Not enough... time? For this round, make a card that lets a player take an extra turn.
Bonus Points (only given to card's which fulfill the round requirements):
Not blue - 1 Point
Not a sorcery - 1 Point
Use Mana Symbols in card (must be in ALL places for mana symbols, and on both textcard and render (if submitted) to count) - 1 Point
Supply rendered card art - 1-2 Points (1 for supplying art, 1 additional discretionary for judges)
Point Breakdown:
Bonus (X/5): Judge how the card fits the bonus point parameters
Balance (X/10): Judge how the card is balanced, it's power level, and how it could break/make each format.
Flavor/Creativity/Quality (X/10): Judge how flavorful, cool, and well-worded the card is. Basically, the 'slick' category. (If a card fails to fit into the round, points should be deducted from here)
Now with that out of the way, you all have until midnight EST on Sunday the 25th (when Sunday becomes Monday).
Judges, please don't judge until the round is over, given this time set. You may start postings at 12:01 AM EST, even if we (Stax & Moss_Elemental) are not on just then to close the round. In the case of a tie, both players move on to the next round. However, please try to avoid ties if possible!
Match List:
hatch
Lesurgo
New_Utero
strongbad56
fan_of_reds
WhisperedThunder
The Orange Mage
Gaervac
Kraj
Judges:
Belgareth
Avatar of Kokusho
Absolutionis
Zero Tolorenc3
PlanesJaywalker
Sephiroth Owa
Technomagus
Ace
Hyram
Good luck, everyone.
Please have all discussions in the discussion thread. This thread is for cards and judgings only. Placeholders are still okay. If you post a placeholder, it will be linked to your name in this post.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
Oracle of the Dark Tomorrow — 2B
Creature — Human Monk B: Remove target card in a graveyard from the game. B, Sacrifice Oracle of the Dark Tomorrow: Take an extra turn after this one. During that turn, creatures you control can't attack and you can only play cards that were removed from the game with Oracle of the Dark Tomorrow. "The day of sorrow is coming."
2/2
Time Capsule 3
Artifact
Effects that reduce your life total to less than 1 reduce it to 1 instead.
Whenever your life total becomes 1, remove Time Capsule from the game. If you do, take an extra turn after this one. Your soul is a small price to pay for a second chance at life.
T: Add 1 to your mana pool. Put a time counter on Timeswept Fields. T, Remove 5 time counters from Timeswept Fields: Take an extra turn after this one.
The winds of time may have destroyed the land and its people, but the statues remained steadfast, a final reminder of a once proud and mighty civilization.
Treasures of the Vault is indestructible. 2, remove Treasures of the Vault from the game: Take an extra turn after this one. Target opponent gains control of Treasures of the Vault at end of turn.
Able to change and survive time, the treasures now have a nasty habit of changing places.
Bonus - 4/5 Mana symbols on textcard
Balance - 10/10 I honestly can't see any problems with this. And it's just funny with a Sunforger.
FCQ - 10/10 Again. No problems. Only the mana symbols stopped you.
Total - 24/25
Bonus - 5/5 Nice art.
Balance - 5/10 Hmm. Seeing as how we have a split card here, both sides have to be heavily scrutinized for balance. On one hand, you have what amounts to Heroes Remembered for an opponent to give yourself an extra turn, and on the other you have a psuedo-wrath with an extra turn for your opponent. At 3 mana each. Dawn is busted in half in Vintage, as it's Time Walks 2-5, while Dusk is a Limited powerhouse, but seems to falter in Constructed, though Standard MBC might like it.
FCQ - 6/10 Flavor is tenuous at best, but the ideas are interesting. The renders are well done, and I see no wording problems.
Total - 16/25
Bonus - 5/5
Balance - 5/10 Worship + Second Chance in any color. This card pings on so many radars it's scary, yet it's so easy to disrupt. But that's what it seems to be with many extra turn cards. All I have to say is Aggro HATES this card. And if it works the way I think it does, any sort of life-payment card becomes even more broken.
FCQ - 9/10 I like the idea behind it, and I don't really see any major problems.
Total - 19/25
Bonus - 4.5/5 Moai statues?
Balance - 4/10 Under normal circumstances, it takes six turns. But it uses Time Counters. HELLO Jhoira's Timebug and Timecrafting! Not to mention, it's simply 5 counters and not all, so it gets even more degenerate with Doubling Season.
FCQ - 6/10 Relics of a civilization long past don't really equate to temporal jumping. At least, not really in Magic. It seems more like this should allow you to draw cards or untap permanents.
TOtal - 14.5/25
Bonus - 4.5/5 DOesn't look like he's stealing anything.
Balance - 3/10 Shock + Time Walk. Definately underpriced at 2 mana, but how much more should he be? It definately should not be something easily recurrable, and Haste is a little over the top.
FCQ - 5/10 So, in effect he shunts his victims forward in time? I've experienced that and trust me, it's not pleasant. I realize that art depicting such an act is rather rare to come by, but we have only flavor text and name to go on with why this guy does what he does. And it seems more like he should make the damaged player skip his or her next turn rather than giving you an extra turn.
Total - 12.5/25
Bonus - 5/5
Balance - 3/10 4 mana Time Walk? And you give your opponent control of an RFG card? Sounds to me like you forgot something rather important.
FCQ - 6/10 You forgot the very important thing of putting the Treasures back into play, not just giving control of them to someone else.
Total - 14/25
Bonus - 5/5
Balance - 2/10 A selective Yawgmoth's Will that becomes perpetual with two copies and five mana. Yeah, that's fair. And since he hits both graveyards, you can start stealing your opponent's stuff, too. Let's not forget he's absolutely broken with Dredge. Er.. more broken.
FCQ - 8/10 A novel attempt to fix Will, but still breaks the curve. However, it's very unique and gives me an idea on a less-broken version.
Total - 15/25
Bonus - 5/5
Balance - 10/10 Wow. I don't even know where to begin. So subtle, yet so obvious. It looks like it's broken in half, yet it actually isn't. Definately wants a Trickbind/Stifle on an Isochron scepter. Or an Eon Hub.
FCQ - 10/10 Again, flawless. Freyalice is ever the arrogant, godmodding wench she always is and you captured it perfectly.
Total - 25/25
'Grats on obtaining my first 25/25. And on a Final Round, no less.
