Well, here's my submission.
I decided not to just colorshift a legend, but deal with the concept of what-ifs in the storyline (using Braids as an example, what if she had become a wizard and not an insane minion). Because it's the story I'm most familiar with, I chose the world of Kamigawa. Imagine if some small time-rift slice allowed us a peek into a Kamigawa where mortals and spirits weren't trying to destroy each other, but lived in peace. Surely the infamous Night of Souls' Betrayal would not have happened. Instead of people's personal kami turning against them, they would help one another. That is what I tried to capture with my entry. The art depicts the two worlds together, connected by a bridge. Enjoy my submission: Dawn on Worlds United.
Judgeholder... whens judging supposed to start??? And where are the other ISC members?
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^ Done by ME! (My first banner)
IIW:
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
Mirari's Echoes 3UU
Enchantment
Each opponent plays with his or her hand revealed.
At the beginning of each opponent's upkeep, name a card.
Until end of turn, whenever any opponent plays the named card, copy it. You may choose new targets for the copy. The power that resided within the gleaming sphere still lurks in the corners of the minds originally touched by its power.
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Thanks to blurrycloud, who by the way, is a redonculous artist.
Lim-Dul's Dominion 2BBB
Legendary Enchantment
At the beginning of your upkeep, put the top five cards of your library into your graveyard. Then, remove all black creatures in your graveyard from the game with two time counters on each of them. If any don’t have suspend, they gain suspend.
At end of turn, remove all cards in your graveyard from the game. “A touch of genius, a dash of creativity, and a whole lot of insanity. That about sums up Lim-Dûl’s abyss.”
If you control a Forest, creatures you control gain +1/+1. If you control a Plains, creatures you control gain vigilance. If you control a Mountain, creatures you control have haste. If you control an Island, creatures you control have flying. If you control a Swamp, creature you control have B: Regenerate this creature.
WWUUGGRRBB, Sacrifice Essence of the Legacy: Search your library for up to five multicolored permanents and put them into play under your control.
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.
lgmhorus, I didn't pay attention to the last elimination challenge. Are there any criteria that we must use for judging or is it up to us to decide for ourselves? This post is also a judgeholder.
Edit:
Rules and Balance x/10
Does the card work? How is its wording? It is unbalanced? All this questions go here.
Design x/10
The Melvin factor. How ellegant the card is (Ellegance is to do the desired effect with the least words possible), how synergetic the card is with itself (the good old Unblockable/ First Strike example) and if the card is on color. Also, the overall design of the card.
Flavor and Presentation x/10
The Vorthos factor. How well the effect ties with the name, image (if provided) and flavor text. Does the card make sense, flavorwise? This is were the points for a good render go too.
Total x/30
TS-Skybreaker
Summary: I like the flavor in how my creatures become righteous killing machines. The card is narrow in that it requires both players to have combat creatures and because of the casting cost. The mechanics of the card don't work very well in creating the feeling that I want the card to create for me. There should be less abilities and more powerful abilities to justify playing this card.
Rules and Balance:
Functionality: The card is clunky. There are a lot of abilities that don't do very much on their own. The card has some interesting ideas, but it would have been better to make multiple cards each of which highlights an ability.
I looked through the comprehensive rules and I still don't know if your triggered ability that prevents regeneration would work or not. I would assume that it doesn't work, reason being that the other creature could regenerate in response, since damage was already dealt to it. Either way, it is very confusing and it would have been better to just use the existing ability from Lim-Dul's Cohort. This would be the same 99% of the time and also avoid 99% of the confusion.
subscore 1 of 3
Wording: The wording is pretty clear, but the grammer mistakes are very unusual. Some words are capitalized for no reason. I didn't check out the exact wording for all the abilities, but the regeneration ability is worded incorectly in at least two important ways, which is enough to warrant the subscore.
subscore 0 of 2
Balance: The abilities seem to be priced fairly by the casting cost. The only problem here is that combining a lot of inexpensive abilities does not necessarily create an expensive card. In this case, it doesn't work because all the abilities are passive and most of them will never matter. The card is very narrow, most of the effect is lost unless both players have at least a moderate amount of creatures, and the casting cost is unusually difficult.
subscore 2 of 5
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score 3 of 10
Design:
Elegance: From a design standpoint, the abilities are clunky and possibly even hard to remember because they are so potentially different. It is also unusual how one is a triggered ability. The casting cost is also not elegant because of the overabundance of colored mana symbols.
subscore 1 of 3
Intrasynergy: The abilities work well together. The small abilities, when working together, do accomplish something interesting. An interesting note here is how first strike works with the triggered ability.
subscore 2 of 2
Color Pie: Pretty good, but nothing very revolutionary like I was looking for. This is basically a collection of white or red abilities lumped together on a multicolored card. I would have liked to see Lifelink, Double strike, or damage redirection, which are more interesting white-red abilities.
