Mana Check 4
At the beginning of your upkeep, choose a number. Players can't play spells with converted mana cost equal to that number until the beginning of your next upkeep. "Come on down!"
Friend or Foe?U
Sorcery
Each player secretly chooses friend or foe, then reveals their choice. Each player who chose friend draws a card for each player who chose friend. Then each player discards a card for each other player who chose foe.
Numberwang2RRR
Sorcery (R)
Flip a coin until you land on tails. For each heads, choose one - Numberwang deals 5 damage to target creature or player; or Numberwang deals 4 damage to each creature; or target player discards his or her hand and draws three cards; or put two 3/1 red Elemental creature tokens with haste onto the battlefield; or destroy target nonbasic land; or stop flipping. You may not choose the same option twice. That's Numberwang!
IIW: non-keyworded alternate casting costs (clarification: don't use Suspend, Madness, etc. do use Invigorate, Force of Will)
U// Sedris and the Traitor Kings U// G Seshiro, the Appointed G B// Vaevictus Asmadi - "I'm 'exy and I know it" B// W// Treva, The Renewerer W// B/ Rakdos, Lord of Grouphate B/ W//// Cromat the Charmer W////
Double DareUG
Sorcery
Target opponent may choose to show you their hand. If he or she doesn't, you may put up to X 1/1 green Slime tokens onto the battlefield, where X is the amount of cards in that player's hand.
The Game Master1BR
Creature - Devil Wizard (R)
At the beginning of your upkeep, target player chosen randomly, flips a coin. If the chosen player wins the coin flip they draw a card, if they lose the coin flip they discard a card at random. “You’re the next contestant!” -The Game Master
1/3
The Iron Throne4
Legendary Artifact - {M}
At the beginning of your upkeep, your opponents must pay 2 or lose 2 life.
At the beginning of your pre-combat main phase, add 2 to your mana pool.
Whenever a creature deals combat damage to you, its controller may pay 4. If he does, he gains control of The Iron Throne 'In the Game of Thrones, you either win or die'
Eledin—Good card, nice symmetry, powerful with skilled play but not broken.
bloodyspasm—Wipe-out probably doesn't need to be a keyword. i like how this inverts the clock-work artifact creatures.
Rudyard—That's a very interesting card, even in two-player. Almost sets up a little prisonner's dilemma all by itself, but i think it's always better to say friend.
queensauce—interesting but far too wordy
LnGrrrR—I think this would always be "look at target player's hand".
Trabant777—That's pretty nice. I feel like the should be something wrong with it, but actually think it works.
GideonJur@—Bet R&D wishes they could cast this card. Far too limited and the wrong colors for enchantment removal.
Moonleaf—I'm not sure that this has enough upside to be worth the possibility of losing it. Yes, your opp has to pay as much as you did to take it, but it didn't cost them a card.
Necromage2BB
Creature - Zombie Wizard (R)
You may cast ~ from your graveyard, but not from anywhere else.
Whenever a creature dies, you may pay 2B. If you do, exile it, then put a 2/2 black zombie token onto the battlefield.
Cycling - 2BB
3/2
Harbinger of the Mire3BB
Creature - Demon
Flying
When another creature is put into your graveyard from the battlefield
you may pay3B and return ~ from your graveyard to your hand.
Swampcycling 2 As long as the swamps survived, so would he
3/3
Candlegeist1RR
Creature - Spirit (U)
Flying
Whenever an opponent is dealt damage by a red instant or sorcery spell you control, return ~ from your graveyard to your hand.
Cycling 3RR
2/1
IIW: Come up with a mechanic that encourages monocolor decks.
Wise Elder1U
Creature - Human Wizard {U}
Wise Elder can't block
Whenever Wise Elder enters the graveyard, you may exile it. If you do, draw two cards
0/1
Cycling 2UU
Hellblood Scythe2
Artifact - Equipment
Cycling 1
Whenever ~ or another card is cycled, put two +1/+1 counters on target creature.