Not blue - 1 Point
Not a sorcery - 1 Point
Use Mana Symbols in card (must be in ALL places for mana symbols, and on both textcard and render (if submitted) to count) - 1 Point
Supply rendered card art - 1-2 Points (1 for supplying art, 1 additional discretionary for judges)
Bonus - First three points. I really like how the two pieces conect to each other, though they seem to lack a certain grandeur for such a big effect. 4.75/5
Balance - Dawn seems useful in cases where you want to buy some time to set up a combo, it's obviously no for aggro decks. Dusk on the other hand goes well in aggro (kill creatures to alpha strike) and control (loss of tempo by losing three creatures > gaining one turn). It's interesting how this card could appeal to a wide range of audiences. If anything, I'd probably up the cost of Dusk by :1mana:. 8/10
FCQ - F: The name might be too close to Day//Night but they do totally different stuff. The name's OK, though split card names tend to be more exciting: I'd want to see how they make splits from R&D or mundane phrases. C: Trading a turn for some effects were done before, though it makes people wonder "Is a turn worth +3/+3? Or +6/+6 and trample? Dawn feels rather meh. Q: Lookin' good. 6.5/10
Total - 19.25/25
Bonus - First three points. I'd like to see a shot of it in time-thieving action though. 4.5/5
Balance - It's potentially a Time Walk + 2 damage at turn 2. While I like combat sacrifice triggers like these, it should be on a more expensive body, perhaps :2mana::symb::symb:, or at least drop the haste and :1mana::symb::symb:. Can't make things too easy for players, you know. 5.5/10
FCQ - F: I love the flavor text, it tells a lot in three lines. Perhaps 'thief' could be substituted for a better word, it's quite disappointing to see a thief die after his first successful thieving attempt. On the other hand, I like the use of the name 'Milly', it sounds irrelevant enough to not entice players to a further backstory. C: Creative card, though seems like you barely shaved past the round requirements. Q: Missing comma after 'player'. 7.5/10
Total - 18/25
Bonus - First three points. Nice art. 5/5
Balance - Even if you didn't remove any cards, :2mana::symb::symb: for a turn seems pretty cheap, especially when you could pay the cost separately. The fixed Dralnu ability could be abused by the cheap cost as well. Not to mention that you could have infinite turns if you have two Oracles and :2mana::symb::symb::symb:... 4/10
FCQ - F: Evocative name and flavor text. C: Nice Yawgwin variant. Q: Potential memory issues when it comes to removed cards? Nothing too serious I guess. 8/10
Total - 17/25
Bonus - First three points. Nice art that fits very well wit the flavor text. 5/5
Balance - Looks broken when you combine this with Necropotence to draw 20 cards then take an extra turn, but there's about a million ways to win with Necro anyway. As a conditional Time Walk + failsafe device, this looks pretty good. 7/10
FCQ - F: Very good flavor text that ties the card together. The name could be something less generic though. C: Worship + more in a certain sense, but good job putting those abilities together. Q: ...reduces it to 1 instead. 7.5/10
Total - 19.5/25
Bonus - First three points. Art fits the name, but doesn't fit the ability. I can't really see how it would give you more time. 4.5/5
Balance - Gaining turns feels more black than red, I think the cost should be BBR. The discard counter feels black anyway. With an odd mana requirement like that, it doesn't really need too much nerfing. 5/10
FCQ - F: Rakdos sounds like he's in an interview. Name sounds like a land destruction card or something. C: Nice hellbent upgrade. Q: The inbuilt counter feels iffy (Perplex wasn't that played other than for the Transmute), and the 'only during your turn and during combat' restriction feels unnecessarily restrictive. It could be a sorcery if not for the bonus requirements. 5/10
Total - 14.5/25
Bonus - First three points. Best art of the round. The colors go very well with the frame, and there's a certain air of fantasy in the art that really makes it stand out.5/5
Balance - More than often it's green card draw, but I suppose in the right deck, you'd have lots of upkeep effects depending on your deck. Not entirely useless in limited though it does feel quite underwhelming. 6/10
FCQ - F: Good name. Freyalise sounds a tad too casual though. C: 'Concentrated accelerated growth' feels very in color for green. Very creative too. Q: The only other card that ends the turn stops all other effects from happening. Could work differently from the way you expect it, also could be counter-intuitive. 7/10
Total - 18/25
Bonus - First three points. Nice art too. 5/5
Balance - Sort of a 'buy 5 free 1' deal, I suppose I wouldn't mind taking mana burn each turn so that I get an extra turn. Add mana and add counter ability should be separate. 5/10
FCQ - F: Is it a timeswept field, or a windswept field? C: We haven't had a land that gives you extra turns, this one looks creative to me. Q: Remove five time counters. 7/10
Total - 17/25
Bonus - First three points. Cool art. 5/5
Balance - 4 colorless mana seems a tad cheap for a turn, though at the cost of giving your opponent the same chance. Then again, your opponent wouldn't be able to enjoy his extra turns if he's dead. 6/10
FCQ - F: Wha, the treasure can run or something? Doesn't make too much sense to me. C: Creative. Q: 'Remove'. 6/10
New_Utero - Dawn//Dusk
Bonus (4/4):
Art (1/1): Art is very fitting and contrasts very well
Balance (3/10): One of the reasons that many turn-gaining cards are sorceries is to prevent the player from exploiting it at the end of turn. For example, Dawn could be played at the end of your opponent's turn or even your own turn, thus making the 'cannot lose life' clause almost useless. In effect, you are giving your opponent 15 life for an extra turn on your part. For a combo deck, this is priceless. Even for an aggro deck, you play this at the end of your opponent's turn and you have two full turns to beat with all creatures you wish. Dawn is broken to the point that it is an instant-speed Time Walk with the down side that your opponent gains 15 life and more. Dusk is almost as broken in that it allows you destruction of three creatures for three mana. The card advantage of +1 almost balances out. If it were a sorcery, it would be much more balanced.
Quality (3/3): No problems.
Flavor (0/2): Aside from Dusk and Dawn being times of the day, there is relatively little association between the abilities and the card's names. Dusk does not destroy creatures and shrink time and Dawn does not extend time and grant health.
Flavor Text (0/1):
Creativity (2/4): It is a split card with two almost off-color abilities (white gaining extra turns and black using time as a drawback) with almost opposite yet very different effects. Both use turns and both have drawbacks; the similarities end there. TOTAL - 13.00
WhisperedThunder - Thief of Time
Bonus (4/4):
Art (1/1): There is no indication of 'time'. However, the art looks really nice and the creature looks nimble and agile enough to be a 'thief'.
Balance (5/10): It wouldn't be overpowered were it not for the haste. The fact that you can beat the turn it drops is crucial. It is effectively a time walk and a shock on turn two. If the opponent blocks, chances are their creatures are not going to be strong enough yet to survive the attack so it's removal for :symb::symb:. In a sense, the haste is what breaks the card.
Quality (3/3): No problems.
Flavor (1/2): I wish it were a Thrull. The flavor is akin to a Thrull. Horrors in magic do not usually blow themselves up after an effect. Horrors are large scary monsters that act tough or have lasting abilities that bother your opponent. The 'Thief' aspect is appropriate.
Flavor Text (1/1): Beautiful
Creativity (4/4): It is a turn-granting Thrull. It's rather well-done and reminds me of Ichorid in many ways. Regardless, it is a very well through-out card. TOTAL - 19.00
Gaervac - Oracle of the Dark Tomorrow
Bonus (4/4):
Art (1/1): It doesn't look much like a human. However, that's too subjective to deduct points so I will not.
Balance (8/10): It is costed very near that of Yawgmoth's Will. It is essentially a Magus of the Will with a certain balancing element added on. It's aggressively costed such that it can beat decently if needed. In fact, it can use its ability while beating, which is the only worrisome aspect. Nevertheless, it is too slow to chain Dark Rituals, and that is the balancing factor.
Quality (3/3): No problems.
Flavor (2/2): The 'tomorrow' comes in with the extra turn. The 'oracle' comes in with the knowledge of available resources. The 'dark' comes in with the fact that those spells came from the graveyard. It fits perfectly. The monk aspect seems too scholarly/combatant (depending on mythology) to be a mystic as such.
Flavor Text (0.5/1): It seems awfully tacked on.
Creativity (4/4): It's effectively a Yawgmoth's Will with a twist/balancing that reminds me of Oblivion Stone for some reason. It is flawless to me. I love it. TOTAL - 22.50
strongbad56 - Time Capsule
Bonus (4/4):
Art (1/1): 'Why is there a heart inside?' was the first question I asked. The flavor explains that very well. Excellent and appropriate art.
Balance (8/10): It's Second Chance with a Angel's Grace built in that triggers at 1 life. Second Chance was not too amazing of a card, and neither is Angel's Grace. Combined, they function synergistically and much better. It's a pity that it's colorless. Slightly makes the card too powerful.
Quality (3/3): No problems.
Flavor (1/2): Not much flavor here aside from the implied. Low on life means a second chance at life.
Flavor Text (1/1): Fits to explain the art and function well. Slightly cliche. Nice reference to the card 'Second Chance' in the flavor text in the form of a pun.
Creativity (0/4): It's just an improved Second Chance. Really nothing creative here at all. TOTAL - 18.00
hatch - Arson
Bonus (4/4):
Art (1/1): Appropriate art, if not looks more like the destruction of a whole fortress as opposed to simple arson.
Balance (7/10): It's akin to Relentless Assault except more powerful. This power is not necessarily a bad thing, as Relentless Assault is a decently mediocre card. However, your card is the assault in instant form, 1 mana less, untaps all creatures, and grants extra turns. The only saving grace is that it is easily countered thus making it almost useless when your opponent cares enough. This card will rarely, if ever be anything more than an instant speed discard during the combat phase.
Quality (2.5/3): Look to Relentless Assault for wording. The 'and' should not exist. Ability should be two different sentences with obvious changes.
Flavor (0/2): I don't see the 'arson' at all. Arson is the destruction of property, usually with fire. I see the fire in the picture. However, the card deals with extra turns and extra combats. All arson cards in the past have been destruction of lands or direct damage via fire. Both these make sense. Arson by time manipulation does not.
Flavor Text (0.5/1): Not very innovative at all. It also seems too eloquent for Rakdos. Rakdos is intelligent, however it seems out of character to sit and say such a thing.