subscore 1 of 3
Overall: There were good ideas going into this card, but probably too many. It would have been a lot nicer if there were one or two abilities that could sum up most of what this card essentially does.
subscore 1 of 2
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score 5 of 10
Flavor and Presentation:
Name: It's pretty good. The other Kaldra cards usually had to do with equipping up a specific creature, not all of them. The fact that this is an essence explains that. The other Kaldra cards used specific abilities, rather than vaguer static effects, but it is not a bad name by any means.
subscore 2 of 3
Card Flavor/Flavor Text: I'm not sure if I understand the phrase or not. Does "whole" refer to a massive group of warriors or one warrior who is complete? Either way, the grammer is questionable. I'm unsure how much pride has to do with this card. Redemption seems like a better idea, since your card allows your creatures to vanquish the enemy.
subscore 1 of 3
Illustration/Overall: It's pretty interesting actually. The combination of red and white on a Crusade-like enchantment is cool. The card certainly feels like a true combination of red and white.
subscore 3 of 4 -----
score 6 of 10
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total score 14 of 30
Rowsdower
Summary: A logical extension of the existing legend. Flavor lacks a little but the card is very colorful. Well done but nothing outside of the box. Enjoyable tension between deciding which form to use helps to save the card. Kind of like a movie sequel that was good but not as innovative as the original was in its time.
Rules and Balance:
Functionality: The card functions well. This is basically taken from the original legend, which is fine. The fact that it turns into an enchantment is cool because it is somewhat original. One concern is that with this card, it could be much more difficult to get your creature to transform back. I don't see any real problems here, though, but nothing amazing stands out either.
subscore 2 of 3
Wording: Wording is perfect as far as I can see. You used the other legend as a template, which is always a good idea.
subscore 2 of 2
Balance: The balance seems fine. It's hard to deal with such large cards as this, but the casting cost and activation cost both seem high enough to be safe. Comparing this with the other legend, I would assume things are fine. I was a little worried about giving out +3/+3 for 3WWW, which is basically 3xGlorious Anthem for 2x the cost, but I like how the 3's match the WWW and the 3 in the cost. It could be a little swingy, but the subscore seems appropriate.
subscore 3 of 5
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score 7 of 10
Design:
Elegance: Very good. I think that transforming cards work very well from an elegance perspective. There is really no problem here. It seems very nice, like the original.
subscore 3 of 3
Intrasynergy: The abilities work pretty well together. Being able to remove Tatsumasa to protect it is cool. It could be annoying if you are forced to turn him into an enchantment to save it but have no other creatures out.
subscore 1 of 2
Overall: It's pretty interesting but there could have been more intrasynergy between the creature itself and the token that it makes. There is an interesting tension between +3/+3 to all vs. a 5/5 flying
subscore 1 of 2
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score 8 of 10
Flavor and Presentation:
Name: I was a little thrown by "Sheltering", because really the card enhances both power and toughness and doesn't really give your creatures any kind of evasion or special protection like Shroud.
subscore 1 of 3
Card Flavor/Flavor Text: It's pretty flavorful. This card doesn't really improve upon the original legend though. The fact that it's an enchantment is interesting mechanically, but more confusing from a flavor standpoint. The card definitly excells in mechanics rather than flavor.
subscore 1 of 3
Illustration/Overall: Overall it is ok. I'm not completely sure how a dragon turns into an enchantment. Then again, they arn't real anyways. It is also a little confusing how the dragon is able to come back after the enchantment is destroyed. Either way, nothing very groundbreaking here.
subscore 2 of 4
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score 4 of 10
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total score 19 of 30
arcadeus88
Summary: Unique twist on a classic white enchantment. Very flavorful and the mechanics help to support this. The card is very good all around and there are no major holes. The innovation of the ability is quite interesting and the card got me thinking about how I could use it in a deck. This is the best card in terms of planeshifting a legend for flavor.
Rules and Balance:
Functionality: I like the effect here. It is similar to Glorious Anthem in a way, but you gain some versatility. The drawback is that you need more creatures in play when you play it. It seems to work well and I like it.
subscore 3 of 3
Wording: No problems here.
subscore 2 of 2
Balance: I think this is a fair price. It is similar in many ways, as I already said, to Glorious Anthem. The fact that it's legendary helps it avoid being too swingy. There's really no way I can see to take advantage of it by manipulating creature types either. It has a good tension between being in a Spirit deck or a non-Spirit deck. The only problem is that it could be dead if you don't have any creatures in play when you want to play it.
subscore 4 of 5
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score 9 of 10
Design:
Elegance: Pretty good. Everything here makes sense. One interesting note, though, is that all other cards that use "white Spirit creature tokens" give the tokens flying. This is a bit of a problem because flying would make the card significantly more powerful and colorless tokens wouldn't make nearly as much sense for white. However, the card wording is very nice and I like how the effect works.