Equipped creature gets +1/+0 for each +1/+1 counter on it.
Equip 2
Here are the judgings. Creativity, balance, and flavor are worth 5 points each.
wilsonbiggs
Creativity: That's just boring. It's Cancel, with cycling. 1/5
Balance: It's pretty fair. Cancel isn't overpowered, so adding a bit of utility to it is fine. 4/5
Flavor: I get that it's the quintessential blue card, but you can come up with a better name than that. Plus, no flavor text on a card that has plenty of room for it; on cards like this, that's where most of the flavor comes from. 1/5 Total: 6/15
Brofaux
Creativity: First of all, this has been done before, but only once. The thing is, this just isn't very new and exciting. Flashback plus cycling is an interesting interaction, but that's all you did with the card. 2/5
Balance: This card is extremely overpowered. I honestly think it is better than Counterspell and might even see heavy play in Legacy, since it's two counterpspells for one. Not only that, it has cycling for very cheap too in case you have too many counters in your hand...but you can still use it afterward to counter a spell! Relatively cheap cards with tons of utility are super good. This is the most broken card of this round, and there are other broken cards too. 1/5
Flavor: The name is god and fits, but as with wilsonbiggs's card, no flavor text on a card that could easily fit it. I understand cards like this don't lend themselves to great flavor, but some of my favorite flavor text has been on counters, and you could have at least put in that effort to get a few more points. 2/5 Total: 5/15
Atogaholic
Creativity: Nice combination of abilities. My lone issue is that it feels like you played mix-and-match with a bunch of abilities (two with interesting synergy), but nothing itself is completely original. 4/5
Balance: This is a tough one. In limited, this is certainly amazing since it's almost impossible to get rid of permanently, but it's a rare so it's ok for it to be a bomb. In constructed, it seems slow and expensive--even with an enabler to discard it so you can just cast it on turn four, it's usually just a 3/2 that keeps coming back. I suspect it might be a junk rare, but a fun one that would be great in casual. 4/5
Flavor: The flavor all makes sense with the name, but...the name is a bit underwhelming. And no flavor text. On this card there might not be room for it, so that's not too terrible. All in all, solid flavor, but nothing special. 3/5 Total: 11/15
bloodyspasm
Creativity: Pretty good, and it makes for interesting play decisions when you have two in hand. Do you cycle one and then get two creatures for one card? Or do you play one and wait for it to die, and then get it back? 4/5
Balance: Fair, although on the weak side--good in limited if you can get a few, probably unplayable in constructed. I think it would probably be fine at 1WW, and that would maybe even make it constructed playable in the right decks. 3/5
Flavor: Very good flavor between the name, vigilance, and ability, but yet again no flavor text! This card really really wants flavor text; it has strong flavor as it is, and adding flavor text would really tie everything together. 4/5 Total: 11/15
Trabant777
Creativity: Feels a lot like a black Eternal Dragon. As a matter of fact, it pretty much is a black Eternal Dragon. Credit for making the switch, but not completely original. 3/5
Balance: I think this card is underpowered. You would pretty much never actually want to cast it, since it's a 3/3 flyer for 5, which isn't very good even when it can keep coming back, especially with Wizards pushing the power level of creatures these days. And the repetitive swampcycling is good, but expensive, and requires creatures to die. Now if you pushed it to something like a 4/4 or even 5/4 flyer or gave it some other in-play abilities, that would be something different, but as is it doesn't seem too great. 2/5
Flavor: Finally some flavor text! The card fits together well ,although I'm not sure Demon is the best creature type for him. The flavor text is very bland, but it's still there. Good job on this overall. 4/5 Total: 9/15
Artificer Andy
Creativity: The Chandra's Phoenix ability, but with cycling. The interaction between the two is cool though, and gives an entirely new element to the card. 4/5
Balance: Well, in terms of being a beater it's pretty much strictly worse than the Phoenix. The interesting part here is the cycling. It feels right that the cycling cost is so expensive; otherwise this essentially makes every spell in a burn deck a cantrip, which would be ridiculous. This still might be great at costing 5 to cycle since it gives burn a lot of reach late game. I'd be very interested in seeing if it were played competitively. Good job. 4/5