Creativity (1/4): It's Relentless Assault+. The same treatment as Infernal Tutor into Dissension. TOTAL - 18.00
Kraj - Perpetual Blooming
Bonus (4/4):
Art (/1):
Balance (/10):
Quality (/3):
Flavor (/2):
Flavor Text (/1):
Creativity (0/4): TOTAL - 00.00
fan_of_reds - Timeswept Fields
Bonus (4/4):
Art (/1):
Balance (/10):
Quality (/3):
Flavor (/2):
Flavor Text (/1):
Creativity (0/4): TOTAL - 00.00
The Orange Mage - Treasures of the Vault
Bonus (4/4):
Art (/1):
Balance (/10):
Quality (/3):
Flavor (/2):
Flavor Text (/1):
Creativity (0/4): TOTAL - 00.00
Lesurgo - _
Bonus (0/4): Does not follow round requirements
Art (0/1):
Balance (2/10): It would be excellent to add to a deck, unfotunately that's what Urza's Bauble and Mishra's Bauble are for. If it were legal, I'd run 4 of just to make my deck 56 cards.
Quality (3/3): No problems
Flavor (0/2):
Flavor Text (0/1): No flavor text.
Creativity (0/4): Has been done multiple times before. This may be the most commonly created FCC card. TOTAL - 5.00
All done. Send all flames and praises to the Discussion Thread.
New_Utero
Bonus:5/5
Balance: 7/10: Balance seems alright, but I do think that the black side may be a bit too strong. I do agree that in any certain situations that cards can become unbalanced, however I think that Dusk can make these situations more often than they occur.
FCQ: 8/10: Nice split card, and the effects are quite new in the turn-giving department. Good find with split art.
Total: 20/25
Lesurgo
Missed Out
Hatch
Bonus: 4.5/5
Balance: 8/10: Not too bad, as it does have the counter clause for those who wish to use it. And it does exactly what Rakdos wants – making players discard their hands.
FCQ: 8/10: Quite good. Rakdos would love this, as it's dripping in goold old Rakdos-y flavour. Nothing innovative, as its Savage Beating and a Time Walk effect. Also, the flavour text doesn't strike me as extremely creative, but rather something cliché that Rakdos would say. Blood and Fire and you know the general idea.
Total: 20.5/25
strongbad56
Bonus:5/5
Balance: 5/10: Ouch, considerably broken. Keeping this on the board gives a backup plan, and the mana cost is just perfect for pretty much every (disclaimer: not every) deck to dedicate at least a slot to it.
FCQ: 7/10: I do like the ability – quite innovative. The art is kind of weird, but a good selection nonetheless.
Total: 17/25
fan_of_reds
Bonus:5/5
Balance: 5/10: Powerful in the fact that it uses time counters, and also that it's a land. Which means against most decks, its a definite extra turn for you.
FCQ: 7/10: Not bad...I like what it does – though I think it is broken, and the flavour doesn't exactly strike me as exceptional. The art is quite nice though.
Total: 17/25
WhisperedThunder
Bonus:5/5
Balance: 5/10: Powerful. Drop this on second turn, blow away a blocker on turn 3 and have another turn. Recur it for even more fun.
FCQ: 7/10: I like the flavour. The ability doesn't seem quite black to me though. I like the art.
Total: 17/25
The Orange Mage
Bonus:5/5
Balance: 4/10 For 4 mana you get a free timewalk. Your opponent will likely be unable to retrieve this 99% of the time. Broken.
FCQ: 5/10: Your wording is way off, and the flavour is quite warped. Why are you giving opponents extra turns? This card fails to convince me why. If this card worked, it would have been much, much better.
Total: 14/25
Gaervac
Bonus:5/5
Balance: 7/10: Reminds me of Wil, and the recursion it carries. Not exceptionally broken, but it would make its way into either combo decks, or some of the control decks of extended and so forth.
FCQ: 7/10: Good flavour. The Oracle warns and then becomes part of its own prophecies. Not bad
Total: 19/25
Kraj
Bonus:5/5
Balance: 9/10: I really like this card. It seems to balance quite well, as the drawbacks equal the bonuses.
FCQ: 9/10: Flavour is fantastic. Effects are new and innovative. Card design is perfect. Almost full marks.
Total: 23/25
Arson BRR
Instant
Play Arson only during your turn and only during combat.
When you play Arson, any player may discard his or her hand. If a player does, counter Arson.
Untap all creatures you control and after this phase, there is an additional combat phase. Hellbent — Take an extra turn after this one instead if you have no cards in hand. “It’s the fire that makes it worthwile. The blood just makes it more interesting.” —Rakdos
Bonus:5/5. All criteria met.
Balance: 8/10. Savage Beating with a Time Walk on it. Interesting. I like to see good hellbent cards.
F/C/Q: 7/10. Nothing hugely different, except it's a good card with Hellbent, of which there are very few. The flavor text is nice as well.
Total: 20/25.
Lesurgo
No show??? o_o
New Utero
Dawn :2mana::symw:
Instant
Target opponent gains 15 life and can't lose life until end of turn. Take an extra turn after this one.
// Dusk :2mana::symb:
Instant
Choose an opponent and destroy up to three target nonblack creatures he or she controls. That player takes an extra turn after this one.
Bonus: 5/5. All criteria met.
Balance: 6/10. You tried very hard to balance this card, and I think maybe you tried a bit too hard. 15 life is a bit much especislly considering that they can't lose life that turn. The other half is better.
F/C/Q: 8/10. Giving your opponent extra turns is definitely different, and I like the premise you have here.
Total: 19/25.
strongbad56
Time Capsule
Artifact
Effects that reduce your life total to less than 1 reduce it to 1 instead.
Whenever your life total becomes 1, remove Time Capsule from the game. If you do, take an extra turn after this one. Your soul is a small price to pay for a second chance at life.
Bonus: 5/5. All criteria met.
Balance: 4/10. Kinda cracked, there. Good, yes, but a bit unbalanced all the same. This should cost about twice what it does cost.
F/C/Q: 8/10. I like what you've done here, flavor-wise. It's different and good.
Total: 17/25.
fan_of_reds
Timeswept Fields
Legendary Land (rare)
: Add to your mana pool. Put a time counter on Timeswept Fields.
, Remove 5 time counters from Timeswept Fields: Take an extra turn after this one.
The winds of time may have destroyed the land and its people, but the statues remained steadfast, a final reminder of a once proud and mighty civilization.
Bonus: 5/5. All crietria met.
Balance: 4/10. A land. That gives you extra turns. It's uncounterable. The ability is stifleable...which is why you got 4 points. Ouch.
F/C/Q: 7/10. I like what this does, as who doesn't like extra turns? the fact that it's reuseable would make it played in several decks, especially those who could untap lands. It's different, yet there's something missing..
Total: 16/25.
WhisperedThunder
Thief of Time :symb::symb:
Creature - Horror
Haste
Whenever Thief of Time deals combat damage to a player sacrifice it. If you do, take an extra turn after this one.
2/1 Milly woke with a start and looked out her window at a city she no longer recognized. The intruder had spared her life, but what had it taken?
Bonus: 5/5. Everything's where it should be.
Balance: 4/10. Well, I guess time cards are supposed to be broken? I don't know, this guy comes out on turn 2 (or one...) and gives you the advantage when you need it..erm, ouch.
F/C/Q: 7/10. Sacrificing creatures for a good effect is nothing new, but the effect here is quite nice. The flavor text is quite evocative of the card, and fits well.
Total: 16/25.
The Orange Mage
Treasures of the Vault -
Treasures of the Vault is indestructible.
:2mana:, remove Treasures of the Vault from the game: Take an extra turn after this one. Target opponent gains control of Treasures of the Vault at end of turn. Able to change and survive time, the treasures now have a nasty habit of changing places.
Bonus: 5/5. Everything's where it should be.
Balance: 6/10. This is more balanced than some cards I have seen. It may be undercosted, but your opponent ends up with the same advantage you get...providing you don't use yours to win first.
F/C/Q: 6/10. Indestructibility seems to have no real place here, other than to continue the turn-sharing. It seems to work decently, and I like the card.
Total: 17/25.
Gaervac
Oracle of the Dark Tomorrow — :2mana::symb:
Creature — Human Monk
:symb:: Remove target card in a graveyard from the game.
:symb:, Sacrifice Oracle of the Dark Tomorrow: Take an extra turn after this one. During that turn, creatures you control can't attack and you can only play cards that were removed from the game with Oracle of the Dark Tomorrow.
"The day of sorrow is coming."