subscore 1 of 3
Intrasynergy: This is basically perfect. The card is an engine of sorts. The only problem is that the card does nothing after your spirits die or if you never have any creatures to begin with.
subscore 1 of 2
Color Pie: Color is alright. A card that multiplies your creatures into a weenie army of tokens is green first and foremost, but this feels white because of the flavor and especially because of the second ability.
subscore 2 of 3
Overall: I like how it is an original take on Glorious Anthem. The only problem is that it is a little narrow in that you need to already have a creature army by the time you play this, and that the card will quite probably do nothing post-Wrath of God.
subscore 1 of 2
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score 5 of 10
Flavor and Presentation:
Name: Pretty good. I might have gone with "of" instead of "on", because it is a little confusing exactly where or how the "Dawn" is happening.
subscore 2 of 3
Card Flavor/Flavor Text: Can't get better than this. I love the idea behind the card. This is the best of the planeshifted legends. Everything makes sense and the ability does a good job of matching into this.
subscore 3 of 3
Illustration/Overall: The illustration is actually very good considering it's photoshopped. I didn't even notice until closer inspection. I also didn't even notice, at first, that you just took a negative of the image. This is perfectly fine and I think that it does a pretty good job of explaining what's going on. The negative is a little odd though; I would have just darkened it or changed the hue to make it seem more black as opposed to having purple plants on a white hill. The overall theme of the card is very good though, as I already explained.
subscore 3 of 4 -----
score 8 of 10
-----
total score 23 of 30 (1st)
Edit: After judging all the cards, arcadeus88 has the best card by far.
Honden of Sacred Steel 3
Legendary Artifact - Shrine
At the beginning of your upkeep, add 1 to your mana pool for each shrine you control. Until end of turn, this mana doesn't empty from your mana pool as phases end.
Well, again there are a lot of no-shows. So, for the same reason as the last time, Kazagistar,YuanTi and Maokun, you're fired!
Anyone of ISC that still wants their card judged, just say that I'll do it gladly. Let me just congratulate arcadeus88 for his very flavorful card. Overall, once again cool cards guys!
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Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
infernotsu
Summary: Quite flavorful and cool. The design is very original, which is awesome. The card fits into black quite well. I thought that the execution could have used some improvement, but this version is sufficient. Overall, it is a very good card.
Rules and Balance:
Functionality: This card has a cool mechanic. At first, I was excited to think about how to abuse this card, but then I got to thinking about an even cooler way to make the card work. Since after you play it, it will clear your graveyard before your next upkeep anyway, why not just ignore the graveyard all together? This also avoids possible problems with sacrificing creatures with the ability on the stack. My method would be something like "at the beginning of your upkeep, remove the top 5 cards of your library from the game. put two time counters on each black creature card removed this way. if they don't have suspend, they gain suspend." Anyway, it's a cool idea and I generally like it.
subscore 2 of 3
Wording: Wording is fine except that it should say "...black creature cards in your graveyard..."
subscore 1 of 2
Balance: I'm having some trouble deciding if this is balanced or not. I can generally assume that with the right deck, this will win you the game once the first set of creatures starts hitting the board. At 5 cc for an enchantment that has to be around for a turn first, I'd say it's fair. This is considering also that you face multiple types of disruption. I'd like to see someone flip over a Phage.
subscore 4 of 5
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score 7 of 10
Design:
Elegance: It's not as elegant as I'd like. Having it only bring out black creatures makes sense for balancing the card, but when you're getting free fatties it doesn't matter what color they are. It turns out to be a net loss because there's no precedent for recursion to specify black only. It's also a little troublesome that you have to empty your graveyard at the end of each turn. Again, I understand why, but with my suggested improvement to the wording, it would solve this problem. If you use your wording it could have been removed if the card was rebalanced to have other costs as well.
subscore 1 of 3
Intrasynergy: The point loss here is just because of the last ability. The card creates some unusual tension, especially because when you play this card, you have to do the end of turn ability first, then the upkeep one.
subscore 1 of 2
Color Pie: No real problems here. I think that you actually could have made it WB or UB because of the large amount of time investment required. If I were a black card, I would want creatures to come swinging into play asap. White and blue would be reasonable reasons to slow the card down, and I feel like blue deals with suspend and trix between zones more than black.
subscore 2 of 3
Overall: Very good overall. I really like the new idea that you're using here. The basic ideas are very solid.
subscore 2 of 2
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score 6 of 10
Flavor and Presentation:
Name: The name is fine. I like the use of the word "Dominion", but I felt like another synonym could have sounded more black.
subscore 2 of 3
Card Flavor/Flavor Text: I always like light-hearted flavor text, so this works for me. The overall flavor is basically perfect. It's quite easy to tell what the card does and how it feels.
subscore 2 of 3
Illustration/Overall: The illustration is really nice. This gives me the best concept of the flavor compared to the name and flavor text. Overall it is quite good, but not quite dripping with flavor.
subscore 3 of 4 -----
score 7 of 10
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total score 20 of 30
Avatar of Kokusho
Summary: The abilities wern't amazingly new and they didn't really need to go on a card together. The flavor was there, but more interesting things could have happened if these abilities had been expanded on. There were a few annoying wording errors and some weird balance problems that didn't need to be there. Overall it was underwhelming and I thought it had some potential undeveloped.