Flavor: Great name. Works perfectly with the abilities. And no flavor text. Come on, there's even tons of room on the card! This is the second card where even half decent flavor text would have earned a 5. 4/5 Total: 12/15
Moonleaf
Creativity: Cool card. Nothing groundbreaking, but nice overall. And I like the "can't block" as an elegant solution to prevent you from chump blocking and getting cards. 4/5
Balance: First, I'm assuming that you meant whenever it enters the graveyard from anywhere (which I think is safe because the new template for from play is "dies" now). So that being said...you do realize this card is essentially 2UU Instant, draw three, this cant be countered, right? Because every monoblue control player (and I count myself among those) would absolutely love this card. Everyone else (including Wizards, who have been trying to get rid of any decent instant speed draw) not so much. 1/5
Flavor: Good name, fits with the abilities. And no flavor text. Seriously, why is nobody including flavor text on these cards? 3/5 Total: 8/15
Squirrel_Bear
Creativity: Very original. I can see lots of interesting stuff happening with this. 5/5
Balance: Although lots of interesting things can happen with this, I'm having trouble seeing much good happening. It goes to the top, not your hand, so there's no card advantage there; if you discard something to an opponent's spell, for example, you get this as your next card and then...play it? It's a 1/1 with no abilities for 2. Cycle it? You just paid mana for a card that you would have drawn if this weren't in the way. You might have had something in mind when you designed this, but from what I can see this card is just terrible. 1/5
Flavor: I love the Kamigawa flavor, and the name and ability match perfectly, but you're like the fifth or sixth person with no flavor text on a card that needs it. The flavor here is already extremely strong, and flavor text would have made this a definite 5. 4/5 Total: 10/15
Whitemage57
Creativity: Nothing particularly original here; the [CARD=Decree of Pain]Decree ability was done before, and not exactly on old, esoteric cards either. And the card itself (minus the cycling) has been done too. 2/5
Balance: The main card is kind of pushing the curve a bit; compare to Flame Wave. So I would say it's a bit overpowered there. The cycling is also really good; it's costed competitively, and will usually be three for destroying a creature and drawing a card. If the cycling ability said creature or player, I'd say it's much too powerful; as is, I still think it's pushing it. 3/5
Flavor: The flavor here seems a bit disjointed and generic. Yes, I get the raging flames--good name for a burn spell, by the way--but the flavor text seems like it feels like it should be on a creature, probably an elemental. And the flavor text also isn't so great, it doesn't read nicely and confused me the first time I read it. 3/5 Total: 8/15
GideonJur@
Creativity: Very cool. This wants to be in a cycling deck, and it would be amazing in one too. 4/5
Balance: So, first off there's a major templating issue, which I'll cover in this section. The card's ability says "Whenever ~ or another card is cycled, put two +1/+1 counters on target creature." So I'm assuming that means when you cycle this card, you get to put the counters on something. But, whenever you cycle something else, for the ability to work this needs to be in play, right? Because abilities on cards only work when the card is in play, unless specifically stated otherwise. So, this needs to be split into two abilities; one for when you cycle this card, and one for when you cycle another card.
Having said that, it's the first ability that's a problem. I think that almost any deck that plays creatures would auto-include a playset of 1, Instant, put two +1/+1 counters on target creature and draw a card. And it can't be countered. There was another card in this round with a similar problem, which I guess people tend to gloss over when designing card with abilities when cycled--you need to cost it higher than a normal spell, since it's an uncounterable cantrip. This isn't as egregious as the other one, but I still think it's too powerful. IF you made the cycling cost even 2, this would be much fairer. 2/5
Flavor: Why is this a hellblood scythe? That makes no sense at all with the abilities; not only that, the name seems very red, and playing around with cycling does not seems like red's thing to do. Other than the name, there nothing to base the flavor off of without art, so the card is essentially flavorless. 1/5 Total: 7/15
And the winner, with a score of 12 our of 15, is:
Artificer Andy!