2/2
Bonus: 5/5. Everything's there
Balance: ...4/10. Erm...Yeah. Seems to me you can abuse your opponent's graveyard with this, and do silly stuff there...Um, cracked. Not bad, but cracked.
F/C/Q: 7/10. I like this creature. I really do. I like what it does, perhaps too much. It's Withered Wretch on crack.
Total: 16/25.
Kraj
Perpetual Blooming :symg::symg:
Enchantment
Cumulative upkeep :1mana::symg:
At the beginning of your draw step, end the turn. Take an extra turn after this one.
"Hmm... it looks like spring could use a few extra months this year." —Freyalise
Bonus: 5/5. All criteria met.
Balance: 7/10. Basically, extra cards. Or a way to abuse stuff that can be played during the beginning phases...suspend comes to mind, here. (Assuming you could find a way to suspend stuff.) Not broken, at least, not compared to some others.
F/C/Q: 7/10. I'd play this in certain decks, as it seems to be quite interesting. Very nice submission!
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
5/5 - No problems
7/10 - Card is pretty balanced, I don't see anyone using Dawn, unless to combo with False Cure. Dusk is well balanced and I could see it used in a control deck. The key to split cards is making both cards playable, and Dawn would never be played.
6/10 - No Flavour Text. I don't understand the allusion to Dawn/Dusk. Creativity is pretty good.
18/25
5/5 - No Problems.
4/10 - I don't like this first or second turn. I see any black deck using this for tempo on turn two. It's a time walk shock.
7/10 - The thief of time concept is pretty good. But the thief concept has been done before. I like that the concept, but the execution and balance both suffer.
16/25
5/5 - No Problems.
7/10 - I don't forsee any immediate balance issues with this card. It's conservatively costed at 2B for a 2/2 which is fine considering its second ability. Which is where I'm not quite sure. On one hande it doesn't have the swinginess of YawgIWin but on the other it could still do some damage. In the same vein, while I could see it being played, I could also see it being scoffed at like some Time-Spiral fixed versions are.
9/10 - First thing I'll say is the flavour text is very good. As well as the overall flavour. The image of impending doom coupled with the second ability works very well. However, there was a slight wording issue "can" instead of "may" and I personally think that a "Cleric" fits better as an oracle.
21/25
5/5 - No Problems. Really great art.
7/10 - I've been comparing this card alternatively to Second Chance and Worship. First. It's cheaper than Worship, and non-conditional. However, artifacts are generally easier to take care of ntm it's one shot. You were very clear to make it unrecur-able, which helps the balance alot. I guess my biggest problem is it's basically Second Chance, and I'm pretty sure Second Chance wasn't used. Balanced cards should be playable.
7/10 - Once again, my biggest problem is the proximity with which the card resembles Second Chance. I don't have a problem with any of the flavour, and it's actually more flavourful than Second Chance in my opinion.
19/20
4/5 - Mana Symbols Please.
8/10 - This is pretty balanced. But It's a little undercosted, maybe by 1. I could see this in print, but, more along the lines of the concept as opposed to the whole card.
4/10 - Busy. I have a real problem with busy cards. The Flavour text doesn't ring my bell. I think sacrificing cost and making the card more expensive would be alot better that just cramming more stuff into the text box.
16/25
5/5 - No Problems.
8/10 - Wow. I like this card alot. My biggest problem is the obvious broken interaction with Form, and Ideal. I think the Cumulative Upkeep is really great, but maybe raising it to GG would further prevent that interaction.
9/10 - The originality on this card is great. Finding ways to take more upkeeps is great. And the flavour really works. I chuckled at the flavour text.
22/25
5/5 - No Problems.
4/10 - Maybe I'm the only one. But I find this incredibly broken and overpowered. Not only does the card stay in play after you use it's ability, but the counters are TIME counters, so with time manipulation cards like Clockspinning this become incredibly powerful. A sacrifice or RFG would work to help make this more balanced.
6/10 - I don't understand the connection between the fields, the statues and taking extra turns. Which is where I docked points from. The flavour is fine, but I don't understand why it's called a field instead of statues or something.
15/25
5/5 - No Problems
6/10 - I see where you were going and I'll adress most of my concerns in FCQ. It's not broken but it basically says each player takes two turns in a row.
6/10 - As worded this card is RFG when it tries to switch position. So the opponent gets an RFG'd item. Which isn't so good. Flavour Text is awkward. I don't understand why the Treasures switch posession or can travel through time.
17/25
TOM - 17
fan of reds - 16
Kraj - 22
Hatch - 16
New Utero - 18
Whispered Thunder - 16
Gaervec - 21
strongbad56 - 19
Bonus 5/5 - Met all requirements.
Balance 6/10 - The Dusk is really exceptionally good as a one sided Wrath of God. Very easy to prepare for their extra turn, since you already took out their team. The fact that it is instant also makes it really bad, especially with Dralnu, right now. One sided Wrath with all of the counter control to back yourself up. Dawn doesn't do it for me. I want to take that extra turn and win, but 15 life is tough.
F/C/Q 8/10 - Artwork worked out great. Thoguh my gripe is with the placement. I know White goes before Black, but I always heard "Dusk till Dawn". So this sounded funny to me. 19/20
WhisperedThunder - Thief of Time
Bonus 5/5 - Met all round requirements.
Balance 7/10 - Very aggroish type of card a 2/1 haster for BB is pretty darn good in the first place for black sake. Double black casting cost narrows it down to a black deck, so can't be splashed, which is a good thing. You really wouldn't want this to come out turn 2 and gaining you an extra turn because you really couldn't do much with that extra turn. I think you shouldn't have made it optional to sacrifice him and gain an extra turn. I will get back to that.
F/C/Q 5/10 - I am sorry, but this card is not up to final round par. I have seen you do better, through out the past 2 months. The card name is hack. THe wording is confusing. You say "Whenever Thief of Time deals combat damage to a player sacrifice it." Next, you say "If you do, take an extra turn after this one. You didn't make it optional in the first clause, but insinuated that you could have in the second clause. 17/25
Bonus 5/5 - Met all round requirements.
Balance 9/10 - Great card. The extra turn is restricted. Slow. Not broken. Can play as a Withered Wretch. Can be sacrificed at any time to a) Net you a card draw b) Depending on point of game gain you card advantage. Very Well done.
F/C/Q 7/10 - Artwork is great. I don't like the Human Monk creature type. Flavor Text is short a sweet, which gave room for the text. No wording issues. 21/25
Bonus 5/5 - Met all round requirements.
Balance 6/10 - Let's look at it like this. The concept is nice, but It is a colorless worship for less mana and no requirements to gain this ability, plus you net an extra turn. 'Nuff said? Plus, it just sits there. Doesn't do much for me there.
F/C/Q 6/10 - Card name is meh. Flavor text: How am I paying my soul for this second chance at life? Artwork is good and no wording issues. 17/25
Bonus 4/5 - No mana symbols in the card text submitted.
Balance 6/10 - Though the card seems balanced, I just don't find it that good. You can only play it during combat and it could just be countered. Depending on the type of deck you are playing this could be at your advantage, but 9 out of 10 a free counterspell is worth the life loss.
F/C/Q 6/10 - I don't know where you were going with this card. I have no idea how Arson can tie in with taking an extra card. I don't know how you wanted this worded because the Hellbent threw me off. Was "instead" really supposed to be there? If it was you just get to take an extra turn? Should have had it as an added bonus for being hellbent like hellbent should be used. Could have pumped up the casting cost by one and this would have been a more decnt card. 16/25
Bonus 5/5 - Met all round requirements.
Balance 4/10 - "JUDGE!!!! He is stalling!!!" I can here it now. I guess this card is good as it unless you bulit a who deck around this all it does is nothing. You don't even get to draw a card! THe static ability goes on the stack first and then turn ends before draw a card. Just a card to build around that won't win you the game.
F/C/Q 8/10 - Why did you make this card? Nothing wrong other then that. 17/25
Bonus 5/5 - Met all requirements.
Balance 7/10 - At the least you have to use this 5 times to gain the extra turn. Seems about the right time I want to Time Walk. Especially I have more options of what to do around that time. Legendary land balances it. This definately needs to get removed from the game and comes into play tapped.
F/C/Q 8/10 - Flavor text seems good, wording seems fine. You could have went into a color instead of a plain old boring land. 20/25
Bonus 5/5 - Met all requirements.