Rules and Balance:
Functionality: The mechanics based on basic land are a little underwhelming just because we've seen this on a few rares before. The sacrifice ability is cool, but I think that having that many color mana symbols is unattractive. I would rather have it cost "WUBRG, sacrifice" and do a weaker effect. Five multicolored permanents should win you the game every time, but with the cost this high, one might as well play Coalition Victory or something like that.
subscore 1 of 3
Wording: Just a few minor mistakes here. Creatures "get" power and toughness increases and "have" abilities when its from a static effect. Need quotes around the regenerate ability. One should be searching their library for permanent cards, it sounds weird, but that's because cards rarely or never have you do that.
subscore 0 of 2
Balance: It's probably balanced. 5 cc is low, but none of the abilities are amazing so it should be fine. I don't really like the sacrifice ability as is because it seems very swingy. I understand why you want to get 5, but something like the reuseable ability on Skyship Weatherlight would be easier to use.
subscore 3 of 5
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score 4 of 10
Design:
Elegance: It's pretty elegant. The land-ability relationships basically make sense. The sacrifice ability at least makes sense from a design perspective as far as elegance.
subscore 2 of 3
Intrasynergy: Well, the abilities obviously don't work well together. The tension is not as exciting as it should be. One will generally get the land bonuses quick, assuming that this sees play around turn 3 or 4. The last ability won't be able to be used for quite a while, if at all. By that time, the first abilities are probably moot. I think that it could have been cool to split up these abilities and give each one a more interesting compliment
subscore 1 of 2
Color Pie: Perfectly fine since it relies on basic land. This kind of thing has been done before on artifacts too. Nothing revolutionary though.
subscore 2 of 3
Overall: Pretty cool ideas. Neither was especially original, and I think that the card would have profited from being split up into two cards that each delved deeper into their abilities, possibly treading some new ground. You will get a point for the potential tension on the card, which is a fairly interesting feature.
subscore 1 of 2
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score 6 of 10
Flavor and Presentation:
Name: The name is alright. I feel like this is a relic of the Legacy, but why does it allow for 5 multicolored things to come out of it if it is just an essence?
subscore 1 of 3
Card Flavor/Flavor Text: The flavor is alright but there could have been a little more done. At this point, I would just be reiterating what I've already said to explain this area.
subscore 1 of 3
Illustration/Overall: Overall I get a cool feeling about this. I do like the idea that it just sits around emitting powers based on land.
subscore 2 of 4 -----
score 4 of 10
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total score 14 of 30
ShinyMan
Summary: Very cool and elegant ability, a logical combination of themes from Kamigawa. With a better name, illustration, and flavor text, this card could have been real. There was a small issue with consistancy in the functionality compared to other similar cards, but it doesn't make a large difference.
Rules and Balance:
Functionality: I like it. It's a new way for artifacts to make mana. This also helps out the rest of the Shrine cycle, since this one is colorless and actually gives you mana to play the others. It's quite cool on its own anyway. The green ability of mana with no strings attached might as well transfer to artifacts as well. A slight problem is that to fit in with the other cards, it should probably also say that the mana doesn't cause mana burn. I don't think that it really adds much to leave this off deliberately.
subscore 2 of 3
Wording: The only problem here is that "shrine" should be capitalized.
subscore 1 of 2
Balance: It's balanced quite well. 3 seems like a great casting cost considering that you get at least 1 free mana per turn. This is on par with other mana artifacts when you consider that this one has room to improve its capacity.
subscore 4 of 5
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score 7 of 10
Design:
Elegance: Very elegant. Just one ability, which works cleanly. I like it.
subscore 3 of 3
Intrasynergy: It works well being an artifact that creates colorless mana. It really feels like a good mix between a Honden and a typical artifact that generates mana.
subscore 2 of 2
Color Pie: Pretty good. Nothing that was extraordinary, but no complaints either.
subscore 2 of 3
Overall: It's pretty good. This is a logical extension of the Honden cycle done well as an artifact. I just feel like it could have been a little more outside of the box, but it is definately safe. I like how the Honden incorporates another ability from Kamigawa.
subscore 1 of 2
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score 8 of 10
Flavor and Presentation:
Name: The name is alright but it doesn't have enough to do with mana.
subscore 1 of 3
Card Flavor/Flavor Text: It makes sense in terms of flavor. There isn't much going on on the card, but there doesn't need to be. Flavor text might have helped to some extent though.