Congratulations. The next challenge is: come up with a mechanic that encourages monocolor decks.
Lone Patrolman2W
Creature - Human Soldier (C) Focused - As long as all nonland permanents you control are white and not multicolored, Lone Patrolman gets +1/+1 and has first strike.
1/1
Private Mod Note
():
Rollback Post to RevisionRollBack
Looking to start a clan for Zork fans, PM if interested.
Atrius' Posts1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead. "Wait, can you actually win a thread?" - Atrius.
Dual BlastR
Instant - {C}
Dual Blast deals 2 damage to target creature or player
Twincast (When you cast this spell you may reveal another card from your hand with the same mana cost. If you do, copy this spell. You may not choose new targets for it)
Rampart Guardians3(G/W)(G/W)
Creature - Wall (R)
Defender, Reach
Homeland - Creatures blocked by ~ get -5/-5, Creatures blocked by ~ get +1/+1 for each basic land type and each multi-colored land among the lands you control. When their allies failed them, they reached inside and found the courage to fight even harder
3/5
I object to this objection.
Multicolored millcards in something other than dimir.
I object to your objection to object me. dawg!
At the beginning of your upkeep, choose a number. Players can't play spells with converted mana cost equal to that number until the beginning of your next upkeep.
"Come on down!"
EDIT: And IIW, cards with cycling.
Sorcery
Each player secretly chooses friend or foe, then reveals their choice. Each player who chose friend draws a card for each player who chose friend. Then each player discards a card for each other player who chose foe.
iiw: unique and interesting forms of evasion
Sorcery (R)
Flip a coin until you land on tails. For each heads, choose one - Numberwang deals 5 damage to target creature or player; or Numberwang deals 4 damage to each creature; or target player discards his or her hand and draws three cards; or put two 3/1 red Elemental creature tokens with haste onto the battlefield; or destroy target nonbasic land; or stop flipping. You may not choose the same option twice.
That's Numberwang!
IIW: non-keyworded alternate casting costs (clarification: don't use Suspend, Madness, etc. do use Invigorate, Force of Will)
Custom Race: Guaroga
G Seshiro, the Appointed G
B// Vaevictus Asmadi - "I'm 'exy and I know it" B//
W// Treva, The Renewerer W//
B/ Rakdos, Lord of Grouphate B/
W//// Cromat the Charmer W////
lol
THAT'S A NUMBERWANG!
Club Flamingo Wins: 1!
...
Ok, seriously:
Double Dare UG
Sorcery
Target opponent may choose to show you their hand. If he or she doesn't, you may put up to X 1/1 green Slime tokens onto the battlefield, where X is the amount of cards in that player's hand.
IIW: Barnyard animals
Club Flamingo Wins: 1!
Creature - Devil Wizard (R)
At the beginning of your upkeep, target player chosen randomly, flips a coin. If the chosen player wins the coin flip they draw a card, if they lose the coin flip they discard a card at random.
“You’re the next contestant!” -The Game Master
1/3
Image hidden under here
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Instant
Destroy all Tribal cards. Draw a card for each card destroyed in this way.
IIW: Nezumi
Legendary Artifact - {M}
At the beginning of your upkeep, your opponents must pay 2 or lose 2 life.
At the beginning of your pre-combat main phase, add 2 to your mana pool.
Whenever a creature deals combat damage to you, its controller may pay 4. If he does, he gains control of The Iron Throne
'In the Game of Thrones, you either win or die'
IIW: Sig
Club Flamingo win: 1, 2, 3, 4, 5, 6, 7,
8, 9
The Winner is Judge win: 1, 2
Winner is also Judge win: 1, 2
Instant
~ deals 6 damage to target creature or player. You gain 6 life.