Balance 8/10 - I like it. Sort of a "cursed idol" or "totem" feel as it also benefits you and doesn't at the same time. I like it as indestructable. It can make the game fun as you get 2 turns in a row.
F/C/Q 7/10 - Artwork is really good. Flavor text first sentence confused me a bit. You refer to the Treasures are able to change and survive time when I think you meant the vault. ANywho. THe wording is funny. Why remove it from the game? This can confuse a lot of new player, since then you bring it back into play from nowhere under your opponents control. Would look better if you tapped it.
Treasures of the Vault is indestructible.
:2mana:, T: Take an extra turn after this one. Use this ability only once a turn.
Target opponent gains control of Treasures of the Vault at end of turn. 20/25
Not enough... time? For this round, make a card that lets a player take an extra turn.
Bonus Points (only given to card's which fulfill the round requirements):
Not blue - 1 Point
Not a sorcery - 1 Point
Use Mana Symbols in card (must be in ALL places for mana symbols, and on both textcard and render (if submitted) to count) - 1 Point
Supply rendered card art - 1-2 Points (1 for supplying art, 1 additional discretionary for judges)
Point Breakdown:
Bonus (X/5): Judge how the card fits the bonus point parameters
Balance (X/10): Judge how the card is balanced, it's power level, and how it could break/make each format.
Flavor/Creativity/Quality (X/10): Judge how flavorful, cool, and well-worded the card is. Basically, the 'slick' category. (If a card fails to fit into the round, points should be deducted from here)
Players may wish to reference the Player List.
Now with that out of the way, you all have until midnight EST on Sunday the 25th (when Sunday becomes Monday).
Judges, please don't judge until the round is over, given this time set. You may start postings at 12:01 AM EST, even if we (Stax & Moss_Elemental) are not on just then to close the round. In the case of a tie, both players move on to the next round. However, please try to avoid ties if possible!
Match List:
Belgareth
Avatar of Kokusho
Absolutionis
Zero Tolorenc3
PlanesJaywalker
Sephiroth Owa
Technomagus
Ace
Hyram
Good luck, everyone.
Please have all discussions in the discussion thread. This thread is for cards and judgings only. Placeholders are still okay. If you post a placeholder, it will be linked to your name in this post.
Artifact
Effects that reduce your life total to less than 1 reduce it to 1 instead.
Whenever your life total becomes 1, remove Time Capsule from the game. If you do, take an extra turn after this one.
Your soul is a small price to pay for a second chance at life.
Magic Coffeehouse pwns.
CENT SPORTS!!
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Perpetual Blooming GG
Enchantment
Cumulative upkeep 1G
At the beginning of your draw step, end the turn. Take an extra turn after this one.
"Hmm... it looks like spring could use a few extra months this year." —Freyalise
Current New Favorite Person™: Mallory Archer
She knows why.
Good luck everyone!
----
Timeswept Fields
Legendary Land (rare)
T: Add 1 to your mana pool. Put a time counter on Timeswept Fields.
T, Remove 5 time counters from Timeswept Fields: Take an extra turn after this one.
The winds of time may have destroyed the land and its people, but the statues remained steadfast, a final reminder of a once proud and mighty civilization.
Illus: Nick Marci
Treasures of the Vault is indestructible.
2, remove Treasures of the Vault from the game: Take an extra turn after this one. Target opponent gains control of Treasures of the Vault at end of turn.
Able to change and survive time, the treasures now have a nasty habit of changing places.
Balance - 10/10 I honestly can't see any problems with this. And it's just funny with a Sunforger.
FCQ - 10/10 Again. No problems. Only the mana symbols stopped you.
Total - 24/25
Balance - 5/10 Hmm. Seeing as how we have a split card here, both sides have to be heavily scrutinized for balance. On one hand, you have what amounts to Heroes Remembered for an opponent to give yourself an extra turn, and on the other you have a psuedo-wrath with an extra turn for your opponent. At 3 mana each. Dawn is busted in half in Vintage, as it's Time Walks 2-5, while Dusk is a Limited powerhouse, but seems to falter in Constructed, though Standard MBC might like it.
FCQ - 6/10 Flavor is tenuous at best, but the ideas are interesting. The renders are well done, and I see no wording problems.
Total - 16/25
Balance - 5/10 Worship + Second Chance in any color. This card pings on so many radars it's scary, yet it's so easy to disrupt. But that's what it seems to be with many extra turn cards. All I have to say is Aggro HATES this card. And if it works the way I think it does, any sort of life-payment card becomes even more broken.
FCQ - 9/10 I like the idea behind it, and I don't really see any major problems.
Total - 19/25
Balance - 4/10 Under normal circumstances, it takes six turns. But it uses Time Counters. HELLO Jhoira's Timebug and Timecrafting! Not to mention, it's simply 5 counters and not all, so it gets even more degenerate with Doubling Season.
FCQ - 6/10 Relics of a civilization long past don't really equate to temporal jumping. At least, not really in Magic. It seems more like this should allow you to draw cards or untap permanents.
TOtal - 14.5/25
Balance - 3/10 Shock + Time Walk. Definately underpriced at 2 mana, but how much more should he be? It definately should not be something easily recurrable, and Haste is a little over the top.
FCQ - 5/10 So, in effect he shunts his victims forward in time? I've experienced that and trust me, it's not pleasant. I realize that art depicting such an act is rather rare to come by, but we have only flavor text and name to go on with why this guy does what he does. And it seems more like he should make the damaged player skip his or her next turn rather than giving you an extra turn.
Total - 12.5/25
Balance - 3/10 4 mana Time Walk? And you give your opponent control of an RFG card? Sounds to me like you forgot something rather important.
FCQ - 6/10 You forgot the very important thing of putting the Treasures back into play, not just giving control of them to someone else.
Total - 14/25
Balance - 2/10 A selective Yawgmoth's Will that becomes perpetual with two copies and five mana. Yeah, that's fair. And since he hits both graveyards, you can start stealing your opponent's stuff, too. Let's not forget he's absolutely broken with Dredge. Er.. more broken.
FCQ - 8/10 A novel attempt to fix Will, but still breaks the curve. However, it's very unique and gives me an idea on a less-broken version.
Total - 15/25
Balance - 10/10 Wow. I don't even know where to begin. So subtle, yet so obvious. It looks like it's broken in half, yet it actually isn't. Definately wants a Trickbind/Stifle on an Isochron scepter. Or an Eon Hub.
FCQ - 10/10 Again, flawless. Freyalice is ever the arrogant, godmodding wench she always is and you captured it perfectly.
Total - 25/25
'Grats on obtaining my first 25/25. And on a Final Round, no less.
My Custom Cards
My Twitch - Languishing in neglect under the vain hope of starting again
My Livestream Archive
Not a sorcery - 1 Point
Use Mana Symbols in card (must be in ALL places for mana symbols, and on both textcard and render (if submitted) to count) - 1 Point
Supply rendered card art - 1-2 Points (1 for supplying art, 1 additional discretionary for judges)
Bonus - First three points. I really like how the two pieces conect to each other, though they seem to lack a certain grandeur for such a big effect. 4.75/5
Balance - Dawn seems useful in cases where you want to buy some time to set up a combo, it's obviously no for aggro decks. Dusk on the other hand goes well in aggro (kill creatures to alpha strike) and control (loss of tempo by losing three creatures > gaining one turn). It's interesting how this card could appeal to a wide range of audiences. If anything, I'd probably up the cost of Dusk by :1mana:. 8/10
FCQ -
F: The name might be too close to Day//Night but they do totally different stuff. The name's OK, though split card names tend to be more exciting: I'd want to see how they make splits from R&D or mundane phrases.
C: Trading a turn for some effects were done before, though it makes people wonder "Is a turn worth +3/+3? Or +6/+6 and trample? Dawn feels rather meh.
Q: Lookin' good.
6.5/10
Total - 19.25/25
Bonus - First three points. I'd like to see a shot of it in time-thieving action though. 4.5/5
Balance - It's potentially a Time Walk + 2 damage at turn 2. While I like combat sacrifice triggers like these, it should be on a more expensive body, perhaps :2mana::symb::symb:, or at least drop the haste and :1mana::symb::symb:. Can't make things too easy for players, you know. 5.5/10
FCQ -
F: I love the flavor text, it tells a lot in three lines. Perhaps 'thief' could be substituted for a better word, it's quite disappointing to see a thief die after his first successful thieving attempt. On the other hand, I like the use of the name 'Milly', it sounds irrelevant enough to not entice players to a further backstory.