subscore 2 of 3
Illustration/Overall: I like the flavor behind this card. It wouldn't have been hard to imagine an illustration. It didn't do anything revolutionary though.
subscore 2 of 4 -----
score 5 of 10
-----
total score 20 of 30
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I decided not to just colorshift a legend, but deal with the concept of what-ifs in the storyline (using Braids as an example, what if she had become a wizard and not an insane minion). Because it's the story I'm most familiar with, I chose the world of Kamigawa. Imagine if some small time-rift slice allowed us a peek into a Kamigawa where mortals and spirits weren't trying to destroy each other, but lived in peace. Surely the infamous Night of Souls' Betrayal would not have happened. Instead of people's personal kami turning against them, they would help one another. That is what I tried to capture with my entry. The art depicts the two worlds together, connected by a bridge. Enjoy my submission: Dawn on Worlds United.
Sig and Avatar by Rivenor of Miraculous Recovery Shop!
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Enchantment
Each opponent plays with his or her hand revealed.
At the beginning of each opponent's upkeep, name a card.
Until end of turn, whenever any opponent plays the named card, copy it. You may choose new targets for the copy.
The power that resided within the gleaming sphere still lurks in the corners of the minds originally touched by its power.
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
Legendary Enchantment
At the beginning of your upkeep, put the top five cards of your library into your graveyard. Then, remove all black creatures in your graveyard from the game with two time counters on each of them. If any don’t have suspend, they gain suspend.
At end of turn, remove all cards in your graveyard from the game.
“A touch of genius, a dash of creativity, and a whole lot of insanity. That about sums up Lim-Dûl’s abyss.”
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Legendary Artifact
If you control a Forest, creatures you control gain +1/+1.
If you control a Plains, creatures you control gain vigilance.
If you control a Mountain, creatures you control have haste.
If you control an Island, creatures you control have flying.
If you control a Swamp, creature you control have B: Regenerate this creature.
WWUUGGRRBB, Sacrifice Essence of the Legacy: Search your library for up to five multicolored permanents and put them into play under your control.
Inspired by Legacy Weapon.
"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.
Edit:
Rules and Balance x/10
Does the card work? How is its wording? It is unbalanced? All this questions go here.
Design x/10
The Melvin factor. How ellegant the card is (Ellegance is to do the desired effect with the least words possible), how synergetic the card is with itself (the good old Unblockable/ First Strike example) and if the card is on color. Also, the overall design of the card.
Flavor and Presentation x/10
The Vorthos factor. How well the effect ties with the name, image (if provided) and flavor text. Does the card make sense, flavorwise? This is were the points for a good render go too.
Total x/30
TS-Skybreaker
Summary: I like the flavor in how my creatures become righteous killing machines. The card is narrow in that it requires both players to have combat creatures and because of the casting cost. The mechanics of the card don't work very well in creating the feeling that I want the card to create for me. There should be less abilities and more powerful abilities to justify playing this card.
Rules and Balance:
Functionality: The card is clunky. There are a lot of abilities that don't do very much on their own. The card has some interesting ideas, but it would have been better to make multiple cards each of which highlights an ability.
I looked through the comprehensive rules and I still don't know if your triggered ability that prevents regeneration would work or not. I would assume that it doesn't work, reason being that the other creature could regenerate in response, since damage was already dealt to it. Either way, it is very confusing and it would have been better to just use the existing ability from Lim-Dul's Cohort. This would be the same 99% of the time and also avoid 99% of the confusion.
subscore 1 of 3
Wording: The wording is pretty clear, but the grammer mistakes are very unusual. Some words are capitalized for no reason. I didn't check out the exact wording for all the abilities, but the regeneration ability is worded incorectly in at least two important ways, which is enough to warrant the subscore.
subscore 0 of 2
Balance: The abilities seem to be priced fairly by the casting cost. The only problem here is that combining a lot of inexpensive abilities does not necessarily create an expensive card. In this case, it doesn't work because all the abilities are passive and most of them will never matter. The card is very narrow, most of the effect is lost unless both players have at least a moderate amount of creatures, and the casting cost is unusually difficult.
subscore 2 of 5
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score 3 of 10
Design:
Elegance: From a design standpoint, the abilities are clunky and possibly even hard to remember because they are so potentially different. It is also unusual how one is a triggered ability. The casting cost is also not elegant because of the overabundance of colored mana symbols.
subscore 1 of 3
Intrasynergy: The abilities work well together. The small abilities, when working together, do accomplish something interesting. An interesting note here is how first strike works with the triggered ability.
subscore 2 of 2
Color Pie: Pretty good, but nothing very revolutionary like I was looking for. This is basically a collection of white or red abilities lumped together on a multicolored card. I would have liked to see Lifelink, Double strike, or damage redirection, which are more interesting white-red abilities.
subscore 1 of 3
Overall: There were good ideas going into this card, but probably too many. It would have been a lot nicer if there were one or two abilities that could sum up most of what this card essentially does.
