts.
Development -
(3/3) Viability: Feels green. I get a sense of the Carris character. Also feels mythic.
(3/3) Balance: The variable loyalty bit feels like it "could" be dangerous, but only with a lot of setup. Also, the ultimate is generally weaker than Ajani Vengeant's, adding to the balance. This is a case of, again, a quite strong +1.
Creativity -
(2.5/3) Uniqueness: Definitely takes some cues from other land-loving planeswalkers, but otherwise feels unique.
(3/3) Flavor: Spot-on.
Polish -
(3/3) Quality: Looking good.
(2/2) *Main Challenge: Met.
(1/2) Subchallenges: Has a static ability but is a new character.
Total: 23.5/25
Design -
(2.5/3) Appeal: Timmy sort of doesn't like that Beckoning Rite doesn't do anything but add up loyalty but DOES like that it means that you can pop the planeswalker half's ultimate immediately. Johnny and Spike... almost have the same opinion.
(2.5/3) Elegance: Sort of feels like this has one too many ways to gain loyalty (between Beckoning Rite AND the static ability AND the +1 and using the +1 in conjunction with the static ability...) but at least the enchantment half is elegant.
Development -
(3/3) Viability: Feels black, feels myffic, feels Nixilis.
(3/3) Balance: Again, the potential that this goes ultimate as soon as it becomes a 'walker is concerning, but again, the cost/setup is steep - seven creatures sacced. At best, this can be abused by a deck built around it, which is hardly broken at all.
Creativity -
(3/3) Uniqueness: Sufficiently unique stuff.
(3/3) Flavor: Good flavor all around.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Hit both.
Total: 24/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Offering to the Godslayer 2WB
Legendary Enchantment (MR)
When Offering to the Godslayer enters the battlefield, exile target nonland permanent.
Sacrifice four creatures, pay 4 life: Exile Offering to the Godslayer, then return it to the battlefield transformed under its owner's control.
After Ajani spread the word of Elspeth's death a cult quickly formed, devoted to make sure that the champion who will destroy Theros' pantheon would return by any means possible.
////
Elspeth, Vengeful Returned
((W/B)) Planeswalker — Elspeth (MR)
Creatures you control have lifelink.
+1: Create two 2/1 white Cleric enchantment creature tokens.
-4: Exile each other nonland permanent with converted mana cost 5 or less.
-7: Exile all other permanents except for tokens.
[4]
Design -
(2/3) Appeal: Think it’s to much for Timmies. Johnny is all over it. Strong enough for spike.
(3/3) Elegance: Easy to understand. ETB does this, pay this and transform.
Development -
(2.75/3) Viability: Flavor and ability wise this hits the mark for a WB card. Exception being the clerics should be WB too.
(3/3) Balance: Permanent exile for 4 is normal. The fragility of enchantment coupled with the high price of transformation makes the walker side balanced in that regard. Smart to make the -4 ability essentially a sac effect. Lots of setup involved for maximum effect.
Creativity -
(2.5/3) Uniqueness: Well everyone gets an auto point here due to the nature of the challenge. Now then. Super O-Ring into. Walker side is reminicent to Sun’s Champion, sans ultimate.
(3/3) Flavor: Believeable names, flavor text story tie in. It wouldn’t surprise me if this actually happens. Someone is gonna need to protect Theros from Phyrexia after she’s done laying waste to the Pantheon. Who better? Top notch.
Polish -
(3/3) Quality: No issues. Came dangerous close to microtexting.
(2/2) *Main Challenge: Challenege satisfied.
(2/2) Subchallenges: Subchalleneges met.
Total: 23.25/25
Experiment of Evil Genius 1RR
Legendary Enchantment (M)
At the beginning of your upkeep, create a 1/1 red Devil creature token. It has "When this creature dies, it deals 1 damage to target creature or player."
Whenever an opponent is dealt noncombat damage, if that opponent was dealt 3 or more noncombat damage this turn, exile Experiment of Evil Genius, then return it to the battlefield transformed under its owner's control.
//
Tibalt, Evil Genius
(R) Planeswalker - Tibalt (M)
If a source you control would deal noncombat damage to a creature or player, it deals that many plus one damage to that creature or player instead.
+1: Discard a card at random. Tibalt, Evil Genius deals damage to target player equal to that card's converted mana cost.
-2: Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls."
-6: You get an emblem with "At the beginning of combat on your turn, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn."
[4]
Design -
(2/3) Appeal: Avoided by Tim. Johhny latches on, at this cost, seems to be a very strong token generator for spike.
(2.5/3) Elegance: A bit wordy. The term “dealt 3 or more noncombat damage” is clunky, but unavoidable.
Development -
(3/3) Viability: Definetivley red.
(2/3) Balance: Should probably cost 4. Compare to Goblin Assault and Blossom, this has no drawback. Walker side feels a little weak. But then again if you could choose the card, or deal damage to player’s it would be busted.
Creativity -
(2/3) Uniqueness: Fairly fresh. Take alot of pre-existing thigns we’ve all seen before and puts them in one package.