C: Creative card, though seems like you barely shaved past the round requirements.
Q: Missing comma after 'player'.
7.5/10
Total - 18/25
Bonus - First three points. Nice art. 5/5
Balance - Even if you didn't remove any cards, :2mana::symb::symb: for a turn seems pretty cheap, especially when you could pay the cost separately. The fixed Dralnu ability could be abused by the cheap cost as well. Not to mention that you could have infinite turns if you have two Oracles and :2mana::symb::symb::symb:... 4/10
FCQ -
F: Evocative name and flavor text.
C: Nice Yawgwin variant.
Q: Potential memory issues when it comes to removed cards? Nothing too serious I guess.
8/10
Total - 17/25
Bonus - First three points. Nice art that fits very well wit the flavor text. 5/5
Balance - Looks broken when you combine this with Necropotence to draw 20 cards then take an extra turn, but there's about a million ways to win with Necro anyway. As a conditional Time Walk + failsafe device, this looks pretty good. 7/10
FCQ -
F: Very good flavor text that ties the card together. The name could be something less generic though.
C: Worship + more in a certain sense, but good job putting those abilities together.
Q: ...reduces it to 1 instead.
7.5/10
Total - 19.5/25
Bonus - First three points. Art fits the name, but doesn't fit the ability. I can't really see how it would give you more time. 4.5/5
Balance - Gaining turns feels more black than red, I think the cost should be BBR. The discard counter feels black anyway. With an odd mana requirement like that, it doesn't really need too much nerfing. 5/10
FCQ -
F: Rakdos sounds like he's in an interview. Name sounds like a land destruction card or something.
C: Nice hellbent upgrade.
Q: The inbuilt counter feels iffy (Perplex wasn't that played other than for the Transmute), and the 'only during your turn and during combat' restriction feels unnecessarily restrictive. It could be a sorcery if not for the bonus requirements.
5/10
Total - 14.5/25
Bonus - First three points. Best art of the round. The colors go very well with the frame, and there's a certain air of fantasy in the art that really makes it stand out.5/5
Balance - More than often it's green card draw, but I suppose in the right deck, you'd have lots of upkeep effects depending on your deck. Not entirely useless in limited though it does feel quite underwhelming. 6/10
FCQ -
F: Good name. Freyalise sounds a tad too casual though.
C: 'Concentrated accelerated growth' feels very in color for green. Very creative too.
Q: The only other card that ends the turn stops all other effects from happening. Could work differently from the way you expect it, also could be counter-intuitive.
7/10
Total - 18/25
Bonus - First three points. Nice art too. 5/5
Balance - Sort of a 'buy 5 free 1' deal, I suppose I wouldn't mind taking mana burn each turn so that I get an extra turn. Add mana and add counter ability should be separate. 5/10
FCQ -
F: Is it a timeswept field, or a windswept field?
C: We haven't had a land that gives you extra turns, this one looks creative to me.
Q: Remove five time counters.
7/10
Total - 17/25
Bonus - First three points. Cool art. 5/5
Balance - 4 colorless mana seems a tad cheap for a turn, though at the cost of giving your opponent the same chance. Then again, your opponent wouldn't be able to enjoy his extra turns if he's dead. 6/10
FCQ -
F: Wha, the treasure can run or something? Doesn't make too much sense to me.
C: Creative.
Q: 'Remove'.
6/10
Total - 17/25
No show in a final round?
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Bonus (4/4):
Art (1/1): Art is very fitting and contrasts very well
Balance (3/10): One of the reasons that many turn-gaining cards are sorceries is to prevent the player from exploiting it at the end of turn. For example, Dawn could be played at the end of your opponent's turn or even your own turn, thus making the 'cannot lose life' clause almost useless. In effect, you are giving your opponent 15 life for an extra turn on your part. For a combo deck, this is priceless. Even for an aggro deck, you play this at the end of your opponent's turn and you have two full turns to beat with all creatures you wish. Dawn is broken to the point that it is an instant-speed Time Walk with the down side that your opponent gains 15 life and more. Dusk is almost as broken in that it allows you destruction of three creatures for three mana. The card advantage of +1 almost balances out. If it were a sorcery, it would be much more balanced.
Quality (3/3): No problems.
Flavor (0/2): Aside from Dusk and Dawn being times of the day, there is relatively little association between the abilities and the card's names. Dusk does not destroy creatures and shrink time and Dawn does not extend time and grant health.
Flavor Text (0/1):
Creativity (2/4): It is a split card with two almost off-color abilities (white gaining extra turns and black using time as a drawback) with almost opposite yet very different effects. Both use turns and both have drawbacks; the similarities end there.
TOTAL - 13.00
WhisperedThunder - Thief of Time
Bonus (4/4):
Art (1/1): There is no indication of 'time'. However, the art looks really nice and the creature looks nimble and agile enough to be a 'thief'.
Balance (5/10): It wouldn't be overpowered were it not for the haste. The fact that you can beat the turn it drops is crucial. It is effectively a time walk and a shock on turn two. If the opponent blocks, chances are their creatures are not going to be strong enough yet to survive the attack so it's removal for :symb::symb:. In a sense, the haste is what breaks the card.
Quality (3/3): No problems.
Flavor (1/2): I wish it were a Thrull. The flavor is akin to a Thrull. Horrors in magic do not usually blow themselves up after an effect. Horrors are large scary monsters that act tough or have lasting abilities that bother your opponent. The 'Thief' aspect is appropriate.
Flavor Text (1/1): Beautiful
Creativity (4/4): It is a turn-granting Thrull. It's rather well-done and reminds me of Ichorid in many ways. Regardless, it is a very well through-out card.
TOTAL - 19.00
Gaervac - Oracle of the Dark Tomorrow
Bonus (4/4):
Art (1/1): It doesn't look much like a human. However, that's too subjective to deduct points so I will not.
Balance (8/10): It is costed very near that of Yawgmoth's Will. It is essentially a Magus of the Will with a certain balancing element added on. It's aggressively costed such that it can beat decently if needed. In fact, it can use its ability while beating, which is the only worrisome aspect. Nevertheless, it is too slow to chain Dark Rituals, and that is the balancing factor.
Quality (3/3): No problems.
Flavor (2/2): The 'tomorrow' comes in with the extra turn. The 'oracle' comes in with the knowledge of available resources. The 'dark' comes in with the fact that those spells came from the graveyard. It fits perfectly. The monk aspect seems too scholarly/combatant (depending on mythology) to be a mystic as such.
Flavor Text (0.5/1): It seems awfully tacked on.
Creativity (4/4): It's effectively a Yawgmoth's Will with a twist/balancing that reminds me of Oblivion Stone for some reason. It is flawless to me. I love it.
TOTAL - 22.50
strongbad56 - Time Capsule
Bonus (4/4):
Art (1/1): 'Why is there a heart inside?' was the first question I asked. The flavor explains that very well. Excellent and appropriate art.
Balance (8/10): It's Second Chance with a Angel's Grace built in that triggers at 1 life. Second Chance was not too amazing of a card, and neither is Angel's Grace. Combined, they function synergistically and much better. It's a pity that it's colorless. Slightly makes the card too powerful.
Quality (3/3): No problems.
Flavor (1/2): Not much flavor here aside from the implied. Low on life means a second chance at life.
Flavor Text (1/1): Fits to explain the art and function well. Slightly cliche. Nice reference to the card 'Second Chance' in the flavor text in the form of a pun.
Creativity (0/4): It's just an improved Second Chance. Really nothing creative here at all.
TOTAL - 18.00
hatch - Arson
Bonus (4/4):
Art (1/1): Appropriate art, if not looks more like the destruction of a whole fortress as opposed to simple arson.
Balance (7/10): It's akin to Relentless Assault except more powerful. This power is not necessarily a bad thing, as Relentless Assault is a decently mediocre card. However, your card is the assault in instant form, 1 mana less, untaps all creatures, and grants extra turns. The only saving grace is that it is easily countered thus making it almost useless when your opponent cares enough. This card will rarely, if ever be anything more than an instant speed discard during the combat phase.
Quality (2.5/3): Look to Relentless Assault for wording. The 'and' should not exist. Ability should be two different sentences with obvious changes.
Flavor (0/2): I don't see the 'arson' at all. Arson is the destruction of property, usually with fire. I see the fire in the picture. However, the card deals with extra turns and extra combats. All arson cards in the past have been destruction of lands or direct damage via fire. Both these make sense. Arson by time manipulation does not.