This game just got 20% cooler in 10 seconds flat.
IIW: Clever dual lands.
bloodyspasm—Wipe-out probably doesn't need to be a keyword. i like how this inverts the clock-work artifact creatures.
Rudyard—That's a very interesting card, even in two-player. Almost sets up a little prisonner's dilemma all by itself, but i think it's always better to say friend.
queensauce—interesting but far too wordy
LnGrrrR—I think this would always be "look at target player's hand".
Trabant777—That's pretty nice. I feel like the should be something wrong with it, but actually think it works.
GideonJur@—Bet R&D wishes they could cast this card. Far too limited and the wrong colors for enchantment removal.
Moonleaf—I'm not sure that this has enough upside to be worth the possibility of losing it. Yes, your opp has to pay as much as you did to take it, but it didn't cost them a card.
wilsonbiggs—Why is this 5-color?
Winner—Eledin!
Next Challenge: Cards with cycling
Instant
Counter target spell.
Cycling 1U
IIW: Red counterspells that still fit the color pie.
Instant
Counter target spell.
Flashback 2U
Cycling - U
Multicolored millcards in something other than dimir.
Creature - Zombie Wizard (R)
You may cast ~ from your graveyard, but not from anywhere else.
Whenever a creature dies, you may pay 2B. If you do, exile it, then put a 2/2 black zombie token onto the battlefield.
Cycling - 2BB
3/2
IIW: Palindromes!
Creature - Demon
Flying
When another creature is put into your graveyard from the battlefield
you may pay3B and return ~ from your graveyard to your hand.
Swampcycling 2
As long as the swamps survived, so would he
3/3
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Creature - Spirit (U)
Flying
Whenever an opponent is dealt damage by a red instant or sorcery spell you control, return ~ from your graveyard to your hand.
Cycling 3RR
2/1
IIW: Come up with a mechanic that encourages monocolor decks.
Creature - Human Wizard {U}
Wise Elder can't block
Whenever Wise Elder enters the graveyard, you may exile it. If you do, draw two cards
0/1
Cycling 2UU
IIW: Sig
Club Flamingo win: 1, 2, 3, 4, 5, 6, 7,
8, 9
The Winner is Judge win: 1, 2
Winner is also Judge win: 1, 2
Instant {R}
Raging Flames deals 6 damage to target player and 6 damage to each creature he/she controls.
Cycling 2R (Discard this card: Draw a card.)
When Raging Flames is cycled, you may have it deal 4 damage to target creature.
"Such an epic battle to put the flames out, as the it raged and threw fireballs in anger. Such a stubborn and vindictive blaze." -- Goblin Warchief
IIW: An artifact or a spell dealing with charge counters.
Artifact - Equipment
Cycling 1
Whenever ~ or another card is cycled, put two +1/+1 counters on target creature.
Equipped creature gets +1/+0 for each +1/+1 counter on it.