(2.75/3) Flavor: The name should have “the” in it or be pluralized. Otherwise, quite flavorful.
Polish -
(2.75/3) Quality: “it deals that many” should be “it deals that much”
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 21/25
Perilous Nightmare 1UB
Legendary Enchantment (M)
Whenever you cast an instant or sorcery, put a nightmare counter on Perilous Nightmare and up to one target creature gets -1/-1 until end of turn.
Whenever a player discards one or more cards, put a nightmare counter on Perilous Nightmare and scry 1.
Remove five nightmare counters from Perilous Nightmare: Exile Perilous Nightmare, then return it to the battlefield transformed under its owner's control.
A shadow promising eternal night covered the skies of Latharia. Even dreams denied sanctuary in its wake.
///
((U/B)) Ashiok, Nightmare Incarnate
Planeswalker - Ashiok (M)
Ashiok has hexproof as long as it has two or fewer loyalty counters on it.
(+1): Create a blue and black enchantment token named Nightmare with "Sacrifice this enchantment: Counter target spell or activated ability unless its controller pays 1. (Mana abilities can't be targeted.)"
(-2): Each opponent sacrifices a creature. Then each opponent who didn't sacrifice a creature loses 3 life or discards a card.
(-8): You get an emblem with "You may cast nonland cards from you graveyard. Instant or sorcery spells cast this way are then exiled."
(5)
Design -
(1/3) Appeal: I think only Johnny is going to be even remotely interested. Timmy’s head is going to explode trying to read it, and probably to weak and taxing for most Spikes.
(1/3) Elegance: IThere is just wayyyyyyyy too much going on here. Wall of text on both sides. Ench side would be microtext. +1 might be too.
Development -
(2.5) Viability: Blue feels a little tack on for the sake of the abilities. This could probably have been mono black if tweaked a little.
(3/3) Balance: None of these abilitties seem especially punishing. And flipping it feels like it might be difficult. Obviously meant to be built around.
Creativity -
(2.75/3) Uniqueness: Feels very unique. Especially the ench tokens. Which make sense thematticly. Ultimate is similar to uhhhhh, one of them. Gatherer just went down for matinence.
(2.5/3) Flavor: Great name. Flavor text missing a word it seems or has an extra one. Should be “Even dreams were denied sanctuary in its wake” or simply. “Dreams denied sanctuary in its wake”
Polish -
(2/3) Quality: This would be microtext unfortunetly. Should say “instant or sorcery spell” Ultimate ability is worded weird. Pretty sure it would have a “gain(s)” template. Or go full ham, give em Rebound!
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 18.75/25
Convoy Carrier 5
Artifact - Vehicle (MR)
Haste, trample
2: Exile Convey Carrier and return it to the battlefield transformed under its owner's control.
Crew 1
6/6
/////////
Karn, Prime Mover
Planeswalker - Karn (MR)
Vehicles you control are creatures in addition to their other types.
2: Exile Karn, Prime Mover and return him to the battlefield transformed under his owner's control. He is a creature in addition to his other types until end of turn.
<+1>: Tap up to one untapped artifact you control. Karn deals damage to target creature equal to that artifact's converted mana cost.
<-6>: Search your library for up to seven artifact creatures and/or vehicles, reveal them, and put them into your hand. Shuffle your library.
[4]
Design -
(2/3) Appeal: Timmy and Spike. Not a lot of combo potential for Johhny.
(3/3) Elegance: Clear cut and concise.
Development -
(3/3) Viability: Karn the artifact man deals with artifacts. Hard to misconstrue.
(0/3) Balance: Honestly this seems to fall somewhere between too strong and derp teir busted. Crew 1 makes this too much of a turn 5 beast, it practically can’t die, and then it costs me 2 mana a turn to slam you in the face over and over again. Or If I don’t wannt to do that, just smack you around with the rest of my dumb undercosted vehicles that no don’t have to be crewed. Also this ultimate ability is just…. Ridiculous. Seven? Good lord. 3 maybe.
Creativity -
(2.5/3) Uniqueness: Well big dumb vehciles certainly are in fashion lately. Walker side feels fresh.
(2/3) Flavor: What convoy, whose convoy? Some flavor text here would have been good.
Polish -
(2/3) Quality: Convey instead of Convoy in text. Should be “exile then” not “exile and” This happens twice. Iv’e never seen the word “He” in a text box. Should be Convoy Carrier becomes a creature…” I think.
(2/2) *Main Challenge: Challenge satisfied.
(2/2) Subchallenges: Subchallenges met.
Total: 18.5/25
How you should approach every game of Magic.
Mod Helpdesk (defunct)
My Flawless Score MCC Card | My Other One | # Three!
(2/3) Appeal: Timmy loves the big planeswalker, and the aura sounds fun. Johnny likes that both sides give him challenges to overcome and show off some clever loopholes/counter shenanigans. Spike sees a really expensive aura that will rarely pay off.
(1.5/3) Elegance: This card has a lot of cool abilities, but there is one too many things going on here. The -3 ability in particular is just too long/complicated for a planeswalker ability, as logistically it becomes micro text.