Flavor Text (0.5/1): Not very innovative at all. It also seems too eloquent for Rakdos. Rakdos is intelligent, however it seems out of character to sit and say such a thing.
Creativity (1/4): It's Relentless Assault+. The same treatment as Infernal Tutor into Dissension.
TOTAL - 18.00
Kraj - Perpetual Blooming
Bonus (4/4):
Art (/1):
Balance (/10):
Quality (/3):
Flavor (/2):
Flavor Text (/1):
Creativity (0/4):
TOTAL - 00.00
fan_of_reds - Timeswept Fields
Bonus (4/4):
Art (/1):
Balance (/10):
Quality (/3):
Flavor (/2):
Flavor Text (/1):
Creativity (0/4):
TOTAL - 00.00
The Orange Mage - Treasures of the Vault
Bonus (4/4):
Art (/1):
Balance (/10):
Quality (/3):
Flavor (/2):
Flavor Text (/1):
Creativity (0/4):
TOTAL - 00.00
Lesurgo - _
Bonus (0/4): Does not follow round requirements
Art (0/1):
Balance (2/10): It would be excellent to add to a deck, unfotunately that's what Urza's Bauble and Mishra's Bauble are for. If it were legal, I'd run 4 of just to make my deck 56 cards.
Quality (3/3): No problems
Flavor (0/2):
Flavor Text (0/1): No flavor text.
Creativity (0/4): Has been done multiple times before. This may be the most commonly created FCC card.
TOTAL - 5.00
==========WILL CONTINUE LATER==========
New_Utero
Bonus:5/5
Balance: 7/10: Balance seems alright, but I do think that the black side may be a bit too strong. I do agree that in any certain situations that cards can become unbalanced, however I think that Dusk can make these situations more often than they occur.
FCQ: 8/10: Nice split card, and the effects are quite new in the turn-giving department. Good find with split art.
Total: 20/25
Lesurgo
Missed Out
Hatch
Bonus: 4.5/5
Balance: 8/10: Not too bad, as it does have the counter clause for those who wish to use it. And it does exactly what Rakdos wants – making players discard their hands.
FCQ: 8/10: Quite good. Rakdos would love this, as it's dripping in goold old Rakdos-y flavour. Nothing innovative, as its Savage Beating and a Time Walk effect. Also, the flavour text doesn't strike me as extremely creative, but rather something cliché that Rakdos would say. Blood and Fire and you know the general idea.
Total: 20.5/25
strongbad56
Bonus:5/5
Balance: 5/10: Ouch, considerably broken. Keeping this on the board gives a backup plan, and the mana cost is just perfect for pretty much every (disclaimer: not every) deck to dedicate at least a slot to it.
FCQ: 7/10: I do like the ability – quite innovative. The art is kind of weird, but a good selection nonetheless.
Total: 17/25
fan_of_reds
Bonus:5/5
Balance: 5/10: Powerful in the fact that it uses time counters, and also that it's a land. Which means against most decks, its a definite extra turn for you.
FCQ: 7/10: Not bad...I like what it does – though I think it is broken, and the flavour doesn't exactly strike me as exceptional. The art is quite nice though.
Total: 17/25
WhisperedThunder
Bonus:5/5
Balance: 5/10: Powerful. Drop this on second turn, blow away a blocker on turn 3 and have another turn. Recur it for even more fun.
FCQ: 7/10: I like the flavour. The ability doesn't seem quite black to me though. I like the art.
Total: 17/25
The Orange Mage
Bonus:5/5
Balance: 4/10 For 4 mana you get a free timewalk. Your opponent will likely be unable to retrieve this 99% of the time. Broken.
FCQ: 5/10: Your wording is way off, and the flavour is quite warped. Why are you giving opponents extra turns? This card fails to convince me why. If this card worked, it would have been much, much better.
Total: 14/25
Gaervac
Bonus:5/5
Balance: 7/10: Reminds me of Wil, and the recursion it carries. Not exceptionally broken, but it would make its way into either combo decks, or some of the control decks of extended and so forth.
FCQ: 7/10: Good flavour. The Oracle warns and then becomes part of its own prophecies. Not bad
Total: 19/25
Kraj
Bonus:5/5
Balance: 9/10: I really like this card. It seems to balance quite well, as the drawbacks equal the bonuses.
FCQ: 9/10: Flavour is fantastic. Effects are new and innovative. Card design is perfect. Almost full marks.
Total: 23/25
Final Scores
New_Utero – 20/25
Gaervac – 19/25
strongbad56 – 17/25
fan_of_reds – 17/25
WhisperedThunder – 17/25
The Orange Mage – 14/25
Lesurgo – 0/25
Arson BRR
Instant
Play Arson only during your turn and only during combat.
When you play Arson, any player may discard his or her hand. If a player does, counter Arson.
Untap all creatures you control and after this phase, there is an additional combat phase.
Hellbent — Take an extra turn after this one instead if you have no cards in hand.
“It’s the fire that makes it worthwile. The blood just makes it more interesting.”
—Rakdos
Bonus:5/5. All criteria met.
Balance: 8/10. Savage Beating with a Time Walk on it. Interesting. I like to see good hellbent cards.
F/C/Q: 7/10. Nothing hugely different, except it's a good card with Hellbent, of which there are very few. The flavor text is nice as well.
Total: 20/25.
Lesurgo
No show??? o_o
New Utero
Dawn :2mana::symw:
Instant
Target opponent gains 15 life and can't lose life until end of turn. Take an extra turn after this one.
//
Dusk :2mana::symb:
Instant
Choose an opponent and destroy up to three target nonblack creatures he or she controls. That player takes an extra turn after this one.
Bonus: 5/5. All criteria met.
Balance: 6/10. You tried very hard to balance this card, and I think maybe you tried a bit too hard. 15 life is a bit much especislly considering that they can't lose life that turn. The other half is better.
F/C/Q: 8/10. Giving your opponent extra turns is definitely different, and I like the premise you have here.
Total: 19/25.
strongbad56
Time Capsule
Artifact
Effects that reduce your life total to less than 1 reduce it to 1 instead.
Whenever your life total becomes 1, remove Time Capsule from the game. If you do, take an extra turn after this one.
Your soul is a small price to pay for a second chance at life.
Bonus: 5/5. All criteria met.
Balance: 4/10. Kinda cracked, there. Good, yes, but a bit unbalanced all the same. This should cost about twice what it does cost.
F/C/Q: 8/10. I like what you've done here, flavor-wise. It's different and good.
Total: 17/25.
fan_of_reds
Timeswept Fields
Legendary Land (rare)
: Add to your mana pool. Put a time counter on Timeswept Fields.
, Remove 5 time counters from Timeswept Fields: Take an extra turn after this one.
The winds of time may have destroyed the land and its people, but the statues remained steadfast, a final reminder of a once proud and mighty civilization.
Bonus: 5/5. All crietria met.
Balance: 4/10. A land. That gives you extra turns. It's uncounterable. The ability is stifleable...which is why you got 4 points. Ouch.
F/C/Q: 7/10. I like what this does, as who doesn't like extra turns? the fact that it's reuseable would make it played in several decks, especially those who could untap lands. It's different, yet there's something missing..
Total: 16/25.
WhisperedThunder
Thief of Time :symb::symb:
Creature - Horror
Haste
Whenever Thief of Time deals combat damage to a player sacrifice it. If you do, take an extra turn after this one.
2/1
Milly woke with a start and looked out her window at a city she no longer recognized. The intruder had spared her life, but what had it taken?
Bonus: 5/5. Everything's where it should be.
Balance: 4/10. Well, I guess time cards are supposed to be broken? I don't know, this guy comes out on turn 2 (or one...) and gives you the advantage when you need it..erm, ouch.
F/C/Q: 7/10. Sacrificing creatures for a good effect is nothing new, but the effect here is quite nice. The flavor text is quite evocative of the card, and fits well.
Total: 16/25.
The Orange Mage
Treasures of the Vault -
Treasures of the Vault is indestructible.
:2mana:, remove Treasures of the Vault from the game: Take an extra turn after this one. Target opponent gains control of Treasures of the Vault at end of turn.
Able to change and survive time, the treasures now have a nasty habit of changing places.
Bonus: 5/5. Everything's where it should be.