subscore 1 of 2
-----
score 5 of 10
Flavor and Presentation:
Name: It's pretty good. The other Kaldra cards usually had to do with equipping up a specific creature, not all of them. The fact that this is an essence explains that. The other Kaldra cards used specific abilities, rather than vaguer static effects, but it is not a bad name by any means.
subscore 2 of 3
Card Flavor/Flavor Text: I'm not sure if I understand the phrase or not. Does "whole" refer to a massive group of warriors or one warrior who is complete? Either way, the grammer is questionable. I'm unsure how much pride has to do with this card. Redemption seems like a better idea, since your card allows your creatures to vanquish the enemy.
subscore 1 of 3
Illustration/Overall: It's pretty interesting actually. The combination of red and white on a Crusade-like enchantment is cool. The card certainly feels like a true combination of red and white.
subscore 3 of 4
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score 6 of 10
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total score 14 of 30
Rowsdower
Summary: A logical extension of the existing legend. Flavor lacks a little but the card is very colorful. Well done but nothing outside of the box. Enjoyable tension between deciding which form to use helps to save the card. Kind of like a movie sequel that was good but not as innovative as the original was in its time.
Rules and Balance:
Functionality: The card functions well. This is basically taken from the original legend, which is fine. The fact that it turns into an enchantment is cool because it is somewhat original. One concern is that with this card, it could be much more difficult to get your creature to transform back. I don't see any real problems here, though, but nothing amazing stands out either.
subscore 2 of 3
Wording: Wording is perfect as far as I can see. You used the other legend as a template, which is always a good idea.
subscore 2 of 2
Balance: The balance seems fine. It's hard to deal with such large cards as this, but the casting cost and activation cost both seem high enough to be safe. Comparing this with the other legend, I would assume things are fine. I was a little worried about giving out +3/+3 for 3WWW, which is basically 3xGlorious Anthem for 2x the cost, but I like how the 3's match the WWW and the 3 in the cost. It could be a little swingy, but the subscore seems appropriate.
subscore 3 of 5
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score 7 of 10
Design:
Elegance: Very good. I think that transforming cards work very well from an elegance perspective. There is really no problem here. It seems very nice, like the original.
subscore 3 of 3
Intrasynergy: The abilities work pretty well together. Being able to remove Tatsumasa to protect it is cool. It could be annoying if you are forced to turn him into an enchantment to save it but have no other creatures out.
subscore 1 of 2
Color Pie: This fits very well, see Flicker, Glorious Anthem, Serra Angel.
subscore 3 of 3
Overall: It's pretty interesting but there could have been more intrasynergy between the creature itself and the token that it makes. There is an interesting tension between +3/+3 to all vs. a 5/5 flying
subscore 1 of 2
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score 8 of 10
Flavor and Presentation:
Name: I was a little thrown by "Sheltering", because really the card enhances both power and toughness and doesn't really give your creatures any kind of evasion or special protection like Shroud.
subscore 1 of 3
Card Flavor/Flavor Text: It's pretty flavorful. This card doesn't really improve upon the original legend though. The fact that it's an enchantment is interesting mechanically, but more confusing from a flavor standpoint. The card definitly excells in mechanics rather than flavor.
subscore 1 of 3
Illustration/Overall: Overall it is ok. I'm not completely sure how a dragon turns into an enchantment. Then again, they arn't real anyways. It is also a little confusing how the dragon is able to come back after the enchantment is destroyed. Either way, nothing very groundbreaking here.
subscore 2 of 4
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score 4 of 10
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total score 19 of 30
arcadeus88
Summary: Unique twist on a classic white enchantment. Very flavorful and the mechanics help to support this. The card is very good all around and there are no major holes. The innovation of the ability is quite interesting and the card got me thinking about how I could use it in a deck. This is the best card in terms of planeshifting a legend for flavor.
Rules and Balance:
Functionality: I like the effect here. It is similar to Glorious Anthem in a way, but you gain some versatility. The drawback is that you need more creatures in play when you play it. It seems to work well and I like it.
subscore 3 of 3
Wording: No problems here.
subscore 2 of 2
Balance: I think this is a fair price. It is similar in many ways, as I already said, to Glorious Anthem. The fact that it's legendary helps it avoid being too swingy. There's really no way I can see to take advantage of it by manipulating creature types either. It has a good tension between being in a Spirit deck or a non-Spirit deck. The only problem is that it could be dead if you don't have any creatures in play when you want to play it.
subscore 4 of 5
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score 9 of 10
Design:
Elegance: Pretty good. Everything here makes sense. One interesting note, though, is that all other cards that use "white Spirit creature tokens" give the tokens flying. This is a bit of a problem because flying would make the card significantly more powerful and colorless tokens wouldn't make nearly as much sense for white. However, the card wording is very nice and I like how the effect works.