Development -
(3/3) Viability: Seems mythic and hits all its colors pretty well to me. No rule breaking issues.
(2.5/3) Balance: It likely won't be strong enough in standard, or really any format to make a splash. That said, it still would draw a casual crowd and have it's moments in the right EDH games. Nothing wrong will falling short in constructed.
Creativity -
(3/3) Uniqueness: There are no cards that really work likes this. I like the way you interpreted that challenge mechanically as well.
(2/3) Flavor: The idea of treachery counters is a lot of fun, but it does feel strange on non sentient permanents. I'm not sure pernicious is quite the word I'd use for this card either
Polish -
(3/3) Quality: Seems fine.
(2/2) *Main Challenge: Check!
(2/2) Subchallenges: Double check!
Total: 21/25
*An entry with 0 points here is subject to disqualification.
(2.5/3) Appeal: Timmy probably doesn't like all the sacrificing involved at face value, even if he can get big stuff back as well later. Johnny has fun with this for days. Spike can't ignore a card with such absurd power level and options.
(1.0/3) Elegance: I like that you kept the planeswalker abilities short and clean. these cards are complicated enough as is. There enchantment side does run into a lot of subtle complexity that will confuse newer players. The Eidolon reference is confusing and hard to evaluate in a challenge that doesn't also include that card, and feels like a waster ability. Additional the "sacrifice a planeswalker" ability gets rather clunky.
Development -
(3/3) Viability: Sure is mythic and it hits it's colors.
(1/3) Balance: Revival abilities have gotten more expensive as a general rule, but this seems obnoxiously good. The fact that you can do it at the end of opponents turn for almost instant revival for free ever go round is absurd. The advantage this card generates would create its own deck, and it probably motivate enchantment hate main deck. I suppose for Theros block you'd want to make enchantments mainstage, but one that wins the game on its own for most any deck seems a bit much.
Creativity -
(3/3) Uniqueness: This is unique for more than the challenge.
(3/3) Flavor: You embedded a lot of references here, many which I had to look up to appreciate. You also where successful in illustrating a narrative tie with both sides of you card.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: On point.
(2/2) Subchallenges: Done!
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
(2.5/3) Appeal: Timmy usually is all over planeswalkers, but this one shys away from his full appeal with the enchantment side. Johnny has lots of options here, and spike can abuse both sides of the card.
(2.5/3) Elegance: No single ability really is hard to grasp, but the enchantment side does read clunky. Additionally the very nature of this challenge strikes against elegance.
Development -
(3/3) Viability: This is some mono-green mythic level card. It all works too!
(1.5/3) Balance: This may not break most standards, but it'll have issues in older/legacy formats for sure. Grab all the wastelands(ish) cards and bust toolbox of lands from histories past starting turn 3(most likely earlier)? Yes please! Searching for any land is extremely powerful regardless and this will be a dangerous card regardless of whether it hits the planeswalker side or not. The fact that it can flip almost for free in the late game is a nice option to have, kinda like Nissa in origins.
Creativity -
(3/3) Uniqueness: While a lot of the uniqueness of this card comes from the challenge, this card makes both smart refrences in sylvan scrying and hits newer territory with the enchantment side and -10.
(2/3) Flavor: Mechanically, this card does many things, but it doesn't slow Carris' travels. Otherwise the narrative here is easy to understand.
Polish -
(3/3) Quality: Pretty sure you're good!
(2/2) *Main Challenge: Yup!
(1/2) Subchallenges: I've never heard of Carris before.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: It's hard to make timmy not want to play a planeswalker. The enchantment side of this planeswalker comes pretty close. Tones of options for Johnny here of course, and spike sees easy abuse here with multiple options on every ability.
(1.0/3) Elegance: This card poses so many options within each ability that the complexity level is pretty fair out there. It's almost alienating how many decisions this card makes a player make. Many uses of this card are hidden, but perhaps not in them most fun ways. How you don't have to transform Beckoning Rite even if you do choose to sacrifice creatures for it.
Development -
(3/3) Viability: This a pretty demonic black card that certainly hits mythic.
(1.5/3) Balance: Firstly, the enchantment side really isn't fun. It will usually amount "At the beginning of your upkeep, sacrifice a creature. If you do, transform it." At least that's what a spike will usually do. This reads as a "Fixed" Liliana of the Veil. Still very powerful though and the abilities just feel a little too redundant. The amount of options add to this cards difficulty to evaluate. I'm not a fan, as the best uses of this card encourage unfun in abusing it's sacrifice clause to get Ob right away and taking advantage of sacrificing your own stuff.
Creativity -
(2.5/3) Uniqueness: This takes a very common theme of a ritual to summon the big bad demon but still ties together some new ideas. If anythign though, it feels like two common abilities are stapled into each single planeswalker ability... if not more.
(2/3) Flavor: Fair but generic. I'm not even sure this reads as Ob. He hasnt formed a cult... yet.
Polish -
(3/3) Quality: Solid.
(2/2) *Main Challenge: Yup!
(2/2) Subchallenges: Done and Done.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Now deleted.
Ink-Treader
StonerOfKruphix
Jimmy Groove
admirableadmiral
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