Equip 2
IIW: Blood
wilsonbiggs
Creativity: That's just boring. It's Cancel, with cycling. 1/5
Balance: It's pretty fair. Cancel isn't overpowered, so adding a bit of utility to it is fine. 4/5
Flavor: I get that it's the quintessential blue card, but you can come up with a better name than that. Plus, no flavor text on a card that has plenty of room for it; on cards like this, that's where most of the flavor comes from. 1/5
Total: 6/15
Brofaux
Creativity: First of all, this has been done before, but only once. The thing is, this just isn't very new and exciting. Flashback plus cycling is an interesting interaction, but that's all you did with the card. 2/5
Balance: This card is extremely overpowered. I honestly think it is better than Counterspell and might even see heavy play in Legacy, since it's two counterpspells for one. Not only that, it has cycling for very cheap too in case you have too many counters in your hand...but you can still use it afterward to counter a spell! Relatively cheap cards with tons of utility are super good. This is the most broken card of this round, and there are other broken cards too. 1/5
Flavor: The name is god and fits, but as with wilsonbiggs's card, no flavor text on a card that could easily fit it. I understand cards like this don't lend themselves to great flavor, but some of my favorite flavor text has been on counters, and you could have at least put in that effort to get a few more points. 2/5
Total: 5/15
Atogaholic
Creativity: Nice combination of abilities. My lone issue is that it feels like you played mix-and-match with a bunch of abilities (two with interesting synergy), but nothing itself is completely original. 4/5
Balance: This is a tough one. In limited, this is certainly amazing since it's almost impossible to get rid of permanently, but it's a rare so it's ok for it to be a bomb. In constructed, it seems slow and expensive--even with an enabler to discard it so you can just cast it on turn four, it's usually just a 3/2 that keeps coming back. I suspect it might be a junk rare, but a fun one that would be great in casual. 4/5
Flavor: The flavor all makes sense with the name, but...the name is a bit underwhelming. And no flavor text. On this card there might not be room for it, so that's not too terrible. All in all, solid flavor, but nothing special. 3/5
Total: 11/15
bloodyspasm
Creativity: Pretty good, and it makes for interesting play decisions when you have two in hand. Do you cycle one and then get two creatures for one card? Or do you play one and wait for it to die, and then get it back? 4/5
Balance: Fair, although on the weak side--good in limited if you can get a few, probably unplayable in constructed. I think it would probably be fine at 1WW, and that would maybe even make it constructed playable in the right decks. 3/5
Flavor: Very good flavor between the name, vigilance, and ability, but yet again no flavor text! This card really really wants flavor text; it has strong flavor as it is, and adding flavor text would really tie everything together. 4/5
Total: 11/15
Trabant777
Creativity: Feels a lot like a black Eternal Dragon. As a matter of fact, it pretty much is a black Eternal Dragon. Credit for making the switch, but not completely original. 3/5
Balance: I think this card is underpowered. You would pretty much never actually want to cast it, since it's a 3/3 flyer for 5, which isn't very good even when it can keep coming back, especially with Wizards pushing the power level of creatures these days. And the repetitive swampcycling is good, but expensive, and requires creatures to die. Now if you pushed it to something like a 4/4 or even 5/4 flyer or gave it some other in-play abilities, that would be something different, but as is it doesn't seem too great. 2/5
Flavor: Finally some flavor text! The card fits together well ,although I'm not sure Demon is the best creature type for him. The flavor text is very bland, but it's still there. Good job on this overall. 4/5
Total: 9/15
Artificer Andy
Creativity: The Chandra's Phoenix ability, but with cycling. The interaction between the two is cool though, and gives an entirely new element to the card. 4/5
Balance: Well, in terms of being a beater it's pretty much strictly worse than the Phoenix. The interesting part here is the cycling. It feels right that the cycling cost is so expensive; otherwise this essentially makes every spell in a burn deck a cantrip, which would be ridiculous. This still might be great at costing 5 to cycle since it gives burn a lot of reach late game. I'd be very interested in seeing if it were played competitively. Good job. 4/5
Flavor: Great name. Works perfectly with the abilities. And no flavor text. Come on, there's even tons of room on the card! This is the second card where even half decent flavor text would have earned a 5. 4/5
Total: 12/15
Moonleaf
Creativity: Cool card. Nothing groundbreaking, but nice overall. And I like the "can't block" as an elegant solution to prevent you from chump blocking and getting cards. 4/5