subscore 1 of 3
Intrasynergy: This is basically perfect. The card is an engine of sorts. The only problem is that the card does nothing after your spirits die or if you never have any creatures to begin with.
subscore 1 of 2
Color Pie: Color is alright. A card that multiplies your creatures into a weenie army of tokens is green first and foremost, but this feels white because of the flavor and especially because of the second ability.
subscore 2 of 3
Overall: I like how it is an original take on Glorious Anthem. The only problem is that it is a little narrow in that you need to already have a creature army by the time you play this, and that the card will quite probably do nothing post-Wrath of God.
subscore 1 of 2
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score 5 of 10
Flavor and Presentation:
Name: Pretty good. I might have gone with "of" instead of "on", because it is a little confusing exactly where or how the "Dawn" is happening.
subscore 2 of 3
Card Flavor/Flavor Text: Can't get better than this. I love the idea behind the card. This is the best of the planeshifted legends. Everything makes sense and the ability does a good job of matching into this.
subscore 3 of 3
Illustration/Overall: The illustration is actually very good considering it's photoshopped. I didn't even notice until closer inspection. I also didn't even notice, at first, that you just took a negative of the image. This is perfectly fine and I think that it does a pretty good job of explaining what's going on. The negative is a little odd though; I would have just darkened it or changed the hue to make it seem more black as opposed to having purple plants on a white hill. The overall theme of the card is very good though, as I already explained.
subscore 3 of 4
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score 8 of 10
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total score 23 of 30 (1st)
Edit: After judging all the cards, arcadeus88 has the best card by far.
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
3
Legendary Artifact - Shrine
At the beginning of your upkeep, add 1 to your mana pool for each shrine you control. Until end of turn, this mana doesn't empty from your mana pool as phases end.
Anyone of ISC that still wants their card judged, just say that I'll do it gladly. Let me just congratulate arcadeus88 for his very flavorful card. Overall, once again cool cards guys!
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Summary: Quite flavorful and cool. The design is very original, which is awesome. The card fits into black quite well. I thought that the execution could have used some improvement, but this version is sufficient. Overall, it is a very good card.
Rules and Balance:
Functionality: This card has a cool mechanic. At first, I was excited to think about how to abuse this card, but then I got to thinking about an even cooler way to make the card work. Since after you play it, it will clear your graveyard before your next upkeep anyway, why not just ignore the graveyard all together? This also avoids possible problems with sacrificing creatures with the ability on the stack. My method would be something like "at the beginning of your upkeep, remove the top 5 cards of your library from the game. put two time counters on each black creature card removed this way. if they don't have suspend, they gain suspend." Anyway, it's a cool idea and I generally like it.
subscore 2 of 3
Wording: Wording is fine except that it should say "...black creature cards in your graveyard..."
subscore 1 of 2
Balance: I'm having some trouble deciding if this is balanced or not. I can generally assume that with the right deck, this will win you the game once the first set of creatures starts hitting the board. At 5 cc for an enchantment that has to be around for a turn first, I'd say it's fair. This is considering also that you face multiple types of disruption. I'd like to see someone flip over a Phage.
subscore 4 of 5
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score 7 of 10
Design:
Elegance: It's not as elegant as I'd like. Having it only bring out black creatures makes sense for balancing the card, but when you're getting free fatties it doesn't matter what color they are. It turns out to be a net loss because there's no precedent for recursion to specify black only. It's also a little troublesome that you have to empty your graveyard at the end of each turn. Again, I understand why, but with my suggested improvement to the wording, it would solve this problem. If you use your wording it could have been removed if the card was rebalanced to have other costs as well.
subscore 1 of 3
Intrasynergy: The point loss here is just because of the last ability. The card creates some unusual tension, especially because when you play this card, you have to do the end of turn ability first, then the upkeep one.
subscore 1 of 2
Color Pie: No real problems here. I think that you actually could have made it WB or UB because of the large amount of time investment required. If I were a black card, I would want creatures to come swinging into play asap. White and blue would be reasonable reasons to slow the card down, and I feel like blue deals with suspend and trix between zones more than black.
subscore 2 of 3
Overall: Very good overall. I really like the new idea that you're using here. The basic ideas are very solid.
subscore 2 of 2
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score 6 of 10
Flavor and Presentation:
Name: The name is fine. I like the use of the word "Dominion", but I felt like another synonym could have sounded more black.
subscore 2 of 3
Card Flavor/Flavor Text: I always like light-hearted flavor text, so this works for me. The overall flavor is basically perfect. It's quite easy to tell what the card does and how it feels.
subscore 2 of 3
Illustration/Overall: The illustration is really nice. This gives me the best concept of the flavor compared to the name and flavor text. Overall it is quite good, but not quite dripping with flavor.
subscore 3 of 4
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score 7 of 10
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total score 20 of 30
Avatar of Kokusho
Summary: The abilities wern't amazingly new and they didn't really need to go on a card together. The flavor was there, but more interesting things could have happened if these abilities had been expanded on. There were a few annoying wording errors and some weird balance problems that didn't need to be there. Overall it was underwhelming and I thought it had some potential undeveloped.