Balance: 6/10. This is more balanced than some cards I have seen. It may be undercosted, but your opponent ends up with the same advantage you get...providing you don't use yours to win first.
F/C/Q: 6/10. Indestructibility seems to have no real place here, other than to continue the turn-sharing. It seems to work decently, and I like the card.
Total: 17/25.
Gaervac
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
7/10 - Card is pretty balanced, I don't see anyone using Dawn, unless to combo with False Cure. Dusk is well balanced and I could see it used in a control deck. The key to split cards is making both cards playable, and Dawn would never be played.
6/10 - No Flavour Text. I don't understand the allusion to Dawn/Dusk. Creativity is pretty good.
18/25
4/10 - I don't like this first or second turn. I see any black deck using this for tempo on turn two. It's a time walk shock.
7/10 - The thief of time concept is pretty good. But the thief concept has been done before. I like that the concept, but the execution and balance both suffer.
16/25
7/10 - I don't forsee any immediate balance issues with this card. It's conservatively costed at 2B for a 2/2 which is fine considering its second ability. Which is where I'm not quite sure. On one hande it doesn't have the swinginess of YawgIWin but on the other it could still do some damage. In the same vein, while I could see it being played, I could also see it being scoffed at like some Time-Spiral fixed versions are.
9/10 - First thing I'll say is the flavour text is very good. As well as the overall flavour. The image of impending doom coupled with the second ability works very well. However, there was a slight wording issue "can" instead of "may" and I personally think that a "Cleric" fits better as an oracle.
21/25
7/10 - I've been comparing this card alternatively to Second Chance and Worship. First. It's cheaper than Worship, and non-conditional. However, artifacts are generally easier to take care of ntm it's one shot. You were very clear to make it unrecur-able, which helps the balance alot. I guess my biggest problem is it's basically Second Chance, and I'm pretty sure Second Chance wasn't used. Balanced cards should be playable.
7/10 - Once again, my biggest problem is the proximity with which the card resembles Second Chance. I don't have a problem with any of the flavour, and it's actually more flavourful than Second Chance in my opinion.
19/20
8/10 - This is pretty balanced. But It's a little undercosted, maybe by 1. I could see this in print, but, more along the lines of the concept as opposed to the whole card.
4/10 - Busy. I have a real problem with busy cards. The Flavour text doesn't ring my bell. I think sacrificing cost and making the card more expensive would be alot better that just cramming more stuff into the text box.
16/25
8/10 - Wow. I like this card alot. My biggest problem is the obvious broken interaction with Form, and Ideal. I think the Cumulative Upkeep is really great, but maybe raising it to GG would further prevent that interaction.
9/10 - The originality on this card is great. Finding ways to take more upkeeps is great. And the flavour really works. I chuckled at the flavour text.
22/25
4/10 - Maybe I'm the only one. But I find this incredibly broken and overpowered. Not only does the card stay in play after you use it's ability, but the counters are TIME counters, so with time manipulation cards like Clockspinning this become incredibly powerful. A sacrifice or RFG would work to help make this more balanced.
6/10 - I don't understand the connection between the fields, the statues and taking extra turns. Which is where I docked points from. The flavour is fine, but I don't understand why it's called a field instead of statues or something.
15/25
6/10 - I see where you were going and I'll adress most of my concerns in FCQ. It's not broken but it basically says each player takes two turns in a row.
6/10 - As worded this card is RFG when it tries to switch position. So the opponent gets an RFG'd item. Which isn't so good. Flavour Text is awkward. I don't understand why the Treasures switch posession or can travel through time.
17/25
fan of reds - 16
Kraj - 22
Hatch - 16
New Utero - 18
Whispered Thunder - 16
Gaervec - 21
strongbad56 - 19
Best culmunitive score wins.
New_Utero - Dawn // Dusk
Balance 6/10 - The Dusk is really exceptionally good as a one sided Wrath of God. Very easy to prepare for their extra turn, since you already took out their team. The fact that it is instant also makes it really bad, especially with Dralnu, right now. One sided Wrath with all of the counter control to back yourself up. Dawn doesn't do it for me. I want to take that extra turn and win, but 15 life is tough.
F/C/Q 8/10 - Artwork worked out great. Thoguh my gripe is with the placement. I know White goes before Black, but I always heard "Dusk till Dawn". So this sounded funny to me.
19/20
WhisperedThunder - Thief of Time
Bonus 5/5 - Met all round requirements.
Balance 7/10 - Very aggroish type of card a 2/1 haster for BB is pretty darn good in the first place for black sake. Double black casting cost narrows it down to a black deck, so can't be splashed, which is a good thing. You really wouldn't want this to come out turn 2 and gaining you an extra turn because you really couldn't do much with that extra turn. I think you shouldn't have made it optional to sacrifice him and gain an extra turn. I will get back to that.
F/C/Q 5/10 - I am sorry, but this card is not up to final round par. I have seen you do better, through out the past 2 months. The card name is hack. THe wording is confusing. You say "Whenever Thief of Time deals combat damage to a player sacrifice it." Next, you say "If you do, take an extra turn after this one. You didn't make it optional in the first clause, but insinuated that you could have in the second clause.
17/25
Gaervac - Oracle of Dark Tomorrow
Balance 9/10 - Great card. The extra turn is restricted. Slow. Not broken. Can play as a Withered Wretch. Can be sacrificed at any time to a) Net you a card draw b) Depending on point of game gain you card advantage. Very Well done.
F/C/Q 7/10 - Artwork is great. I don't like the Human Monk creature type. Flavor Text is short a sweet, which gave room for the text. No wording issues.
21/25
Strongbad56 - Time Capsule
Balance 6/10 - Let's look at it like this. The concept is nice, but It is a colorless worship for less mana and no requirements to gain this ability, plus you net an extra turn. 'Nuff said? Plus, it just sits there. Doesn't do much for me there.
F/C/Q 6/10 - Card name is meh. Flavor text: How am I paying my soul for this second chance at life? Artwork is good and no wording issues.
17/25
hatch - Arson
Balance 6/10 - Though the card seems balanced, I just don't find it that good. You can only play it during combat and it could just be countered. Depending on the type of deck you are playing this could be at your advantage, but 9 out of 10 a free counterspell is worth the life loss.
F/C/Q 6/10 - I don't know where you were going with this card. I have no idea how Arson can tie in with taking an extra card. I don't know how you wanted this worded because the Hellbent threw me off. Was "instead" really supposed to be there? If it was you just get to take an extra turn? Should have had it as an added bonus for being hellbent like hellbent should be used. Could have pumped up the casting cost by one and this would have been a more decnt card.
16/25
Kraj - Perpetual Blooming
Balance 4/10 - "JUDGE!!!! He is stalling!!!" I can here it now. I guess this card is good as it unless you bulit a who deck around this all it does is nothing. You don't even get to draw a card! THe static ability goes on the stack first and then turn ends before draw a card. Just a card to build around that won't win you the game.
F/C/Q 8/10 - Why did you make this card? Nothing wrong other then that.
17/25
fan of reds - Timeswept Fields
Balance 7/10 - At the least you have to use this 5 times to gain the extra turn. Seems about the right time I want to Time Walk. Especially I have more options of what to do around that time. Legendary land balances it. This definately needs to get removed from the game and comes into play tapped.
F/C/Q 8/10 - Flavor text seems good, wording seems fine. You could have went into a color instead of a plain old boring land.
20/25
The Orange Mage - Treasures of the Vault
Balance 8/10 - I like it. Sort of a "cursed idol" or "totem" feel as it also benefits you and doesn't at the same time. I like it as indestructable. It can make the game fun as you get 2 turns in a row.
F/C/Q 7/10 - Artwork is really good. Flavor text first sentence confused me a bit. You refer to the Treasures are able to change and survive time when I think you meant the vault. ANywho. THe wording is funny. Why remove it from the game? This can confuse a lot of new player, since then you bring it back into play from nowhere under your opponents control. Would look better if you tapped it.
Treasures of the Vault is indestructible.
:2mana:, T: Take an extra turn after this one. Use this ability only once a turn.
Target opponent gains control of Treasures of the Vault at end of turn.
20/25
[thread=61798]
[/thread]
Kraj - 149
hatch - 134
New_Utero - 129.25
Gaervac - 128
strongbad56 - 123.5
fan_of_reds - 116.5
The Orange Mage - 113
WhisperedThunder - 110.5
Lesurgo - 0
Congratulations, Kraj.
The first round of the March FCC will start soon.