Balance: First, I'm assuming that you meant whenever it enters the graveyard from anywhere (which I think is safe because the new template for from play is "dies" now). So that being said...you do realize this card is essentially 2UU Instant, draw three, this cant be countered, right? Because every monoblue control player (and I count myself among those) would absolutely love this card. Everyone else (including Wizards, who have been trying to get rid of any decent instant speed draw) not so much. 1/5
Flavor: Good name, fits with the abilities. And no flavor text. Seriously, why is nobody including flavor text on these cards? 3/5
Total: 8/15
Squirrel_Bear
Creativity: Very original. I can see lots of interesting stuff happening with this. 5/5
Balance: Although lots of interesting things can happen with this, I'm having trouble seeing much good happening. It goes to the top, not your hand, so there's no card advantage there; if you discard something to an opponent's spell, for example, you get this as your next card and then...play it? It's a 1/1 with no abilities for 2. Cycle it? You just paid mana for a card that you would have drawn if this weren't in the way. You might have had something in mind when you designed this, but from what I can see this card is just terrible. 1/5
Flavor: I love the Kamigawa flavor, and the name and ability match perfectly, but you're like the fifth or sixth person with no flavor text on a card that needs it. The flavor here is already extremely strong, and flavor text would have made this a definite 5. 4/5
Total: 10/15
Whitemage57
Creativity: Nothing particularly original here; the [CARD=Decree of Pain]Decree ability was done before, and not exactly on old, esoteric cards either. And the card itself (minus the cycling) has been done too. 2/5
Balance: The main card is kind of pushing the curve a bit; compare to Flame Wave. So I would say it's a bit overpowered there. The cycling is also really good; it's costed competitively, and will usually be three for destroying a creature and drawing a card. If the cycling ability said creature or player, I'd say it's much too powerful; as is, I still think it's pushing it. 3/5
Flavor: The flavor here seems a bit disjointed and generic. Yes, I get the raging flames--good name for a burn spell, by the way--but the flavor text seems like it feels like it should be on a creature, probably an elemental. And the flavor text also isn't so great, it doesn't read nicely and confused me the first time I read it. 3/5
Total: 8/15
GideonJur@
Creativity: Very cool. This wants to be in a cycling deck, and it would be amazing in one too. 4/5
Balance: So, first off there's a major templating issue, which I'll cover in this section. The card's ability says "Whenever ~ or another card is cycled, put two +1/+1 counters on target creature." So I'm assuming that means when you cycle this card, you get to put the counters on something. But, whenever you cycle something else, for the ability to work this needs to be in play, right? Because abilities on cards only work when the card is in play, unless specifically stated otherwise. So, this needs to be split into two abilities; one for when you cycle this card, and one for when you cycle another card.
Having said that, it's the first ability that's a problem. I think that almost any deck that plays creatures would auto-include a playset of 1, Instant, put two +1/+1 counters on target creature and draw a card. And it can't be countered. There was another card in this round with a similar problem, which I guess people tend to gloss over when designing card with abilities when cycled--you need to cost it higher than a normal spell, since it's an uncounterable cantrip. This isn't as egregious as the other one, but I still think it's too powerful. IF you made the cycling cost even 2, this would be much fairer. 2/5
Flavor: Why is this a hellblood scythe? That makes no sense at all with the abilities; not only that, the name seems very red, and playing around with cycling does not seems like red's thing to do. Other than the name, there nothing to base the flavor off of without art, so the card is essentially flavorless. 1/5
Total: 7/15
And the winner, with a score of 12 our of 15, is:
Congratulations. The next challenge is: come up with a mechanic that encourages monocolor decks.
Creature - Human Soldier (C)
Focused - As long as all nonland permanents you control are white and not multicolored, Lone Patrolman gets +1/+1 and has first strike.
1/1
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Instant - {C}
Dual Blast deals 2 damage to target creature or player
Twincast (When you cast this spell you may reveal another card from your hand with the same mana cost. If you do, copy this spell. You may not choose new targets for it)
IIW: Sig
Club Flamingo win: 1, 2, 3, 4, 5, 6, 7,
8, 9
The Winner is Judge win: 1, 2
Winner is also Judge win: 1, 2
Creature - Wall (R)
Defender, Reach
Homeland - Creatures blocked by ~ get -5/-5, Creatures blocked by ~ get +1/+1 for each basic land type and each multi-colored land among the lands you control.
When their allies failed them, they reached inside and found the courage to fight even harder
3/5
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together