Rules and Balance:
Functionality: The mechanics based on basic land are a little underwhelming just because we've seen this on a few rares before. The sacrifice ability is cool, but I think that having that many color mana symbols is unattractive. I would rather have it cost "WUBRG, sacrifice" and do a weaker effect. Five multicolored permanents should win you the game every time, but with the cost this high, one might as well play Coalition Victory or something like that.
subscore 1 of 3
Wording: Just a few minor mistakes here. Creatures "get" power and toughness increases and "have" abilities when its from a static effect. Need quotes around the regenerate ability. One should be searching their library for permanent cards, it sounds weird, but that's because cards rarely or never have you do that.
subscore 0 of 2
Balance: It's probably balanced. 5 cc is low, but none of the abilities are amazing so it should be fine. I don't really like the sacrifice ability as is because it seems very swingy. I understand why you want to get 5, but something like the reuseable ability on Skyship Weatherlight would be easier to use.
subscore 3 of 5
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score 4 of 10
Design:
Elegance: It's pretty elegant. The land-ability relationships basically make sense. The sacrifice ability at least makes sense from a design perspective as far as elegance.
subscore 2 of 3
Intrasynergy: Well, the abilities obviously don't work well together. The tension is not as exciting as it should be. One will generally get the land bonuses quick, assuming that this sees play around turn 3 or 4. The last ability won't be able to be used for quite a while, if at all. By that time, the first abilities are probably moot. I think that it could have been cool to split up these abilities and give each one a more interesting compliment
subscore 1 of 2
Color Pie: Perfectly fine since it relies on basic land. This kind of thing has been done before on artifacts too. Nothing revolutionary though.
subscore 2 of 3
Overall: Pretty cool ideas. Neither was especially original, and I think that the card would have profited from being split up into two cards that each delved deeper into their abilities, possibly treading some new ground. You will get a point for the potential tension on the card, which is a fairly interesting feature.
subscore 1 of 2
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score 6 of 10
Flavor and Presentation:
Name: The name is alright. I feel like this is a relic of the Legacy, but why does it allow for 5 multicolored things to come out of it if it is just an essence?
subscore 1 of 3
Card Flavor/Flavor Text: The flavor is alright but there could have been a little more done. At this point, I would just be reiterating what I've already said to explain this area.
subscore 1 of 3
Illustration/Overall: Overall I get a cool feeling about this. I do like the idea that it just sits around emitting powers based on land.
subscore 2 of 4
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score 4 of 10
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total score 14 of 30
ShinyMan
Summary: Very cool and elegant ability, a logical combination of themes from Kamigawa. With a better name, illustration, and flavor text, this card could have been real. There was a small issue with consistancy in the functionality compared to other similar cards, but it doesn't make a large difference.
Rules and Balance:
Functionality: I like it. It's a new way for artifacts to make mana. This also helps out the rest of the Shrine cycle, since this one is colorless and actually gives you mana to play the others. It's quite cool on its own anyway. The green ability of mana with no strings attached might as well transfer to artifacts as well. A slight problem is that to fit in with the other cards, it should probably also say that the mana doesn't cause mana burn. I don't think that it really adds much to leave this off deliberately.
subscore 2 of 3
Wording: The only problem here is that "shrine" should be capitalized.
subscore 1 of 2
Balance: It's balanced quite well. 3 seems like a great casting cost considering that you get at least 1 free mana per turn. This is on par with other mana artifacts when you consider that this one has room to improve its capacity.
subscore 4 of 5
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score 7 of 10
Design:
Elegance: Very elegant. Just one ability, which works cleanly. I like it.
subscore 3 of 3
Intrasynergy: It works well being an artifact that creates colorless mana. It really feels like a good mix between a Honden and a typical artifact that generates mana.
subscore 2 of 2
Color Pie: Pretty good. Nothing that was extraordinary, but no complaints either.
subscore 2 of 3
Overall: It's pretty good. This is a logical extension of the Honden cycle done well as an artifact. I just feel like it could have been a little more outside of the box, but it is definately safe. I like how the Honden incorporates another ability from Kamigawa.
subscore 1 of 2
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score 8 of 10
Flavor and Presentation:
Name: The name is alright but it doesn't have enough to do with mana.
subscore 1 of 3
Card Flavor/Flavor Text: It makes sense in terms of flavor. There isn't much going on on the card, but there doesn't need to be. Flavor text might have helped to some extent though.
subscore 2 of 3
Illustration/Overall: I like the flavor behind this card. It wouldn't have been hard to imagine an illustration. It didn't do anything revolutionary though.
subscore 2 of 4
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score 5 of 10
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total score 20 of 30